Blenders New Base Meshes Will Save You Hours!
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- Опубликовано: 12 сен 2024
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I've used Blender multiple times and I've always struggled with making a human mesh alone! This'll help me greatly
Good luck!
For any asset that is a Collection, when you drop it on the scene there is the menu on the bottom left for position and such that fo some reason it doesn't pop up when adding to scene, but inside it has a checkbox for instance turned on by default
Turning that off will drag the actual collection and all objects inside it as normal objects
It also helps you position the whole on 0 0 0
It is also better than making instances real since for meshes with rigs and such it will preserve relations
Thanks for the advice!
Thanks for the info, I always forget to look for that context popup for stuff like that.
So simple... Thank you sir!
Really like your comment about speed and being fast at the job. Coming from a creative industry for work I find myself wanting to be fast for personal projects I'm doing for fun and learning. But you're right, there's no need to be fast because there's no deadline.
Yeah I thing it’s worth learning not to get so caught up
This will be a pretty useful addition to the tool chest of the base program, I imagine. At the same time, I can't imagine myself going with anything other than a bespoke character mesh built from the ground up for one's own specific needs, after pooling most of my knowledge on the process from this very channel. It just werks.
I do enjoy modelling from scratch as well!
7:15
"CTRL + A/ Make İnstances Real" is an other option.
lifesaver ty
Me salvaste bro, estaba frustrado de poder moverla con huesos.
It's good for newbies, but I think its still much better to learn to do it on your own from scratch.
Good character sculpting and retopo skills will help you ALOT
Oh, and also useful when you for example need to make tons of character models in a short amount of time
I agree! I think having a decent base mesh is always more beneficial towards those with more experience but a great tool for noobs who need to inspect meshes
Retopo has been a bane 😩
Sure but why reinvent the wheel? You can use a base mesh and learn to sculpt from there for something as complex as a person. Just my opinion.
@@BrianHamil it’s more to do with understanding how to change a mesh if it’s not doing what you want it to. Having a solid understanding of mesh flow really helps
Another point I'd like to add on the topic of "don't try to be fast, take your time to learn";
A lot of times you just put certain projects on hiatus for a while in order to not get frustrated by trying to brute-force something that you know probably is going to make it worse in the long run. It's better to take a break from it for months or even few years. Learn new techniques working on other projects, helping you discover how to work more efficiently, then get back on it when you have a renewed sense of motivation and/or inspiration so that you can actually manifest the vision for that earlier project in a proper way and maybe even have fun doing it as well!
17:52 But that's my favorite part 🥲
those teeth and gum models gonna come in clutch fr
I know right! I cbf making them and these will be a huge time saver
hello, can help me? why i choose relation > make local > and set to all..that object didnt copy?
Not sure if I'm missing something, but whenever I try to import the mesh by going to "Open Blend File," it just opens the original file with the meshes that can't be edited. How do you import the files so that you can drag and drop the meshes directly like you have in the video? I could just export the original files then import them into the new Blender work space, but that's more of a hassle compared to the dragging and dropping from the asset library.
Incredible video! I'm defiantly gonna be using the base mesh after seeing this because I have been considering doing my own base mesh after learning all I need to know but it is just so time consuming that I see this as the smarter solution for a faster work flow so thank you so much for this!
This is amazing.
As a solo game developer that prefers designing and developing the mechanics, doing any kind of 3d modeling for characters (objects and equipment are fun) plus anything required for animation is pure cancer. I have been trying to make my own character model, but the head always ruins it, this is going to help a lot.
edit: The Object > Relations > Make Local doesn't work for me. I can't make the full body and head meshes editable, every other part is automatically imported and available to edit, does it have anything to do with collections?
I’m not sure. It might be a setting in the prefs to default any drag and drop to be an appended mesh
Great for sculpting, but seems to be missing some loops for animation.
29:03 I found this video for the hair
I for one would love to see a Substance Tutorial....especially one that deals with: UVunwrapping Character Meshes, especially Hair. I have no idea how to do that and it's been VERY frustrating.
Trying to do the "make local" command and it's not working, any idea why?
Hi Dikko, very thanks for your work !
