Try these steps to have the color/texture show up on your model: 1. Select the model. 2. Go up to the tab called "Shading" along the top and make sure you are in "Object" and not "World" or "Line Style" along the top of the window pane. 3. You should see a few nodes (rectangular/square boxes with several words/fields inside them) in the bottom window pane, one bigger one called Principled BSDF that is green in color along the top. 4. Click anywhere in the window pane with these nodes. 5. Press Shift+A, select Search, then type "image", and select "image texture". 6. You should now have a new node called 'Image Texture" that is orange in color along the top. 7. Click on the Open button inside this node, and navigate to the model folder with the .FBX, .PNG, and .PSD files. 8. Select the .PNG file. 9. Now click on the "Color" output field with the little yellow dot inside the Image Texture node, and drag it to the yellow "Base Color" input field of the Principled BSDF. The color should hopefully now show up! I hope that helps!
Bro by accident in shading part of the model i gave random coloring option, it colored the whole colette model in random colors, how to recover from it bro, I am unable to recover from ctrl + Z option too.
Either just reimport the FBX file or go to the Shading tab, click on the Open Image folder icon in the Image texture node, then navigate to the Collette .png file.
Bro , Please see this message, I need to do this," it's difficult to target newly created 3d objects to color in UV grid bro , isnt there any way to color separately the 3d objects in UV grid like increasing the quality of the grid and coloring them
In the gale campaign I decided to learn blender so that I can make a skin in the next campaign but I gave up since it was too complicated. But now a new campaign is out and I wanted to make a skin and so I came here and you helped me sooooo much! Thank you for making this video
Thanks Mike! I haven't forgotten about our collab man, Ive been poking around trying to get a feel for how to sculpt for 3d printing and feel like I opened up a door to a whole nother world haha, I gotta get myself one of these things!
Haha thanks Tomoya! Haha aww I know I suck haha, I definitely won't win haha, there are so many awesome designs, but it was a lot of fun designing and making! :D
@@RussellMidfield As we practice more and more, I’m sure we can get close to the insanely talented artists out there 😅 And also most importantly, having fun is most important thing so haha
Sometimes when I try to open Blender, the software crashes on opening, 2 boxes remain on screen one big white box and one small black screen, with text telling me were Blender is installed. I have to keep closing and reopening to get it to work. I just want to make a 3D character that isn't human and then move it to Unreal. I've been liking these videos.
Hmm yeah you might need to re-install! Maybe try a different version of Blender of the one you have currently installed, there are multiple versions located at www.blender.org/download/previous-versions/
Haha I'm super dumb, after like 10 minutes you'll see lol, but I hope there is at least one or two sweet tidbits of info in there that help you out man!
Hey Russell! It's mac! This is one of the best tutorials for designing something onto an in-game model! I learned some cool new things especially because I just started 3D myself. I just don't know how to activate the vertex modeling thing you did for the head part. Can you give me steps on how to activate it on blender 2.9? One last thing, I was wondering if you would like to Collab with me this campaign or the next one. I think it'd be really cool!
Hey Mac! Thanks for saying that, I'm glad it helped! To activate vertex modeling select your object and then press Tab. Ooh collab could be fun, I'm working on a few things right now but yeah maybe the next one!
@@RussellMidfield oh, my bad. In the first part of the modeling section in the video, you turned on something that allowed you to create new vertex apart from the model and connect them together to form something new. I tried following it but blender 2.9 doesn't have that extra tab when you go through mesh so I don't know how to activate it. Sorry if I wasn't clear about it before.
Go to Edit -> Preferences, then the Addons section, type "extra" in the search bar and activate Add Mesh: Extra Objects, then Save Preferences. Then you'll have the single vertex option. Alternatively you could just add a regular plane in, tab into edit mode and either delete all but one vertex or select them all and merge at centre.
@@RussellMidfield Wow! Tysm! I have been trying to figure it out for so long! Sorry to bother but last thing, how do you get the mirror to work the way you did in the video while in edit mode?
Hey Russel, just wanna let you know that 3D modeling like Blender are optional, some people make 2D designs on apps like IbisPaintX, Procreate, Adobe Photoshop, etc, just a reminder lol.
@@RussellMidfield okay thanks i have another problem that when i made the model its size increasing to 50 mbs how to reduce that size any tool for that?
