I second the others requesting the extended video. I already incorporated some of what I could tell you were doing into my workflow. It has improved my sculpts dramatically, but what you did with the hands and was too fast for me to reproduce. Awesome video!
Not generating a rig, that's what i do. It's much easier for me to just move each bone than to try to figure out the rigify rig. So, I would like to add a tip of my own, for beginners of course. When in pose mode it can help the use the rotator tool in the left panel (shit+Spacebar+R for shortcut). Sometimes your view may not be oriented to the angle you think you're at. And don't forget you can use transformation orientation (global, local, normal, ect, located top middle of screen.) It may just help get the pose with a little less unwanted deformation.
He makes a great body sculpt before mentioning topology. If we copy this and sculpt heavily on our way there then our mesh will be messy by the time we remesh. It seems we shouldn’t have to think too hard about all of that as long as we’re tidy on our way to the best part
If you already have a clean base mesh then you don't need to worry about retopology after you're done sculpting. Otherwise retopo will very likely be necessary. :)
you probably won't even see this message but, congratulations, it's one of the best tutorials I've ever seen in my entire life, very well explained, however, I got stuck in 1.24, in the part where you separate the base from the legs and eliminate the edges of the region from the knees, simply when I do this the top part (the thighs) disappear ;-;
It’s really awesome to watching this in depth detail explanation 👍🏻 Plz make a tutorial on it step by step follow along tutorial Really waiting to see Thank you so much bro😊👍🏻
I currently use skin textures from 3dscanstore. But before that, this video was a great help when I created my own textures: ruclips.net/video/u6kwBah6C-Q/видео.html
the dude does it really cool, and the whole typical pipeline of character creation was shown and clearly explained in 12 minutes, fantastic! it remains for me to download the blender and start trying to create something, but I think that I will not get such a masterpiece right away
Bro you was help me a lots. I was struggling with the hand sculpting thing and the head thing to maintain the detail what ever i Re mesh them it was like 🔥thing and keep mess up . thank you a lot and like you usual keep it up bro i learn so muck form you
didnt get to three minutes and already this looks extremely difficult...makes me reconsider wanting to edit or create models...blender is difficult enough when it comes to editing rigs and weight paint and im terrified to imagine how difficult it'll be when actually creating one from scratch...
When I was a beginner, every tutorial + project looked super daunting. The key is to split it up into steps. Start by learning how to sculpt, then how to sculpt a head shape, the nose, eyes etc. and then once you're comfortable with the individual parts you can combine them into a full head and work your way through the body until you can sculpt a full character. Don't look at the finish line of the marathon. Look at every step you take to get there. :)
@@Noggi_3D Well just to put it im not on good terms with blender. I struggled just to get weight paint to work. Blender always did the opposite of what im trying to do and sometimes when I log in the paint is a mess as if a child snuck on and drew all over and it wasnt like that when I logged off for the night. So much frustration and tedious work on the same model for two years and eight months. It feels like blender hates me as much as I hate it lol. But with all seriousness I never had a good history using it, just constant frustration and rage. No one to help me cause blender support discord servers are useless. If weight paint was that difficult and still strugling to master I cant imagine what'll be like doing this. I can only imagine it'll take the legendary difficulty of editing rigs and put it on steroids. Blender is a pain in the ass and editing an existing rig was hard enough so what else can I do but expect editing a mesh or making one from scratch will be even more difficult. I dont even know how to make textures! I'm no artist! I dont even know how to begin cause I got nothing to go off on to be able to learn to do what I want to do.
@@teufortknight3913 I don't know if this going to help you but there's a free "Modeling For Animation" course playlist on youtube by Dikko where he shows and explains how to make topology that deforms well enough without weight painting. I haven't gotten thro all the videos myself but maybe it'll be of use to you, though it does require some knowledge on how to use the tools and shortcuts n stuff
When you're doing the detail-sculpting on the body, do you have any advice on what brushes to use for specific parts? Do you use any custom ones during this stage?