We desperately need a hair tutorial, one way that you think is optimal for hair making for the curent version of blender.
Thanks again.
Would have been nice to offer some versions that already have proper edges at the joints ready for rigging & animation and basic Ark kit viseme Blend shapes in the heads.
Hey maybe I should make my own base mesh kit haha. Blend shapes are tricky to provide because they are very dependent on the original mesh they are referencing. Any changes to the original mesh and they all get busted up
@@Dikko I would use it no doubt xd
As someone who is more geared toward animation that topology is a bit hard to look at on the base meshes. I'm internally screaming. But this does seem really useful.
Yeah it’s something I mentioned in the video. I think I might make my own base mesh pack :)
@@Dikko yea That is what made me take a good look at it. It’s definitely not unusable. But it definitely could cause issues like you said.
THANK YOU FOR THE VFX PACK
Remember guys its always good to know how to make meshes as well, dont just use this as a shortcut.
Damn right!
Is there a reason why when i make it local to all it doesnt make a duplicate? Nothing happens
You are my hero. Thank you.
no reveal!?!?
Awesome tips in there, I had no idea that transpose tool existed
Thanks buddy. You've helped a lot.
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Support the channel by signing up to my patreon, or become a youtube member, both which come with special benefits!
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just wondering about the 7 hour recording you did, was it a stream where you talk to us, or just a very long recording?
Just a long recording. I might actually post another one publicly with a different character
Well, why ever i can bring the models into the library but i cant get them to work. How do i get them into the sculptingmode?
Hi sir, I am new to blender. I have a question about pushing and pulling the mesh.. Are you using grab tool or any other tool? Could you please make a detail video modelling a character using base mesh.it would be useful. Thanks.
Very nice video! Good to see how to use some freely available assets to achieve the desired result! Do you know of any update on these meshes or a tutorial on how to best improve the edge flow for rigging purposes of these meshes?
No updates on the meshes from what I know! But that’s a great idea for a video - how I would improve the edge flow.
hello..can help me? why i choose relation and set to all.. that object didnt copy?
Same
LETS GOO NEW DIKKO VID RAAAAA
not creating dublicate for me....what is the error?
If you mark the base mesh itself in the original file as an asset then it will work. I just discovered that last week
Thanks frnd @@Dikko
could this kind of character as it is now been used as a game character
No, there would need to be some optimisations
@@Dikko thanks for the quick answer. It would something to see these character come to life in a game engine.
Question: Since the base messes are in a close A pose do you have any trick for the rigging/weight painting? Cause when i tried to weight my rig automatically (auto rig pro) the arm is moving a big part of the back as well. I would like to avoid re posing the model to a T pose. If you know any tricks or something else please let me know!
12:36 how do you do that and what is that called?
Is it possible to make the bones first and then edit the shape of the bodies?
I'll admit I don't know shit from shinola about sculpting in blender, but I'll watch and take notes anyway. Ok, model fast, not half assed, got it
You don’t heed to model fast :). But if you feel confident about modelling from scratch, but want to try saving some time, then a base mesh might be a useful tool!
this actually real helpful. Question for anyone who tried this with the style base mesh. How well were you able to change it into something close to a anime style design or was that to hard? Asking because I thinking of getting another base mesh to work with if the current one from this video can't translate the style well
Should be fairly easy. You will probably have to alter a couple things in the face but that’s kinda the point of a base mesh. It’s a starting point, rather than starting from nothing
Love the real, I am game studios an i said let me learn make my own character saying oh i can just buy high poly sculpt base meshes an WHOOP there it is but you still need to learn basics of blender an tools then it can feel like okay i can do what they charge 1000 a model for because i see they sell marmoset eyes realistic skin etc etc to help you build fast an easy but still learn the basics then have fun with
Cool!
Thanks!
top job buddy new meshs
Cheers mate!
super nice!
whenever i drag an image from the bundle all i get is a reference image. also how did you open the file in blender and can anyone tell me how to get it so i can actually use them thanks
Very cool
Dikko lala!! Dikko Lala. Nwa-mama
are these useful for reference and learning? I don't know much about blender, but I want to learn and practice.
Very useful!
