Here's the link to my ArtStation for anyone looking to get their hands on the character: www.artstation.com/marketplace/p/7oM58/unreal-5-female-archer-demo-character This was a LONG and challenging project to learn to create, but now that we are here, I feel much more comfortable developing new characters for Unreal5 Games - Hope you guys enjoy, and I'll see ya in the next vid :)
You might be that one person in the world that many big projects in close future time that are coming out would not be done without you. I'm so glad I found your channel!
Beauty is an important part of my design philosophy, and I'll do my best to do my part and make more beautifully designed characters available for game projects - A lot of my favorite artists I follow on ArtStation are Korean, so If my style looks good to you, then I'll take that as a compliment, thank you -
Omg, she is soo pretty and again you are an inspiration to us all, like an online teacher but done the right way. I will give credit where it's due and I want my hands on this one for personal and support use, thank you! Also like how you explained where to go and how to in your videos. 💖
Hey Vivy, it's good to see you in the comments, and thanks a lot, I really put my all into this design, so I'm glad you like how it turned out - The vids to make her will always be up, so take your time and just do your thing :)
I would really appreciate a deep dive video on rigging and weight painting a character using the UE5 skeleton, I can get the rigging part done right but I struggle with the weight painting every time, a video going really deep into how to do it right would be amazing.
This is my most recent video on that subject: ruclips.net/video/PLWv9yjVaoU/видео.html And, if you haven't seen it yet, I have a deep dive series on weight painting in general here: ruclips.net/video/uWuE8Gnhuy4/видео.html Weight painting is hard though, so don't beat yourself up on it - Hope that helps :)
I'm also making an archer character myself, however I have one question, the bow that I'm making has many curves, should I use some sort of nurbs path in blender to more easily get that shape? how did you make your bow?
It depends on your final engine. If you're rendering everything in Blender, then curves are good - But, if you're doing this for a game, then for the sake of exporting, weight painted bones are probably the best way to go -
You said it took a year to do, but that include the learning process? Also I've learnt recently that ue5 does a small armature convertion from blender import, so some custom rig doesn't work because of technicallity, will you cover how Unreal engine read armature? I usually do modular base, clothes modular guided by secondary rig and attachment point, and it take like 80 hours of work to have it done, then like add an extra 40 hours when the armature is not unreal engine readable. Wich is not that good, but unreal mannequin is too simple.
Yeah, a year for ZBrush, and a year for Unreal. But, in regards to the rig stuff. Yeah, modular based characters are always a lot of work. But, if you have a solid base rig and body to work with, it ends up saving a lot of time in the long run. You can adjust the mannequin to make it have more bones for your needs actually. It's simple so that you can build more off of it easily. So, it's kinda a good thing that it's basic. They key is to add what you want. For example, the original mannequin has no booba and butt bones. So, I added those in, and it still works compatible with normal mannequin animations -
@@TheRoyalSkies I was curious if you had anything about using custom armature in unreal engine. My biggest issue is that I've learnt to make my rig custom, wich is usefull for 4 legged creature or even 8 legged, And other multi-purpose, not so great for standard use. Here a good exemple, my rig doesn't have a hip bones , the hips are onto the upper legs part, wich make hips left and hips right , with butt low_L , butt high_L , and right. Wich gave out the modularity I wanted. But unreal engine hate it, so I'm probably going at it at high complexity ( 2 to 6 rigs) or how ever many it take until they don't get converted. my next test is each bone as a separated rig, that get hierarchy parenting, so they can attach and detach as instructed. Not an easy thing to test, but it's getting there in my design. see it like you get a character fully rigged then add hairs as a second rig parented to the head bone. That's also where I found out ue5 was doing some convertion with orientation ( blender y-up against ue z-up) I can't speak on Zbrush, but 1 year of unreal engine is good, there's alway something to learn on that engine.
@@shadows13310 If you're using a custom armature like with 4 legs and stuff, then the compatibility with the original mannequin doesn't really matter anymore. You can technically import "any" rig to Unreal and it will work. It's only when you want it to be compatible with default and market animations that you have to use the UE5 skeleton as your rig. Generally, I'd recommend keeping it simple if you can. You can use second rig to control the Unreal rig if that's easier for you. But, 6 layers of rigs?!?!? That's crazy man - If you get it to work, I'm curious how you'll do it -
@@TheRoyalSkies I'm currently working on 2D , so it's hard to tell when the 3D stuff will get worked on. But I had issue with some armature, I don't remember all the issue, but some were like offset limbs, like a missmatch between blender and unreal , or multiple root detection, because it detected my IK and FK , wich I understand now that it doesn't like when my rig is composed of "possibility" that are sometime not active, just there if we wanted to use it. And so on, nothing unsolveable, sometime it was just bone scale or bone roll missmatch. Some error are still unknown too. Mostly import fail. the root system being the most annoying of them. when the root bone is not at 0.0.0 for rest pose. Anyway, what I was talking about is a rare concept, with layers of rig, surelly you've seen game where you can swap a character hairs. Better even a game with mech where you can swap arms or legs, or attachment. So layers of rigs like that follow the idea that the character is build of 6 rig instead of 1 , you can swap arm for more muscle or less, or even make crawling arms on the ground , like a zombies game. I also have another level of it with 90 something layers of rig, in wich, if any part bug out, the 89 wouldn't be affected. it's great for ( complexity, stability, debug, tracking) not too good for headache though. Anothers point, is science study, a few did that, but like, not usefull for game, it's using overlaying armature to simulate muscle expansion and fat physics. The ultimate goal if anyone is willing to push it, you end up with a modular character that has real time physic and dynamic animation. ( but that's like 3 level over what I'm doing at the moment) The six layers of rig idea follow the modular idea of shoulder socket, hips sockets, neck socket and hairs socket that you can often find on dolls concept in reality.