At the end of the video you are talking about different layers for the muscle and fat. How can you sculpt on different layers? Or that was just theoretical and not exact different layers? :) Thanks!
I always see you using the Snake Hook brush like at 3:58 in all your videos. I can not get my Snake Hook to behave like this, tried so many settings, it acts like an extrude in your videos, very straight and clean. Mine makes a mess that comes to a sharp point without much control over which direction i want it to go. How do you set it up?
I've done a few characters on stream last year. The VOD's are all in playlists on my Archive channel. The link is in the description. My PC is pretty strong (GTX 3080 ti + Intel i9-12900KF) so I can add more fine details and more hair strands, But you can create very similar stuff with lower specs. :)
Bro! wollte dir einfach Danke sagen … Danke für deine Gratis Tipps. habe einige vieles gelernt und versuche immer noch was daraus zu lernen. Keep it up mate🙌
Wait a minute... First you make the body from blobs with bigger or smaller faces, then remesh it, then do a retopology so the detailed parts have smaller faces and the less detailed ones have bigger faces. Why not just skip remeshing so you don't have to retopo?
When you pose the model and then do additional deformations for the specific pose, are you using shape keys for those, or deforming the actual base mesh? I am wondering what is the best way to do those deforms without permanently altering the base mesh. Do you make duplicates of the mesh or separate documents, or is it something else? And thank you for this video, it is very informative!
Save as the entire project as your Character_PoseName If you're using it for static rigging. If you want to use the character in animation, blendshapes are the way to go.
I thought a lot about this. If you’re making a solid statue then it’s fine to bake things in. Would still be a much better idea tho to rig because what if you decide to build off the character or make an alternate figure? Will be much easier to adjust the pose and save rather than starting again because of the constraints of the pose I have this problem unintentionally. I built the first character looking very realistic but his arm tough and are attached to his sides so I’d have to cut them or rotate in a weird way to undo this since he lacks a full body
Do you have a tip for making skin look even and less bumpy? I have trouble when sculpting characters where my skin looks uneven or has like dimples or depressions that are hard to fix with the smooth brush. I hope that makes sense 😅
If the smooth brush doesn't work, you can try remeshing. If you're using Dyntopo and the model has very different geometry resolution that can cause weird bumps. Remeshing should fix that. :)
Great video, very useful! But I have a question: When I put all the objects together it keeps on considering them separated when I go on sculpt mode, with the different parts being different colors and never ever foundling together, how do I change it?
My models I'm working on have more a cell-shaded look to them. Would that change the how it looks? In other words, would the smaller details matter as much?
Please correct me if I'm wrong. I'm like on the cusp of actually completing a character but I can't combine clothes and characters yet lol. I can't figure out how to rig clothes on a character. Did you do the block out for the clothing in the T pose. Then transferred weight paints to them. And then timeline or shape key the character into the pose. Then once in the pose you began adding subdivisions and details.
I either duplicate parts of the body's geometry and reshape it into the outfit or I model the clothing on top of the body and transfer the weight painting of the body. Usually I create the outfit after I've rigged (sometimes even posed) the character. Adding details is the last step in my workflow before I go into shading + lighting. :)
You're so great making a 3D character, I wish I have a high specs of a computer but I can't afford to buy. I hope I can use its my wallpaper, Where can I download it to make it my wallpaper to my phone? Thank you
MAN, I wish I saw this 2 years ago......... Also can you show that process in detail, where you made the wings and the fingers with the use of loop cuts and subdv. 2:11 and 11:04
I first create the full length of the fingers and then split them into the 3 parts with loop cuts + separating them with "p". For the wings I've used Shift + E to adjust the smoothing of the subdiv. modifier. I'll keep it in mind. Maybe I can include it in a future video. :)
Yeah would love to know what buttons and things you're hitting to make the hands and change the shapes of objects like that, that something zbrush can't do that easily
I find it easier to sculpt the facial expression. But if you want to animate the face you probably have to keep the face rig. It can be quite fiddly to set up with the correct weights. :)
could u remake this vid but with full explainings i just started 3D and at the moment i was creating female body and u made it in a seconds while i spent hour on just manequen with no details
You can separate selected faces into two individual objects with "P" in edit mode. otherwise you can also separate two faces by selecting the edge between them and pressing "V" . :)
DUDE! MAKE THIS VIDEO IN EXTENDED VARIANT AND EXPLAIN EVERY STEP MORE DEEPLY AND SELL IT AS A COURSE! The infomation that you provides in here in 3 min is to much for my biigy brain
@@Noggi_3D in long term perspective the money from your courses will only improve your quality, and less pain in the ass when switching to full time RUclipsr-Streamer
@@Noggi_3D I agree with the previous commenter if you feel like the money is needed. Which is very understandable, I would do so for the position I’m in. I will note though, having an amazing in depth tutorial open on RUclips would help out artists who are in foreign countries who also speak English :) Courses are EXTREMELY expensive over here due to how money is translated
I dont know what default bones structure to use. Should I use mannequin bones, Metahuman bones or you method, or AccuRig? If I want to switch between character in UE5?
