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Also for aligning the normals with the texture, you can throw both textures in PS (I use CSP) turn the opacity down on one and use the liquify tool to move the colour texture to match up with the normal or vice versa.
@@BoroCG Once you've baked the textures I mean, you align both the baked textures, but I can imagine next time you will do it better in the scanning step anyway like you said in the video and won't have to go through this haha.
Hey Boro, maybe you can activate the 3d printing addon and hit manifold for your photoscans. That’ll closeup the holes. And don’t forget to recalculate all normals!
Great job Boro, congratulations. The video, like the previous one, with the scanner is very very good. And thank you very much, you answered my question indirectly, very grateful.
You can fix edges of your mesh with a boolean - that’s both easier and cleaner, than selecting and deleting by hand. Also that’s a way to close big holes
Nice job! I've been thinking about this 3D capture. Could there be any copyright issues when using sneakers from a brand that already exists? Maybe it's considered a case of fair use, right? The game looks amazing. I'm loving seeing the development process.
I'll make sure I do enough changes to make the design different. What I need is the realistic shape of the cloth and leather, which is not exactly a part of the original design
When i remove large chunks of a dense mesh, i usually use boolean operations, using spheres and boxes or modeling custom shapes, it can be pretty slow on serve models but the holes closed so you don't have to bother with filling them
Have you tried using the facesets to guide Quadremesher, it helps to section the parts off with the Lasso face set brush and then with the Draw face set brush where the two face sets meet create a complete loop. I get somewhat better topology when I do it like that.I think itll help with the jacket
It might have just been copium because I found no difference between doin this ⬆️ and just normal remeshing. I the face maps 2 material button doesn't work and when you do it manually the mesh breaks
Xnormal really good software for transfer texture or bake. I think Z is better in these complex issues, high polygons, remesh, auto remesh etc. However, Boro does everything in a blender, which may save him time.And blender free best part
i had a look at revoscan software, and it looks to be free - is there a point to downloading it , does it do anything blender cant , or does it do certain things better than Blender?
I never tried it with random meshes, but if it works that way, it has a good tool to fill holes and remove islands, better and faster than what blender offers
No, ive seen way better boots before. I actually have better 3d boots in my asset library and some aren't even photo scanned. A noob tip, your 100 percent using nanite as a crutch, you should do a way better job remeshing and afterwards you should also sculpt in higher levels of detail, especially micro detail. Let's not forget, you only have a normal and albedo map, that is not good at all. SMH. You could also make your own textures and only use the original albedo map as a base. It sounds like MORE WORK, but REMEMBER, that is YOUR HERO ASSET IN IT? Would probably take 1 day max to do all that as well.
Hey everyone! Skillshare was awesome enough to sponsor this video, so don't forget to check it out if you want to learn anything creative. Right now, the first 500 people to use my link will get a one month free trial of Skillshare: skl.sh/borocg11231
Also for aligning the normals with the texture, you can throw both textures in PS (I use CSP) turn the opacity down on one and use the liquify tool to move the colour texture to match up with the normal or vice versa.
Yeah that would work with a tiled texture, but with a scan there's a bunch of random UV-seams which would be very limiting
@@BoroCG Once you've baked the textures I mean, you align both the baked textures, but I can imagine next time you will do it better in the scanning step anyway like you said in the video and won't have to go through this haha.
Leave the soda can in the stump. Dark Souls II did this, and it lead to a lot of really fun lore discussions.
In the 3d print addon that ships with blender there is an option to "make manifold" it will automatically fill all the holes.
Oh yeah! There's an addon for scans, I forgot about that. Thank you!
Hey Boro, maybe you can activate the 3d printing addon and hit manifold for your photoscans. That’ll closeup the holes. And don’t forget to recalculate all normals!
Great job Boro, congratulations.
The video, like the previous one, with the scanner is very very good.
And thank you very much, you answered my question indirectly, very grateful.
Love you videos, every time man. Thanks for the upload!
You can fix edges of your mesh with a boolean - that’s both easier and cleaner, than selecting and deleting by hand. Also that’s a way to close big holes
people already mentioned the methods to fill holes
but you also have Mask slice with fill holes option in sculpting mode 'mask' tab
maybe add a small light to the scanning device, so that you always have even lighting on the part being scanned
u could do the cleanup w zbrush pretty easily. scan each arm sep for an a-pose or t-pose to get what you want
Nice job! I've been thinking about this 3D capture. Could there be any copyright issues when using sneakers from a brand that already exists? Maybe it's considered a case of fair use, right? The game looks amazing. I'm loving seeing the development process.
I'll make sure I do enough changes to make the design different. What I need is the realistic shape of the cloth and leather, which is not exactly a part of the original design
@@BoroCG Oh yes. I'm loving all these processes and technologies. I thought the game idea was very creative too.
When i remove large chunks of a dense mesh, i usually use boolean operations, using spheres and boxes or modeling custom shapes, it can be pretty slow on serve models but the holes closed so you don't have to bother with filling them
Have you tried using the facesets to guide Quadremesher, it helps to section the parts off with the Lasso face set brush and then with the Draw face set brush where the two face sets meet create a complete loop. I get somewhat better topology when I do it like that.I think itll help with the jacket
It might have just been copium because I found no difference between doin this ⬆️ and just normal remeshing. I the face maps 2 material button doesn't work and when you do it manually the mesh breaks
38:40 Some of the tools in sculpt mode, like Slide Relax perhaps?
edit: lol, just a few seconds after that you figure it out
Why didn't you use some kind of sticks to support your hands for the scan? So that you wouldn't have to move and re-sculpt arms in blender.
would be nice to have screen cast keys when recording i blender for us to see what you are doing :)
Xnormal really good software for transfer texture or bake.
I think Z is better in these complex issues, high polygons, remesh, auto remesh etc. However, Boro does everything in a blender, which may save him time.And blender free best part
i had a look at revoscan software, and it looks to be free - is there a point to downloading it , does it do anything blender cant , or does it do certain things better than Blender?
I never tried it with random meshes, but if it works that way, it has a good tool to fill holes and remove islands, better and faster than what blender offers
"Best boots ever seen in video game history. 10/10" ~ IGN review
do you select the mesh and merge by distance, or delete loose? Or would that just ruin it?
Tried it a bit, didn't notice improvement. I think it works best with consistent lighting
pleease tell me he fixes the arm pits of the jacket D:
Lol I said I will haha
bastard! I've spend the last few days making a boot and it looks like shit 😭
No, ive seen way better boots before. I actually have better 3d boots in my asset library and some aren't even photo scanned. A noob tip, your 100 percent using nanite as a crutch, you should do a way better job remeshing and afterwards you should also sculpt in higher levels of detail, especially micro detail. Let's not forget, you only have a normal and albedo map, that is not good at all. SMH. You could also make your own textures and only use the original albedo map as a base. It sounds like MORE WORK, but REMEMBER, that is YOUR HERO ASSET IN IT? Would probably take 1 day max to do all that as well.
Thanks, as I said material work will be done in Substance Painter