Nice!
how to get this video from start until the end .. i need to learn this, how to join your patreon ? no link on the description ..
www.patreon.com/dikko :)
Very sad and I'm disappointed@@Dikko , I subscribe but this tutorial video not in there .. i need to learn the process from start until end also i want to practice everyday to remember blenders tool.. is so hard to memorize..
Sorry to hear that! @@smartchapter9533 I have more videos coming soon that are more in-depth (about 12 videos worth)
ok@@Dikko, I'm waiting from you
I have a problem the relation is not duplicating the body mesh any suggestions
Hello! I have the same problem! were you able to solve it?
@@jorgeponce5147 yepp just keep trying to tik the relation box a few times
why cant I edit, or sculpt my base meshes? they are only object mode
i understood all the things but i got confused about the hair... is this hair low poly like the characters of ur black curtain series and can i rig them easily ?
No it’s curve based hair using geometry nodes. It will eventually replace the particle hair system used in blender. You can convert it to a mesh but it will be very high poly
i downloaded the file, but I can't edit it. I go to object, relations, make local, all: and it doesnt work =((
Was it set to rest position in the armature by any chance?
@@Dikko i donno what i did to fix it
blender won't let me add the 3d model
what are the conditions? Can I sell the modeling afterward?
No conditions that I know of!
Recently I have switched form maya to blender for character animation. Can anyone tell me how to select multiple controllers and rotate all of them together while setting up a pose.. for example select all the spine controls and rotate together OR all the finger controllers and rotate together. I tried that in blender but its rotating only the last selected control.. Eagerly waiting for a response. Thanks.
You can change it in a button at the top of the viewport. You actually have more flexibility than Maya in this regard. You can change it to last selected, average selection, individual selection, 3D cursor, etc. set it to individual selection, then you will be able to rotate or position controls according to their orientation
thank you guy !
I'm a game developer and i want to create my own characters from my imaginations.
i'm very very new with blender.
can you please give me some advise ?
i will appreciate it !
I have a big big series in the works that will cover this stuff from scratch, but in the meantime, I have a series that I have already published that goes through the process on my main page!
Show us how to make to make motion comics with blender, Dikko!
I’d say it would be easier than you think! A couple shameless image planes, a camera and some basic animation would probably make a good job of it
@@Dikko I've found the blending of mocap animation and still images to be difficult, myself
When it comes to hair i don't want a super realistic hair for what it is a celshaded character and i want a tutorial about simple/basic hair
Dikko had a video on basic hair in his character modeling series, did you already watch it? Or was it not what you were looking for either? ruclips.net/video/bUV0-kiplbM/видео.htmlsi=WGHWdPUyMHWFQL4_
Use curves.
You can still make stylised hair with hair curves! You can actually adjust the geo nodes so that the radius of the strands are thicker
@@Dikko and if i want for example a blocky style of hair? Like a bob cut for example
IT'S TOO EASY!
is this friendly for 3d printing models?
Yes as long as there’s no visible holes in the model you make
Hi, Can you make a game ready character tutorial here in your channel?
Keep posted. I may have something in the works
relations local user ... does not work
lol, skipped the hardest part, rigging.
Mixamo auto rig plugin. I barely touched the rigging process at all!
Ugly but the skillis here 😂🎉
I hate the use of this word when referring to art related stuff but wouldn't this be considered cheating?
I'm happy with the release of these bases, I always had trouble making the face of my character in 3D so this helped a lot, but I can't stop thinking that what i accomplished is 'not my work', even if i changed and added a lot of stuff from the original base.
So now i'm not sure if I should use this model or try to finish the one I was making from scratch.
Nope not cheating. At least in a professional sense. When working at scale, you gotta produce so quickly that there’s sometimes no point in starting from scratch when you’ve dive it a million times in past. If you’ve already mastered this stage, generally that guilt goes away
But that being said keep going on the one you made from scratch!!! Of your still learning that’s still a good thing to do.
thank you for your answer! I'll think about it, I've been using Blender since 2017 so it's not really my first attempt to make this model, there's so much to learn still :)
it annoys me that this low effort content wins
Curious what high-effort content is?
Thank you awesome legendary man
My pleasure!
Hey mind if I dm you on discord? I need some blender help on something specific.