Hello russell i m facingf problem of texture when i followed all steps correctly then also the texture coming dull and dark you gave me sujjestion of adjusting lights but its not working . I seen the texture paint tab the png texture is shown very dull and dark there so i think there is problem in the texture png not lights so can you give me sujjestion
Do these steps! 1. Select the model. 2. Go up to the tab called "Shading" along the top. 3. You should see a few nodes (rectangular/square boxes with several words/fields inside them) in the bottom window pane, one bigger one called Principled BSDF that is green in color along the top. 4. Click anywhere in the window pane with these nodes. 5. Press Shift+A, select Search, then type "image", and select "image texture". 6. You should now have a new node called 'Image Texture" that is orange in color along the top. 7. Click on the Open button inside this node, and navigate to the Colette folder with the .FBX, .PNG, and .PSD files. 8. Select the .PNG file. 9. Now click on the "Color" output field with the little yellow dot inside the Image Texture node, and drag it to the yellow "Base Color" input field of the Principled BSDF. The color should hopefully now show up! I hope that helps
Yeah it's true, you get both the model and the texture map, its cool to see what the pros do up close, especially when it comes to topology and painting!
@@RussellMidfield huh, the more you know. I would also like to say how impressive it is on how fast you replyed to a comment on a video from 3 years ago.
Haha yeah, it's quite a nice sculpting program I have to say, you can also use it on tablet and PC as well. Haha yeah, I always try and reply and stay connected with the channel, hopefully can start posting again some day. Have a good one!
Oh hmm, you can try using an opacity image texture map plugged into the Alpha input of the Principled BSDF. The level of whites, grays, and blacks you use on the opacity image texture could probably help you achieve a translucent effect I think!
Hey, can you help me with something? I'd like to know how can I merge two UV islands into one to save space, like Supercell does with the symmetrical parts of the mesh, but I just can't find anything on google other than "align manually" which is clearly not what they do
Oh yes, you can press F3 on your keyboard for the search menu, and then type "symmetrize". This will mirror/overlap your UVs exactly so that your UV space effectively is doubled.
Do these steps! 1. Select the model. 2. Go up to the tab called "Shading" along the top. 3. You should see a few nodes (rectangular/square boxes with several words/fields inside them) in the bottom window pane, one bigger one called Principled BSDF that is green in color along the top. 4. Click anywhere in the window pane with these nodes. 5. Press Shift+A, select Search, then type "image", and select "image texture". 6. You should now have a new node called 'Image Texture" that is orange in color along the top. 7. Click on the Open button inside this node, and navigate to the Colette folder with the .FBX, .PNG, and .PSD files. 8. Select the .PNG file. 9. Now click on the "Color" output field with the little yellow dot inside the Image Texture node, and drag it to the yellow "Base Color" input field of the Principled BSDF. The color should hopefully now show up! I hope that helps!
You need to enable the built-in Blender addon called Add Mesh Extra Objects. Go to Edit -> Preferences -> Addons, then tick the box beside this addon, then Save Preferences.
If I wanted to change the topology of Bea, how could I still use the texture included in the assets? Let’s say that I removed her hat and modelled her hair. How would I go about creating a UV texture for her?
In the UV unwrap stage, when you unwrap the new hair you modeled, place the hair UV over where the original helmet UV was. Then, in Krita, just cover up the helmet colouring/texturing on the UV map, and paint in the hair part either in Krita or back in Blender. Hope that makes sense!
Is it possible to get folders for any brawlers ? Don't know how it works to get those folders to create on my side ! Can u guys help me ? Ty for this video, looks awesome, really want to try it :)
My verticies are not extruding correctly. I put the mirror on the x-axis, but the verticies aren't mirrored, nor extruding on the x-axis. Instead it's only extruding one vert and on the y-axis. I don't know what I messed up. I've gone back in the video and all my settings are the same.
Oh do you have clipping turned on under the mirror modifier? If so, untick the clipping box, then extrude in the X direction, then tick the clipping again.
@@RussellMidfield well not exactly it says it will take less than a minute and when i try to generate it again it says marmoset viewer could not initialize.
Hello, I sent the skin and letters that came to me from supercell make, at first the pencil logo is a little different in color in my letter the tip is black and on the website it is pink compare your letters tell me in detail what they were visually I ask that I make sure that my letters are original Pls
Hello there . Would you answer please? I want to make skins too, but you speak English and I'm Turkish. And I don't have the mesh section, how can I do it?