@@Noggi_3D so I should rig all my meshes on mannequin skeleton? I also need the face bones from metahuman, should I keep the head and add it to a manequin body? This drives me crazy. Another question is, animations get stored in skeleton or skeletal mesh? I want to eb able tu customise my character and have animations for them.
@@sayonaradesu1087 - Animations drive the skeleton. Animations that drive the mesh would be called Vertex Animations; which is something exclusively driven within Unreal's shader. If you're looking to use Unreal's animation sets, then yes, you'll want to have the same bone names as the manniquin rig. If you want to create your own rig with your own animations, you can export them from blender as FBX. FBX exports stores all the necessary Data you need. That's why when you import FBX to unreal, extra custom data comes with it. [A mesh only format is OBJ, nobody really uses it]
At 2:43 a really easy way to apply all modifiers is to select all the objects, right click, convert to mesh.
this is the way
I forgot how to do it! Thank you. :)
we know
@@TheAngelArrow i dont know
I second the others requesting the extended video. I already incorporated some of what I could tell you were doing into my workflow. It has improved my sculpts dramatically, but what you did with the hands and was too fast for me to reproduce. Awesome video!
I tried to show the most important parts as clearly as possible, but especially the hands were very complex. I'll keep it in mind, thanks. :)
I came in expecting a clickbait type video, but this is one of the better Blender vids I have seen. Nice work.
Thanks. :)
Not generating a rig, that's what i do. It's much easier for me to just move each bone than to try to figure out the rigify rig. So, I would like to add a tip of my own, for beginners of course. When in pose mode it can help the use the rotator tool in the left panel (shit+Spacebar+R for shortcut). Sometimes your view may not be oriented to the angle you think you're at. And don't forget you can use transformation orientation (global, local, normal, ect, located top middle of screen.) It may just help get the pose with a little less unwanted deformation.
Great tip! 👍
He makes a great body sculpt before mentioning topology.
If we copy this and sculpt heavily on our way there then our mesh will be messy by the time we remesh. It seems we shouldn’t have to think too hard about all of that as long as we’re tidy on our way to the best part
If you already have a clean base mesh then you don't need to worry about retopology after you're done sculpting. Otherwise retopo will very likely be necessary. :)
Outstanding job mate, definitely gonna incorporate some of your tricks into my workflow!
Thanks! Have fun. :)
you probably won't even see this message but, congratulations, it's one of the best tutorials I've ever seen in my entire life, very well explained, however, I got stuck in 1.24, in the part where you separate the base from the legs and eliminate the edges of the region from the knees, simply when I do this the top part (the thighs) disappear ;-;
Great tips for sculpting in Blender! Thanks!
My pleasure. :)
One of the best brief tutorials out there 10/10.
Thanks. :)
It’s really awesome to watching this in depth detail explanation 👍🏻
Plz make a tutorial on it step by step follow along tutorial
Really waiting to see
Thank you so much bro😊👍🏻
This is smooth , 12 minutes premium course , awesome step by step explaination 👍 God bless you
Thanks. :)
This looks so hard to do for a beginer like myself, however like anything once you get it, you get it!
