Chapters 0:01 Introduction 0:34 Setting Up the Texture Paint Map 1:58 Adding Base Colors with the Fill Bucket 3:23 Painting the Eyes 5:16 Painting the Spots 6:37 Painting the Toe & Finger Nails 7:43 Baking the Normal Map 10:47 Applying the Multi-Resolution Modifier 11:11 Cleaning Up the Normal Map with the Soften Tool 12:22 Baking the Ambient Occlusion (Shadow) Map 14:22 Wrap-up, Shoutouts, & Next Video!
Ahh thanks to you I was finally able to get one of my characters in my head into Blender! Thank you so much you truly don't understand how happy you've made me!
Thanks man! I use a Huion Kamvas 20 (non pro), it's been great for me for the most part. The pen gave out pretty quick unfortunately but I did drop it quite a few times so I do take some responsibility for that haha. I managed to fix it relatively easily though which was nice.
Thank you Russell for your time and effort. I have a question about characters in mobile games can we use these techniques? or we need to optimize it and reduce the number of verts?
Thank you for this series. But one thing you should really mention is the fact that saving the blend file, does not save textures. I lost the whole episodes work because of this and had to redo it.
Hey :). Your videos are really great, keep it up! At 8:50, when I set the level viewport to 0, my mesh looks really edgy. Even "shade smooth" doesn't do much in the area of the eyes and especially the beginning of the horns on the head. The result after baking is really terrible :(. The number of vertices in these areas is the same as in your mesh. Do you have any advice what I can do? I've been trying for three days and I'm desperate :(
Thanks Lekan! Oh hmm, if you tab into edit mode, vertex selection mode, then A to select all, then right click and select Smooth Vertices that may make it less edgy.
Thank you for your quick response :). Unfortunately it didn't work. I added more loopcuts around the horns for testing, which didn't help either. I've looked back at the previous parts but can't figure out what mistake I made.
If any of you have problems when baking normals, do this: 1. Create a new image texture like in the video 2. Set the Color Space of the image texture to Non-Color. 3. Select all of your objects with multires that are gonna be baked, right click on them in Object mode and Shade Smooth. 4. Now bake the normal map just like the video, by selecting the objects and the image texture node you created. My baked normals had a lot of protruding seams and it was just a whole mess, I thought it was my UV map, but nope.
I'm having some scales that we are supposed to color in. Both the 3d model and the map have a tone of artifacts that don't go away It looks like huge portions of it went unpainted. I'm currently trying to troubleshoot it but any tips would be helpful. Thank you!
They also have a tone of little spaces that don't fill in when I paint them. Same kind of artifacts, but it appears to be to a greater degree. I think the Imgur link to the pic I uploaded of it got my comment deleted so I'm just trying to describe it best I can.
You can go up to the Stroke menu and change it to Line. Sawtooth can also be fixed by straightening the UVs and increasing the resolution of your texture map.
@@RussellMidfield After baking, i can see a little some edges marked on relief. The lowpoly recovers the details of high poly, but i can see some edges on the model. What could be some possible cause? (Screenshot: ibb.co/DbpRXZ4)
I just added vertices with the knife tool and I when texture paint it does paint some parts but leaves some parts unpainted, I am doing something wrong?
There are two wireframe views. One in the viewport shading menu in the top right of the window. There is also wireframe mode for individual objects. When you click on an object, then over on the right side panel, under the Object Properties panel, there is a section called Viewport Display. There you can also enable Wireframe mode for each object. More unlikely that this is activated but thought I'd ask. Also, in Edit mode you will see the vertices and edges outlined as well.
@@RussellMidfield I have procedural textures on model. How to export model with these textures in Unity? I want to preserve cool displacement effects )
just so everyone knows, if you dont save the images as your working they will reset themselves, forcing you to do the entire model from scratch. whoopie
Oh sorry, I should have made that more clear! Yeah that can happen sometimes. The newer versions of Blender have a prompt before you close out that asks if you want to save your texture images which can be a life saver haha.
Damn so sorry guys! I dropped the ball on this one. In the newer versions Blender has an automatic prompt when you close out try and help reduce lost texture work. It happened to me a few times in the older version so I know the pain haha.
My textures were lost even though i never closed the program. I would bake my normals, then after i bake the AO layer the color layer and normals would reset back to the start. I tried fixing them, then the AO layer reset back to black. Unless i saved each image separately before moving on to the next step it would reset the image after doing the next step. Unsure what causes this though. I just make sure i save everything now.