Hey Russell, I was wondering if you could help me out with my uv over on discord? I'm having alot of trouble with the mapping of the original face to fit the face textures.
@@RussellMidfield I'm just now sunk to find out that I didn't exactly unwrap the textures the same way as the game's texture for the face part. I need to map it the same way to be able to put Colette's original face textures on. I've already done lots of progress on my textures and I'm going to have to restart the whole mapping thing. I just need to figure out how to exactly map it and size it to fit the original textures of the face.
Oh no! Yeah I've been down that road haha! Learning exercise for sure. Are you using the original Collette head in your model? Or did you make a new head?
Oh ok. Did you unwrap the original head then? If so, delete the head you have and reimport the original head from the FBX. It will have the original UV coordinates that line up with the original texture map so everything should be good again.
Tried what? I was able to import it with no issues. Some people have been saying the texture doesn't show up. If that is the case, check the Shader editor and make sure a material is assigned to the model. To material should have an Image Texture Node, with the colette_tex.png loaded.
Hi , when I import my fbx file to blender the file will look very weird when it was render preview I also change the settings with pressing n ,view ,and change to 0.01 but whatever you preview the model form far or front it also looks like "penetrate ?"I don't what is problem is , I hope the pro can solve my question
Oh I know what the problem is. Follow these steps: 1. Select the Frank model in the viewport. 2. Go to the Material Properties tab on the right hand side. It looks like a red sphere/ball with two red squares, and two black squares on it. 3. Scroll down to the Settings section. 4. Change the Blend Mode to Opaque. It is probably on Alpha Hashed, or Alpha Blend right now.
Hello, out of inexperience, I made textures for each skin detail separately. How can I merge all textures into one large one so that it is displayed correctly
I would say use an image editor like GIMP or Krita and just cut and paste all of your separate textures into one image file, then scale them so they fit inside a 2048x2048 map without overlapping. You'll also need to have your UV layout overlayed in this same file, so you can line up your textures to the model.
Can you please do one of these for Blender 4.0? I can't seem to add a vertex to my character, Mr. P, and snap it to the face. Help would be appreciated! Thanks!
Haha it's true, I want to do a multi part series on doing one of these skins as well, do it a little slower and more detailed, I might use the Nita skin for that one or maybe if there is a new campaign soon I'll use that one!
@@RussellMidfield oh please do that. A lot of people (including me) need some tips for working on blender.. if a step by step process can be uploaded, it'll be awesome.
What viewport shading mode are you in? Is there any material assigned to the model in the Shader editor? What is the texture map image in the character_mat material?
@@RussellMidfield i am in the material preview shading mode. I am not sure what the shader editor is. This is my first time opening blender on my mac, i have not changed any settings or done anything yet. Thanks for replying so fast.
@@RussellMidfield i just downloaded the bea file from the supercell website and there is color! idk why my collete file wont show color, i tried redownloading the file and its still white. Could you try to open the collete file and see if you can see color please?
Ah I see, yeah the new Colette model they uploaded a few days ago does not have the Image Texture node loaded into the character_mat materal. You will need to do these steps: 1. Select the model. 2. Go up to the tab called "Shading" along the top. 3. You should see a few nodes (rectangular/square boxes with several fields inside them) in the bottom window pane, one bigger one called Principled BSDF, green in color along the top. 4. Click anywhere in the window pane with these nodes. 5. Press Shift+A, select Search, then type "image", and select "image texture". 6. You should now have a new node called 'Image Texture" that is orange in color along the top. 7. Click on the Open button inside this node, and navigate to the Colette folder with the .FBX, .PNG, and .PSD files. 8. Select the .PNG file. 9. Now click on the "Color" output field with the little yellow dot, and connect the yellow dot of the Image Texture node to the yellow "Base Color" input field of the Principled BSDF. The color should now show up.
These two links may help: 1. www.interplaylearning.com/help/how-to-enable-webgl-in-firefox 2. support.shadowhealth.com/hc/en-us/articles/360007321234-Re-enable-WebGL-in-Firefox
@@RussellMidfield unfortunately that's not it, this bug happens to a lot of beginners who want to suggest a brawler, but no one has found a solution. I created the entire mok brawler but unfortunately I cannot put it, the 3D model is not displayed but at least I can participate ... but it's still a shame
Darn that's too bad. Yeah perhaps it's how your .FBX file is packaged then. Could be how you have your geometry hierarchy arranged and parented. Perhaps naming conventions of the objects aren't correct. Sorry it didn't work!