Boy I would live a detailed video about the initial blocking and sculpting phase.
Can you Please make a Video on Skin Texturing Please
Mess around with noise textures as the imput for a normal map, there should be some tutorials out there.
@@Sgt.Hartman Oh Thanks Man
I currently use skin textures from 3dscanstore. But before that, this video was a great help when I created my own textures: ruclips.net/video/u6kwBah6C-Q/видео.html
@@Noggi_3D OH Thanks Man
I feel like based on how many times I have attempted to do character modeling that there needs to be a lot more said about time spent on practice.
The more you do it, the better you get. :)
Having good references goes a long way to.
after browsing through so many channels. Yours is by far the best. The explaining thod is so great and detailed even complex stuff is
Thank you. :)
Ficou perfeita, parabéns, sou do Brasil, gostei muito do seu trabalho, já deixei o meu 👍 e me escrevi em seu canal.
Thank you. I appreciate it. :)
Really good tut, but I am curious how long this particular model took you in real-time?
Around 20 hours. :)
the dude does it really cool, and the whole typical pipeline of character creation was shown and clearly explained in 12 minutes, fantastic! it remains for me to download the blender and start trying to create something, but I think that I will not get such a masterpiece right away
Do it! I believe in you. Every piece you create is a step closer to becoming a pro 3d artist. :)
awesome man..I am learning sculpting now..:)
Have fun. :)
Whoa I'm now 13% smarter! Amazing!
congrats! :)
Hey man thanks a lot. I was really overwheld and confused but now it all makes sense. Thank you.
Awesome! My pleasure. :)
Bro you was help me a lots. I was struggling with the hand sculpting thing and the head thing to maintain the detail what ever i Re mesh them it was like 🔥thing and keep mess up . thank you a lot and like you usual keep it up bro i learn so muck form you
Awesome! I'm happy I can help. :)
You made such of beautiful character, it looks realistic!
Thank you. (:
@@Noggi_3D You are very welcome! :)
The best video I've seen on this topic.
didnt get to three minutes and already this looks extremely difficult...makes me reconsider wanting to edit or create models...blender is difficult enough when it comes to editing rigs and weight paint and im terrified to imagine how difficult it'll be when actually creating one from scratch...
When I was a beginner, every tutorial + project looked super daunting. The key is to split it up into steps. Start by learning how to sculpt, then how to sculpt a head shape, the nose, eyes etc. and then once you're comfortable with the individual parts you can combine them into a full head and work your way through the body until you can sculpt a full character. Don't look at the finish line of the marathon. Look at every step you take to get there. :)
@@Noggi_3D Well just to put it im not on good terms with blender. I struggled just to get weight paint to work. Blender always did the opposite of what im trying to do and sometimes when I log in the paint is a mess as if a child snuck on and drew all over and it wasnt like that when I logged off for the night. So much frustration and tedious work on the same model for two years and eight months. It feels like blender hates me as much as I hate it lol. But with all seriousness I never had a good history using it, just constant frustration and rage. No one to help me cause blender support discord servers are useless. If weight paint was that difficult and still strugling to master I cant imagine what'll be like doing this. I can only imagine it'll take the legendary difficulty of editing rigs and put it on steroids. Blender is a pain in the ass and editing an existing rig was hard enough so what else can I do but expect editing a mesh or making one from scratch will be even more difficult. I dont even know how to make textures! I'm no artist! I dont even know how to begin cause I got nothing to go off on to be able to learn to do what I want to do.
@@teufortknight3913 I don't know if this going to help you but there's a free "Modeling For Animation" course playlist on youtube by Dikko where he shows and explains how to make topology that deforms well enough without weight painting. I haven't gotten thro all the videos myself but maybe it'll be of use to you, though it does require some knowledge on how to use the tools and shortcuts n stuff
When you're doing the detail-sculpting on the body, do you have any advice on what brushes to use for specific parts? Do you use any custom ones during this stage?
