Hello, thank you for your advice. I managed to import the details of my texture into Maya using a displacement map and it works well. On the other hand I have problems with Unreal, when I import the head of my character it doesn't work like in the video, only I lose the hair but also the rig, plus I get a lot of messages from error that the meshes are not compatible.
Sorry I cannot help you completely as you need to follow each step perfectly throughout the tutorial. I will try to improve this tutorial so it is clearer in the near future.
Hello and thank you very much for your tutorials, it’s really great. On the other hand I have a problem with the subdivision in Zbrush, when I subdivide the head for more details it does not work in maya.
I have spoken with you on Artstation in detail about this: 1. The subdivided mesh is classed as the 'high-poly' 2. you need to bake the high poly details to a normal map that is applied to the base mesh the 'low poly' 3. You then apply this normal map to the base mesh to get those details back. I will be working on an extended and new tutorial which will cover these aspects and many more things.
@@jojo.dev15975 what I normally do is upload a working version to my gdrive for you to download, better than putting in all possible versions of the shader that have accumulated over the last 6 years, I can give you a direct link by email if you contact me : me@robertramsay.co.uk or if you already have access to the gdrive choose the closest version already there within the HDRP folder. Best I can do until Unity can fix all these very basic issues allowing their users to pick or get the best version. Sorry in advance if this sounds like a hassle, it's not to everyone's taste.
@@jojo.dev15975 I am downloading the one called "BloodDecalAndFX_HDRP_U2023_1_0b20_15thJuly2023" which is the closest to your version of unity and pipeline. Again, if I upload this to the store, Unity will still give you the wrong file (too many versions to support) which is a real pain for me and my users.
Yes I toggled that to see if it made any difference, perhaps I'll try it again with perspective off from the start... you say probably though so it needs tested =D
Nice - the alignment is tricky, like you said the difference between the adjusting scale etc and the projection, but definitely helps. Can you project that reference ( polypaint )? Thanks for the video :)
You can project it if you use it as spotlight of course, which might be a nice thing to do near the end when most things are lined up and just need tweaked to match, plus the benefit of the colour information... although the shadows etc would need some work to restore them to a neutral tone.
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@@ssshammi You cant convert a shader to an amplify shader... Shaders are created in Amplify Shader Editor... if you want to convert to URP a different shader, I am not sure, you will have to reach out to Malbers.
Hello. Can you tell me is it possible to change eyes position on MH mesh (Maya) and export it the way they look like in Maya. Cuz i have a standart position when i import file after all of this.
Not really, you would have to move the joint(s) that control the eyes but they may be locked. If you move the mesh of the eyes, they will become offset and pop out when rotated. You are limited to things like that unless you know what you are doing with the more technical side. This tutorial is just aimed and small, subtle changes to the face.
@@Polytricity and another one question ) Do you know why i have hair offset? I ve created binding and set custom head and standart head below in menu and added it to BP
Hi, I know it has been two years from the uploading of the video so maybe you don't remember it, but I don't understand what you did at 6:24 . I think you used the command+A to select all and the Command+C to copy... but then you just paste it(command V) into the white rectangle (the gradient map) ? Because if I do that, it just create a new level that is identical to the one copied. Maybe it does that because of the two different photoshop's versions? I don't understand...
make sure you select the mask in the layer (the small image on the right on the layer) it will paste in the mask, if that doesnt work, you might have to alt+click on the mask to view it.
Perfect, thanks so much for showing how powerful, well not powerful but what Quixel Mixer has to offer. Appreciate it a lot... I really needed this to reassure my path on how I want to proceed in creating materials/shaders/textures with. Blender directly to UE was a pain in the ass and on top of that having to use photoshop/Krita to adjust stuff was just boring the crap out of me and seemed way to much bullshit for simple drag/slider to adjusts the overall nodes. thanks again.
i cant fukin add normal green polygons with this new version. evert time a right click this motherfucker creates curves which i dont need. How to turn normal polygon mode?
Interesting process but as a small game dev I don't think I'm ever going to use something like this (yet). One of the major issues AI has for things like this is changing minor details. For example if we decided we wanted the lock thing on the front of the chest to be a square instead of a diamond, there wouldn't be an easy way to change that without just doing the entire modeling process.
I'm sure the next iteration will have this for 3D models, just like we have after 1-2 years of the 2D image generators. Yes, indeed, please learn and change the models if they are considered final for your game, nobody really wants to make a game with a.i generated content. It's wise to make the adjustments as you polish your game.
1 year ago we said this will be only possible after 5 years but here we are with uv'ed ready 3d model creations. the development process speed is very scary.
Yeah. I'm using it for some props that I will replace with paid assets or paying someone, I just need to pitch what I'm making so this is a pretty fast route for me. I tried bringing the 3D model into zbrush, sculpting more, baking onto a new low-rez with better UV and improving the baked texture giving the texture to leonardo, it was ok but not designed for it as the seam showed up more.
As a concept artist no. The main issue is that a.i art in the concept art scene is being used as a replacement to drawing. That’s the main problem. a.i should aid drawing not replace it, If you study a little about art and gain a better sense of design you’ll notice too how boring the design you’re showing in this video is. You can’t have ai do all of the work and have a good product. I hope that ai companies wake up and make better products that don’t try to make a full finished rendered image but help, the process of art.