@@RussellMidfield Like, Nita's face is invisible when I look at it from the front, and there are weird glitches where I can see through Nita. Weird thing is, her hat and her scarf thing is perfectly fine.
Try this! 1. Select the model. 2. Go up to the tab called "Shading" along the top. 3. You should see a few nodes (rectangular/square boxes with several words/fields inside them) in the bottom window pane, one bigger one called Principled BSDF that is green in color along the top. 4. Click anywhere in the window pane with these nodes. 5. Press Shift+A, select Search, then type "image", and select "image texture". 6. You should now have a new node called 'Image Texture" that is orange in color along the top. 7. Click on the Open button inside this node, and navigate to the Colette folder with the .FBX, .PNG, and .PSD files. 8. Select the .PNG file. 9. Now click on the "Color" output field with the little yellow dot inside the Image Texture node, and drag it to the yellow "Base Color" input field of the Principled BSDF. The color should hopefully now show up! I hope that helps!
Oh ok, so if you see the Principled BSDF, click anywhere in that same window, then press Shift+A on your keyboard. A menu should pop up, select Search, then type Image, then select Image Texture. A new box should appear with an orange bar at the top.
You should definitely parent every object you make to the GEO collection. Ctrl+J joining your objects will depend. If you have made a helmet for instance, with separate objects for the bucket, strap, buckle, visor, and chin guard, I would say maybe Ctrl+J join everything into one object called helmet_Geo and then parent that to the GEO collection.
Russell, a Huge special Request. Can you make the “Challenger Colt”, skin with Some recoloring (darker colors)? I will help with anything to make it happen. I would like to enter it for the brawlidays Colt skin.
Ah OK, hmm weird, I'm really not sure how I got that haha sorry! I don't recall changing any settings deliberately to get that background, its always just been there!
Yeah they changed what they provide in the asset package now unfortunately, only has a Maya file. You could try converting it to an .obj or .fbx file using an online converter, there are some free ones I believe, or opening it in maybe a trial version of Maya and exporting it to an .obj or .fbx yourself. Not sure if the trial version of Maya would allow export though. Good luck!
Its a built-in Blender addon that is already installed on your computer, you just need to enable it. Go to Edit-> Preferences -> Addons, type "Extra" in the search bar and then tick the box beside Add Mesh: Extra Objects. Click Save Preferences.
@@RussellMidfield hey i have another problem, i want to do a skin for collete but the textures doesnt charge hey i have another problem i wanted to make a skin for collete but when i loaded it in blender the textures didn't appear, but with any other character like gale or bea the textures are there
@@RussellMidfield ye but then it just does weird things when i want to place it in the correct place or when i want to make the glothes longer it get weird shapes
i already gave up i will practice for the next skin i had a good idea for colette tho if you want to use it you can it is a cleopetra colette so like a egyptian queen and as super it has a cobra snake
Hi i wanted some help from you. I made some wings for my character but it does not have a equal check pattern even though i tried but no use. So please help me.
The final product is a 2d render image of the model. Typically you need to do the front, side, and rear orthographic views and then some beauty shots of your choosing. Good luck!
Im trying to import Belle into blender for the current supercell make, but her UVs are just not lining up at all, any way I can fix this without manually moving each vertex to the correct place?
Yeah it's way off in Blender for the head, arms are the only part that seems to line up. I suppose you'll need to unwrap and line up manually which sucks but shouldn't take too long.
bro , when i upload my file in colette lost in time campaign, the model appears in supercell website is so small, can you tell me the reason why it happens like that
@@RussellMidfield hi i am in a bit of a fix. Can i please share my .blend file with you so that you can know my problem easily. please, and i hope i am not troubling you.
Hey! Blender is an amazing program that is completely free. I would suggest trying it out. Some popular RU-vid channels with free beginner tutorials that are very helpful are Blender Guru and Grant Abbitt!
I would like to make a skin for Belle, but i do t know how all the submission stuff works, its my first time. Can anyone tell me what kind of tools do i use? Could i do it in flipaclip or ibis paint or do i need a more "professional" program?