I "almost" have that in a series - This was the first run, so most of it was me just messing around with polygons until it looked right, but here's the gist of it for free here: ruclips.net/p/PLZpDYt0cyiuuMDAiM4cnqmmgDzCXV6t9H
@@TheRoyalSkies have you ever messed with 3Coat? Or any other Alternative that can create good, non-stop stylized characters? I think only Blender can somewhat come close, right?
@@wallacesousuke1433 Blender's probably the best free alternative honestly. The only reason I use ZBrush is because sculpting is simply unmatched in it, but if you have low poly stuff Blenders more than good enough to make stuff with -
@@TheRoyalSkies I want to create characters that look good, y'know, not photorealistic but not stylized or low poly either, something that's PS4 level would be great, if you get the idea. It's amazing (and saddening), that Zbrush is just so good, on a league of its you, I started dabbling with a pirated version for learning purposes and it's so good to work with
Id ask for localized prices but ur hard work deserves it , also i wouldnt suggest localizing since well pirates and exploiters , ill try to save up and get it eventually . Im from bangladesh
Here's the link to my ArtStation for anyone looking to get their hands on the character:
www.artstation.com/marketplace/p/7oM58/unreal-5-female-archer-demo-character
This was a LONG and challenging project to learn to create, but now that we are here, I feel much more comfortable developing new characters for Unreal5 Games - Hope you guys enjoy, and I'll see ya in the next vid :)
You might be that one person in the world that many big projects in close future time that are coming out would not be done without you. I'm so glad I found your channel!
Absolutely agree. This content blows the SD image gen crap out of the water.
I'm jealous of your progress, well done! 👏
Don't worry man, we're all just trying to do our best, you got this!
Congrats and thanks for the tutorials!
It's always so nice to witness history in the making ❤
Congrats friendo!! 🎉
After seeing Stellar Blade and Vindictus: Defying Fate, the gaming industry needs people like you even more.
Note: I am Korean.
can't believe u specifically mentioned these two xd
@@neozyykun I'm just regret for the now Western videogame industry, which is incompatible with "respect for diversity" and "aesthetic pursuit".
Beauty is an important part of my design philosophy, and I'll do my best to do my part and make more beautifully designed characters available for game projects -
A lot of my favorite artists I follow on ArtStation are Korean, so If my style looks good to you, then I'll take that as a compliment, thank you -
@@eldkfwkd321 its ok bro i totally agree i myself am learning to sculpt my own stuff with attractive features
Omg, she is soo pretty and again you are an inspiration to us all, like an online teacher but done the right way.
I will give credit where it's due and I want my hands on this one for personal and support use, thank you!
Also like how you explained where to go and how to in your videos. 💖
Hey Vivy, it's good to see you in the comments, and thanks a lot, I really put my all into this design, so I'm glad you like how it turned out - The vids to make her will always be up, so take your time and just do your thing :)
I would really appreciate a deep dive video on rigging and weight painting a character using the UE5 skeleton, I can get the rigging part done right but I struggle with the weight painting every time, a video going really deep into how to do it right would be amazing.
This is my most recent video on that subject:
ruclips.net/video/PLWv9yjVaoU/видео.html
And, if you haven't seen it yet, I have a deep dive series on weight painting in general here:
ruclips.net/video/uWuE8Gnhuy4/видео.html
Weight painting is hard though, so don't beat yourself up on it - Hope that helps :)
Thank you very much! I will be sure to watch them all. @@TheRoyalSkies
What is the name of the song at the end of your videos?
Sure thing man, It’s Armored Core,Hyper Monkey Likes The Dance Floor”
Finnaly pay day 🎉.
Well deserved
Finally some good stuff ❤
Very nice. Very nice indeed.
I'm also making an archer character myself, however I have one question, the bow that I'm making has many curves, should I use some sort of nurbs path in blender to more easily get that shape? how did you make your bow?
It depends on your final engine. If you're rendering everything in Blender, then curves are good - But, if you're doing this for a game, then for the sake of exporting, weight painted bones are probably the best way to go -
Big demo Algo moment
You said it took a year to do, but that include the learning process?
Also I've learnt recently that ue5 does a small armature convertion from blender import, so some custom rig doesn't work because of technicallity, will you cover how Unreal engine read armature?