Fair enough, and I'm sure that will happen. I think it's all just quick wins at this stage with these so called tools. Indeed the quality is very poor and if you are lazy like you see me in my video then yep, you will have pretty boring designs, but that might be all someone needs to fill a few gaps in whatever it is they are making, most likely some kind of game prototype. I'd happily use this to help with some assets that are not requiring special attention, background assets that don't require much pixels on the screen. When it comes to actual concept art for assets, props and characters, I would always go to a real person, an artist with feeling and expression learnt by many many years of study. My worry is, once you train A.I to learn correctly, and give it a memory and connect it to a kind of hive mind, then we can worry some more about that later!
My opinion about A.I is this. We use modern tools for efficiency. We collect data to improve products. We are already on this path of require digital assistance, a.i is just another level, the evolution of these things. Most people oppose a.i sure to 2 things: 1. The big scrape of data and 2. The environmental harm done by all these farms of computers processing the data to your prompt. We have similar issues all over the world with automation that are designed to improve costs (profits) for various businesses, such as self-checkout, these things make it easier to steal perhaps, but the benefit outweighs this because you save money on clerks. Electric cars are supposed to help the environment also, but where does the energy come from, renewable sources? Many companies are creating their own training data and a.i models, but who adjudicates this? The cons of using a.i are obvious: 1. you don't learn the proper work flow 2. your work is passing off on other peoples creativity 3. its basically garbage and will saturate various marketplaces that allow it The pros: 1. faster prototyping 2. visual communication aid 3. generate ideas without relying on one or several concept artists (especially where costs are related) You end up in a situation where bigger companies will aim to have their own trained models, ultimately reducing costs, enhancing their own workflow or pipeline. And smaller studios, indie companies will benefit from not having massive initial costs to create a prototype in order to gain investment, they will likely, and should, hire real artists once this investment is acquired. I like to think of a.i as a GPU able to solve small tasks fast, perhaps it helps fill gaps in photogrammetry where hours of man-power would normally be needed for this tedious work. Things of that nature where it could easily save costs with some human and a.i ingenuity. I guess there is much scaremongering going around about a.i as it explodes into all sectors, Chat-GPT especially. Replacing or reducing the workforce, and we're seeing many lay-offs, who knows, could be partly to do with a.i, could be COVID and lock-down related as more people worked from home, could be a bit of both. The purpose of this video is to show the non-skilled how a simple approach like this could enable them into the world of 3D, where they should question things. I will be making a video on this soon to show why this is not a good thing to assume these are good enough for production, that really depends on the production. Even turning these into simple icons like you see in the video requires more work, you can see I'm basically showing the laziest approach possible which is happening everywhere now, this reduces standards in most cases, we will see some pretty bad games appear where it's blatant how much badly generate a.i is used, that is without any extra thought or work gone into it. Over the last 2 years I've both enjoyed and hated using a.i, I hate the quality, the dead-ness, the sameness, the flaws, the plagiarism of it all, this is all in the mindset of 'I need to do extra work on this'. With the mind of knowing there is more work to be done, is could act as a gate for very young people to get creative, after that it makes sense to learn the right ways. When we are young we tend to copy everything we see, comic book characters, cartoon characters and so on, we might learn something from this, similar to how datasets work, they may limit us and we only draw the same things until we actually learn fundamentals. A.I has yet to learn anything like this, anything about fundamentals, understanding structure, light theory, anatomy and so on. It has no real memory, it is simply and algorithmic process of noise, prompts and de-noising on the data it has access to. When A.I learns fundamentals, then we are all pretty much replaceable, the monster has already been unleashed, it is simply in its infancy at this stage whether you choose to feed it or not, I find it reasonable to try to adapt it and use it if possible.
hey creator , i'm dan from indonesian, i wish i could get an learning 3D from you, so hard to get job here, i just work hard to get mid pc, and i need to learn to be creator, i wish you could teach me please
thank you for the tutorial. It was great and was able to bring customized head into UE5 and it worked. Do you mind also sharing how can I export customized body to UE5? I tried to do similar to head but when I bring into UE5 and replace skeletal mesh in blueprint, the position of the body moves up slightly and so the head goes up too. Would be great if you could explain or short video to export rigged body to UE5. Thank you!
Hi I have never tried the body but I imagine it would be different, i.e just a blendshape would do it. Copy the body, export it, make the adjustments, reimport and set as a blendshape. If I find some time next year I'll look into it.
you can set the number of strands to 0, select the set via the numbers at the bottom, then set the number of strands you want for that particular clump
it does work but might have issues based on your unity version or render pipeline. Please check the documentation file included which will link you to more versions.
@@Polytricity can you send the link here? i just have a documentation which tells about the updates u've made, when importing to unity i see the other file, but it just doesn't load
@@FearForgeStudio Strange should be a file called: HDRP_URP_RenderPipelineLinks.txt you can find my email with this email: symbols_rab@yahoo.com ( I dont want to provide my main email here).
1.How did you get only one strand? How to change the amount of strands? 2.I tried changing the amount of strands from group 1 all the way to 11, but at the end the group 1 had only one follicle, is this a bug? EDIT: The bug happens when I try to put the values with the keyboard instead of dragging with the mouse 3.What does the orange circle mean?
highlight one of the groups (so it goes orange) and change the strands to 1. The orange circle means you over-rode the default value. I'll check to see if there is a bug with the text input.
hey man great package, I wanted to let you know that you can enter the URL of your drive If is transcribe it from the video, I would tell you to cut out the top part of the video where you can see the link. I hope that can help you
Anyone wanting to try this, here is a free key on me! rrfreelance-polytricity.itch.io/backdropdesigner/download/CU7qPvaOKOpVcx2gjdp_k9hMu7bE88kgirkV_Luo Once its gone its gone!