No custom brushes. I usually use the brushes I am the most comfortable with. Clay strips, inflate, crease, grab. :)
Thanks, this is really helpful
At the end of the video you are talking about different layers for the muscle and fat. How can you sculpt on different layers? Or that was just theoretical and not exact different layers? :) Thanks!
TNice tutorials was excellent man, thank you so much! I'm a 40yr old noob that's always wanted to try making soft and never got around to it. I'm
Thanks. You can never be too old to learn 3D modeling. Have fun. :)
Great video - perfect length and pace
Thanks. :)
Very nice and well explained. Every tNice tutorialng is crystal clear and easily understandable.
I always see you using the Snake Hook brush like at 3:58 in all your videos. I can not get my Snake Hook to behave like this, tried so many settings, it acts like an extrude in your videos, very straight and clean. Mine makes a mess that comes to a sharp point without much control over which direction i want it to go.
How do you set it up?
If you have a long play version of doing this that would be awesome!!! great info, thanks...What kinda of PC quality required for doing this work?
I've done a few characters on stream last year. The VOD's are all in playlists on my Archive channel. The link is in the description.
My PC is pretty strong (GTX 3080 ti + Intel i9-12900KF) so I can add more fine details and more hair strands, But you can create very similar stuff with lower specs. :)
@@Noggi_3D will a RTX3070 suffice?
Nice tutorial,
thanks. :)
Really amazing. Thanks
Thank you sir. You’re going to help a lot of people with this one
Thanks, I hope so. :)
This is really a wonderfully constructed tutorial.Subbed you bro❤😍👌
Thanks. 🙏
Bro! wollte dir einfach Danke sagen … Danke für deine Gratis Tipps. habe einige vieles gelernt und versuche immer noch was daraus zu lernen. Keep it up mate🙌
Immer gerne. Bald kommen noch mehr tipps. ;)
May I ask what the final polygon count is ? 😊 and is it easy to animate her?
Awesome job btw!
Thanks. The body has around 31k faces. I would have to prepare the outfit, hair and wings first, before you could animate her. :)
Can't wait for the "how to create a good looking 3d character" video
another great tutorial, quality content THX
Thanks. :)
respect for you
thanks. :)
thank you!
My pleasure. :)
Master!!!
else to it. How do I do that? Your answer would be Nice tutorialghly helpful and appreciated.
I might go more in depth in the future. :)
Wait a minute... First you make the body from blobs with bigger or smaller faces, then remesh it, then do a retopology so the detailed parts have smaller faces and the less detailed ones have bigger faces.
Why not just skip remeshing so you don't have to retopo?
how did yuo do that smooth over with the brush after each brush stroke while sculpting
When you pose the model and then do additional deformations for the specific pose, are you using shape keys for those, or deforming the actual base mesh? I am wondering what is the best way to do those deforms without permanently altering the base mesh. Do you make duplicates of the mesh or separate documents, or is it something else?
And thank you for this video, it is very informative!
Save as the entire project as your Character_PoseName If you're using it for static rigging. If you want to use the character in animation, blendshapes are the way to go.
I use Shape Keys for broad adjustments. For smaller details I use the multiresolution modifier subdivision levels. :)
I thought a lot about this. If you’re making a solid statue then it’s fine to bake things in.
Would still be a much better idea tho to rig because what if you decide to build off the character or make an alternate figure? Will be much easier to adjust the pose and save rather than starting again because of the constraints of the pose
I have this problem unintentionally. I built the first character looking very realistic but his arm tough and are attached to his sides so I’d have to cut them or rotate in a weird way to undo this since he lacks a full body
Wow, man!!! Awesome! I subscribe.
nice video !