I usually do modular base, clothes modular guided by secondary rig and attachment point, and it take like 80 hours of work to have it done, then like add an extra 40 hours when the armature is not unreal engine readable. Wich is not that good, but unreal mannequin is too simple.
Yeah, a year for ZBrush, and a year for Unreal. But, in regards to the rig stuff. Yeah, modular based characters are always a lot of work. But, if you have a solid base rig and body to work with, it ends up saving a lot of time in the long run. You can adjust the mannequin to make it have more bones for your needs actually. It's simple so that you can build more off of it easily. So, it's kinda a good thing that it's basic. They key is to add what you want. For example, the original mannequin has no booba and butt bones. So, I added those in, and it still works compatible with normal mannequin animations -
@@TheRoyalSkies I was curious if you had anything about using custom armature in unreal engine. My biggest issue is that I've learnt to make my rig custom, wich is usefull for 4 legged creature or even 8 legged, And other multi-purpose, not so great for standard use.
Here a good exemple, my rig doesn't have a hip bones , the hips are onto the upper legs part, wich make hips left and hips right , with butt low_L , butt high_L , and right. Wich gave out the modularity I wanted. But unreal engine hate it, so I'm probably going at it at high complexity ( 2 to 6 rigs) or how ever many it take until they don't get converted.
my next test is each bone as a separated rig, that get hierarchy parenting, so they can attach and detach as instructed. Not an easy thing to test, but it's getting there in my design.
see it like you get a character fully rigged then add hairs as a second rig parented to the head bone. That's also where I found out ue5 was doing some convertion with orientation ( blender y-up against ue z-up)
I can't speak on Zbrush, but 1 year of unreal engine is good, there's alway something to learn on that engine.
@@shadows13310 If you're using a custom armature like with 4 legs and stuff, then the compatibility with the original mannequin doesn't really matter anymore. You can technically import "any" rig to Unreal and it will work. It's only when you want it to be compatible with default and market animations that you have to use the UE5 skeleton as your rig.
Generally, I'd recommend keeping it simple if you can. You can use second rig to control the Unreal rig if that's easier for you. But, 6 layers of rigs?!?!? That's crazy man - If you get it to work, I'm curious how you'll do it -
@@TheRoyalSkies I'm currently working on 2D , so it's hard to tell when the 3D stuff will get worked on.
But I had issue with some armature, I don't remember all the issue, but some were like offset limbs, like a missmatch between blender and unreal , or multiple root detection, because it detected my IK and FK , wich I understand now that it doesn't like when my rig is composed of "possibility" that are sometime not active, just there if we wanted to use it. And so on, nothing unsolveable, sometime it was just bone scale or bone roll missmatch. Some error are still unknown too. Mostly import fail. the root system being the most annoying of them. when the root bone is not at 0.0.0 for rest pose.
Anyway, what I was talking about is a rare concept, with layers of rig, surelly you've seen game where you can swap a character hairs. Better even a game with mech where you can swap arms or legs, or attachment. So layers of rigs like that follow the idea that the character is build of 6 rig instead of 1 , you can swap arm for more muscle or less, or even make crawling arms on the ground , like a zombies game. I also have another level of it with 90 something layers of rig, in wich, if any part bug out, the 89 wouldn't be affected. it's great for ( complexity, stability, debug, tracking) not too good for headache though. Anothers point, is science study, a few did that, but like, not usefull for game, it's using overlaying armature to simulate muscle expansion and fat physics. The ultimate goal if anyone is willing to push it, you end up with a modular character that has real time physic and dynamic animation. ( but that's like 3 level over what I'm doing at the moment)
The six layers of rig idea follow the modular idea of shoulder socket, hips sockets, neck socket and hairs socket that you can often find on dolls concept in reality.
Nice model!
Thank you!
Here in seconds lol
It would be cool if you make paid tutorial that goes through the whole process making this character.
I "almost" have that in a series - This was the first run, so most of it was me just messing around with polygons until it looked right, but here's the gist of it for free here:
ruclips.net/p/PLZpDYt0cyiuuMDAiM4cnqmmgDzCXV6t9H
I will check out the playlist you sent. Thank you.@@TheRoyalSkies
Link do not work anymore.
Zbrush is so expensive
though 😢
I know :(
@@TheRoyalSkies have you ever messed with 3Coat? Or any other Alternative that can create good, non-stop stylized characters? I think only Blender can somewhat come close, right?
@@wallacesousuke1433 Blender's probably the best free alternative honestly. The only reason I use ZBrush is because sculpting is simply unmatched in it, but if you have low poly stuff Blenders more than good enough to make stuff with -
@@TheRoyalSkies I want to create characters that look good, y'know, not photorealistic but not stylized or low poly either, something that's PS4 level would be great, if you get the idea.
It's amazing (and saddening), that Zbrush is just so good, on a league of its you, I started dabbling with a pirated version for learning purposes and it's so good to work with
Hello there ,
Hey Yo!
@@TheRoyalSkies can i chat with you on insta
Id ask for localized prices but ur hard work deserves it , also i wouldnt suggest localizing since well pirates and exploiters , ill try to save up and get it eventually .
Im from bangladesh
Here is a big algorithm comment
wtf