Just a tip: When working with Multires there is a brush called "Multires Displacement Eraser". It''s a brush that removes details added in multires and removes the shapes back to the base level at the Multires level. It's good for remove artifacts, glitches or unwanted details, but you loose any fine details.
Honestly way better than before. Super good. At 24:41 Id say is wrong for characters. You usually actually want to use multires all the time. I work in zbrush, so the terminology is different, your lowest lod is your base model with zero subdivisions, and for you high resolution mesh, you just divide. Having your low poly be the same model as your high poly is so useful since changing things to your high poly automatically transfer to your low poly. Works the same the other way around (so it's a good thing you are using multirez). When I'm completely done making my low and high polys, sometimes, I do create an alternate low poly mesh to reduce its poly count with manual modeling, but I always save that for the end. As for triangulation, I personally don't ever triangulate my quad models and I've yet to experience any issues in unreal engine (I feel like it's more of an issue with old game engines in the past). When I encounter a normal artifact, I fix them by adding supporting topology to plane changes, like the crazy folds, I would just add in topology that follows the folds. The only time I've worried about triangulation is with ngon models aka models created with cad or Boolean modeling. (environment items/hardsurface items).
Love watching the progress man! You started making your game right when I did, so it feels like were on the same journey right now just slightly different places were working on. Rn I'm working on charcter movement and foot IK.
Just wanted to let you know that I appreciate your videos so very much. As they’re always so chilled back and also inspiring as I started 3D modelling 2 years back and your vids have always helped inspire my creativity (art side) :D
1) when you want to change the triangulation, there is no need to delete an edge and then make a new one, you need to select an edge and press CTRL+E and select "rotate edge CW" 2) if you combine points, then there is no need to edit them later in UV space, since as soon as you clicked unite points or edge, a Merge window appears on the left side at the bottom, put a UV check mark there
Awesome, thanks for the both tips! Assigned the rotate edge command to Ctrl+D (CW) and Ctrl+A (CCW). I don't really need both of them though, but will keep it for now
Since the jacket is not skintight, might be worth doing a few more scans in different poses to get references for how it changes it's shape, and create some shape keys (or morph targets, or whatever it's called on Unreal), that the game could blend based on joint angles and such (unless you're planning on using some cloth sim in game and do it in real time; though in that case, maybe the wrinkles might need to be removed and let the physics create them dynamically).
Awesome updates and looks great! May I suggest something controversial? Some may find it controversial to change the Orbit method, lol. Anyway, have you used the Orbit method as Trackball before? I've been seeing you crane your neck from side to side. It might help, but does take a bit of time to get adjusted to navigating. I use Trackball sparingly, mainly for sculpting, but it's extremely useful.
:D sorry, I don't have an official name yet. I have some versions, and really liking one, but still not 100%. So, no name on the game yet. I'll most likely reveal the name when I get the first trailer out to announce the upcoming demo, sometime in the future
Just a tip: When working with Multires there is a brush called "Multires Displacement Eraser". It''s a brush that removes details added in multires and removes the shapes back to the base level at the Multires level.
It's good for remove artifacts, glitches or unwanted details, but you loose any fine details.
its really nice to see you learning and improving!
Honestly way better than before. Super good. At 24:41 Id say is wrong for characters. You usually actually want to use multires all the time. I work in zbrush, so the terminology is different, your lowest lod is your base model with zero subdivisions, and for you high resolution mesh, you just divide. Having your low poly be the same model as your high poly is so useful since changing things to your high poly automatically transfer to your low poly. Works the same the other way around (so it's a good thing you are using multirez). When I'm completely done making my low and high polys, sometimes, I do create an alternate low poly mesh to reduce its poly count with manual modeling, but I always save that for the end.
As for triangulation, I personally don't ever triangulate my quad models and I've yet to experience any issues in unreal engine (I feel like it's more of an issue with old game engines in the past). When I encounter a normal artifact, I fix them by adding supporting topology to plane changes, like the crazy folds, I would just add in topology that follows the folds. The only time I've worried about triangulation is with ngon models aka models created with cad or Boolean modeling. (environment items/hardsurface items).
Those messy crazy high poly scans scare me. I'm impressed by how you were able to tame them.
ikr scans can be quite messy to work with, like how do I even start haha
Love watching the progress man! You started making your game right when I did, so it feels like were on the same journey right now just slightly different places were working on. Rn I'm working on charcter movement and foot IK.
Just wanted to let you know that I appreciate your videos so very much. As they’re always so chilled back and also inspiring as I started 3D modelling 2 years back and your vids have always helped inspire my creativity (art side) :D
Yes! I feel that way too. He's awesome.
Wow, thank you!
1) when you want to change the triangulation, there is no need to delete an edge and then make a new one, you need to select an edge and press CTRL+E and select "rotate edge CW"
2) if you combine points, then there is no need to edit them later in UV space, since as soon as you clicked unite points or edge, a Merge window appears on the left side at the bottom, put a UV check mark there
Awesome, thanks for the both tips! Assigned the rotate edge command to Ctrl+D (CW) and Ctrl+A (CCW). I don't really need both of them though, but will keep it for now
This jacket looks so fucking cool, can't wait to see it textured
New video about 3d scans ?? Oooh yeaaah i need mooreeee
Well it's mostly about everything that comes after the scan. There will be more content about scans soon though!
Amazing! 💛
First!!! Boro I love you Soo much... Keep growing love you, tom !
From artist to artist 😊
Great job man, keep it up!
Since the jacket is not skintight, might be worth doing a few more scans in different poses to get references for how it changes it's shape, and create some shape keys (or morph targets, or whatever it's called on Unreal), that the game could blend based on joint angles and such (unless you're planning on using some cloth sim in game and do it in real time; though in that case, maybe the wrinkles might need to be removed and let the physics create them dynamically).
Awesome updates and looks great!
May I suggest something controversial? Some may find it controversial to change the Orbit method, lol.
Anyway, have you used the Orbit method as Trackball before? I've been seeing you crane your neck from side to side. It might help, but does take a bit of time to get adjusted to navigating. I use Trackball sparingly, mainly for sculpting, but it's extremely useful.
Edit Preferences > Navigation > Orbit Method [Turnable] [Trackball]
What was the point of deleting the old videos? I learned a lot from them :c
Have u played Ark Ascended yet. Its looks so good in UE5 now !!!!!
T-Shirt motive your old appartement building in Kiev?
sure
is it okay to ask what the game you're making is called?
Sure!
@@BoroCG okay then what is the game called?
:D sorry, I don't have an official name yet. I have some versions, and really liking one, but still not 100%. So, no name on the game yet. I'll most likely reveal the name when I get the first trailer out to announce the upcoming demo, sometime in the future
I know this is completely off topic But please fix johns animations they just bug me.
cringe