Thank you. :)
Respect bro
thanks. :)
You are beast I can't beat you ! I liked and subsecribed with bell on
Thanks! :D
@@Noggi_3D Any time captain
to get the basic grey model can't you just download a template that someone has made already
THANKS ALOT MA MAN IT WORKED FOR ME SURE TOOK A WHILE BUT ITS GREAT
Awesome! :)
This is gold ty
of ti...cheers!
amazing
thanks. :)
morrigan 😍
Do you have a tip for making skin look even and less bumpy? I have trouble when sculpting characters where my skin looks uneven or has like dimples or depressions that are hard to fix with the smooth brush. I hope that makes sense 😅
If the smooth brush doesn't work, you can try remeshing. If you're using Dyntopo and the model has very different geometry resolution that can cause weird bumps. Remeshing should fix that. :)
@@Noggi_3D Ok! Thank you. I will try that
Thank you , this is a fantastic tut
My pleasure. :)
Great video, very useful! But I have a question:
When I put all the objects together it keeps on considering them separated when I go on sculpt mode, with the different parts being different colors and never ever foundling together, how do I change it?
Yup! Remeshing merges all the meshes together into one. :)
@@Noggi_3D okay I’ll check online how to do that, thank you very very much
Nice
Damn you are so good, keep it up, subscribed
Thank you. :)
Can you make a tutorial on all the less known methods you used during the blocking out process and tweaking process?
It's on my list. I'll see how many I can put together. :)
@@Noggi_3D Thanks so much! Subbed and looking forward to it!
lovely video with in depth explanation but 1 question. How does one do the importings
You can append from other blend files or you can import various 3d formats (obj, fbx, alembic). :)
Could you please advice how to get the full version and the evms!
My models I'm working on have more a cell-shaded look to them. Would that change the how it looks? In other words, would the smaller details matter as much?
Nice video
thank you. :)
Please bro explain in depth and please can u make beginner character course. And one more thing loved the video
Thanks. I'm thinking about it. Not sure how I want to do it yet. :)
Love these videos!
Thanks. :)
This is awesome dude! seriously!!
Thanks! I'm glad you like it. :)
@@Noggi_3D Your videos are always 5 star quality, I can't help but liking it!
I'm just trying 2D. 3D started but still difficult for me. In the future, I will definitely master it.✌✌✌😄😄😄
It's just a matter of time until you are a 3D master. :D
Please correct me if I'm wrong. I'm like on the cusp of actually completing a character but I can't combine clothes and characters yet lol. I can't figure out how to rig clothes on a character.
Did you do the block out for the clothing in the T pose. Then transferred weight paints to them. And then timeline or shape key the character into the pose. Then once in the pose you began adding subdivisions and details.
I either duplicate parts of the body's geometry and reshape it into the outfit or I model the clothing on top of the body and transfer the weight painting of the body. Usually I create the outfit after I've rigged (sometimes even posed) the character. Adding details is the last step in my workflow before I go into shading + lighting. :)
I think I need a more basic tutorial. To me, this is basically "Step 2: Draw the rest of the owl"
You're so great making a 3D character, I wish I have a high specs of a computer but I can't afford to buy. I hope I can use its my wallpaper, Where can I download it to make it my wallpaper to my phone? Thank you
Thanks! You can find a few more shots on Instagram and maybe Twitter. :)
@@Noggi_3D thank you, please make a 3D of Princess She-Ra,. Thank you so much Sir
MAN, I wish I saw this 2 years ago......... Also can you show that process in detail, where you made the wings and the fingers with the use of loop cuts and subdv. 2:11 and 11:04
I first create the full length of the fingers and then split them into the 3 parts with loop cuts + separating them with "p". For the wings I've used Shift + E to adjust the smoothing of the subdiv. modifier. I'll keep it in mind. Maybe I can include it in a future video. :)
@@Noggi_3D yeah I've tried doing bat wings once and it was 3 hours and it came out crap. Clealry I'm not aware of this process..
Yeah would love to know what buttons and things you're hitting to make the hands and change the shapes of objects like that, that something zbrush can't do that easily
I'll see if I can show my key presses. The Addon for that doesn't work for the newest version, unfortunately. :)
Regardless of how important the information is
are you doing this with a graphics tablet?
Plz tell or give description link it is my earliest request
What are you asking to get a link for? :o
starting the video). I'm looking forward to making soft in tNice tutorials software!
what if I wanted to keep the face rig for rigify though? would it take way longer/make it intensely complicated?
I find it easier to sculpt the facial expression. But if you want to animate the face you probably have to keep the face rig. It can be quite fiddly to set up with the correct weights. :)
could u remake this vid but with full explainings i just started 3D and at the moment i was creating female body and u made it in a seconds while i spent hour on just manequen with no details
I might go more in depth in the future. I'll keep it in mind. Thanks. :)
what are you doing for the seperating the subdivided cube
You can separate selected faces into two individual objects with "P" in edit mode. otherwise you can also separate two faces by selecting the edge between them and pressing "V" . :)
@@Noggi_3D thnk u so much.
@@Noggi_3D your sculpts was the reason why I wanna learn this more
Really appreciate the help. Whats your system specs?
Intel Core i9 and a NVIDIA RTX 1080 ti graphics card. :)
@@Noggi_3D wow!!! Is that better than a 3060ti? My system bogs at high detail smh.
Can you please tell me what was the name of the addon you use on this model fir retopology? Thanks
Softwrap. :)
@@Noggi_3D thanks
Hey I'm really new to tNice tutorials, my GMS doesn't soft the sa, more like a continuous buzzing soft, does anyone know what I do? I
DUDE! MAKE THIS VIDEO IN EXTENDED VARIANT AND EXPLAIN EVERY STEP MORE DEEPLY AND SELL IT AS A COURSE! The infomation that you provides in here in 3 min is to much for my biigy brain
Or I could split it up into 15 minute videos covering the topics in this video and publish them to this channel. 👀
@@Noggi_3D in long term perspective the money from your courses will only improve your quality, and less pain in the ass when switching to full time RUclipsr-Streamer
@@Noggi_3D I agree with the previous commenter if you feel like the money is needed. Which is very understandable, I would do so for the position I’m in.
I will note though, having an amazing in depth tutorial open on RUclips would help out artists who are in foreign countries who also speak English :)
Courses are EXTREMELY expensive over here due to how money is translated
OHH MYYY
Do this for a stylized character
The workflow doesn't really change. The proportions might be a little different though. :)
I dont know what default bones structure to use. Should I use mannequin bones, Metahuman bones or you method, or AccuRig? If I want to switch between character in UE5?
If you're working with Unreal Engine it's probably best to adopt the default bone setup of Unreal. But you can also import your own Setup. :)
@@Noggi_3D so I should rig all my meshes on mannequin skeleton? I also need the face bones from metahuman, should I keep the head and add it to a manequin body? This drives me crazy. Another question is, animations get stored in skeleton or skeletal mesh? I want to eb able tu customise my character and have animations for them.
@@sayonaradesu1087 - Animations drive the skeleton. Animations that drive the mesh would be called Vertex Animations; which is something exclusively driven within Unreal's shader.
If you're looking to use Unreal's animation sets, then yes, you'll want to have the same bone names as the manniquin rig. If you want to create your own rig with your own animations, you can export them from blender as FBX.
FBX exports stores all the necessary Data you need. That's why when you import FBX to unreal, extra custom data comes with it.
[A mesh only format is OBJ, nobody really uses it]
@@cybershellrev7083 wow, thank you for this awesome answer. Helps me a lot.
What tool do you use to create the mouth?
Do you mean the inside of the mouth? It's part of the basemesh. :)
@@Noggi_3D no like the shape of the mouth
You cant open saved projects in demo...
Demo of what?
11:00 can i ask what is the shortcut to fill that part?
Do you mean SHIFT + E to sharpen the corner? :)
@@Noggi_3D YES, tysm
or just use Dall E 2
I didn't know Dall E 2 can create 3D models
@@Noggi_3D No it cant but it can create 3D renders
👍👍👍👍
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Do you use mouse? or is a pencil
I used a pen tablet. :)
Lol this video. Amazing work but learn to be pro in 8 easy steps is hilarious! Yes 8 steps but to become a master of each step takes 100hrs
I am here tto join all of you in soft Journey