I would also add a skin normal map at the end (leather map will be sufficient), connect the texture coordinates to it and increase the X Y Z scale to ~ 100-150 values. This will make the skin of the character more detailed.
Say I've previously modeled a character and baked it into an image texture. I want to add to the character, but the image texture UV map becomes deformed. How can I maintain everything intact when creating my character's eyelid and mouth bag without compromising the UV and image texture of my character's face?
Ideally UV mapping is the last step before texturing. Everything should be modeled prior to unwrapping. For the eye and mouth bags specifically, though, you can just add a seam where the original UV starts and the new mesh begins. This will separate the islands and the original UVs will only change in scale to accommodate the new islands.
@@jonlemley7102 Yea I realized that you're right but I can't go back now:( I definitely would remember for my next character. Would it also work if I create a second uv map unwrap it there so it doesn't ruin what I have so far. Or just add a second material to the same object but not let it utilize the image texture/UV of the existing one? I just don't want stretching or distortion on my character.
@@recreatingcontents5795 Simply adding the seams so that the new geometry is separate from the old, and selecting only the old polys when unwrapping, should reset you back to what you had before adding the new mesh. Since those new areas aren't going to be seen anyways you can unwrap them separately, or add them to a new UV tile (using a UDIM workflow) Stretching and distortion is a necessary evil when translating 3-dimensional coordinates into two dimensions. For organic shapes it's almost impossible to have perfect UVs with zero stretching. The goal is to minimize these as much as possible.
Can't you use a Separate RGB and a Hue/Saturation node to separate the utility maps? For that matter, wouldn't setting the Texture Map to Non-Color Data negate the need for an HSV node altogether?
You're right, I've been focusing on this workflow that i forgot about seperate rgb (they use photoshop to extract bunch of other things using this utility) also it's good cause u have the exported map at the end anyways that can be used right away in unreal or other softwares without having to add extra nodes.
@@PixelicaCG Unreal uses Utility Maps natively. When you add a texture node you can choose which channel to output: All, R,G,B, or Alpha. That's why developers find Utility Maps so useful.
I would love to see a video that gives a comparison overview of the workflow required to make characters for a game and making characters for animation in blender to be brought over to UE5.
You know it's ironic, you're sad this work flow isn't for blender, and I'm sad you used xyz textures instead of creating our own. I thought this was one of those videos.
I was about to buy a zwrap, but after I watched your videos. I think I'll give that a chance on my Daz characters. I don't want to spend another 800 USD on software. I have blender and need more experience to use it more. I'll take that tutorial.@@PixelicaCG
Thank you so much for this tutorial. There is so much gate keeping these days on which software to use, and frankly a lot of bullying people into buying software. This proves that you can have good results with free software and a little extra work.
I only got a bunch of daz skinmaps laying around, I take it these will do just fine anyway? I got the SimpleBake plugin for baking stuff like SSS either way.
thanks for the lovely workflow. I'm on Mac so can't use Xnormals, and am very new to Blender and 3D. Is it possible to do the steps without xNormals, in Blender only?
Hello. I have a question about Blender. I usually do a lot of export-import to blender. Sometimes I want to go back and look at what I exported or imported. I'm wondering if there is such a memory register in Blender.
thank for your amazing tutorial:D If we want to transfer the maps directly from zbrush to blender, which map is roughness and which map is specular (cavity,ao,...)
Please do not compress your videos that much. It is one big blur, because UA-cam destroys it too. Please capture in 4k or at least in 2560x1440 with 150 Mbit/s bandwidth
I prefer procedural workflow for all textures as it uses less memory when needed and you can get even more detail than 16K textures in some cases, but image textures aren't bad either, they usually take less time to create when there's something specific and complex you're looking for
Join the Discord Server if you wanna hang out or share your work :)
discord.gg/6ZfWcPZyDV
Procedural version when?
yours links are not working
I would also add a skin normal map at the end (leather map will be sufficient), connect the texture coordinates to it and increase the X Y Z scale to ~ 100-150 values. This will make the skin of the character more detailed.
Thanks it looks even better!
awesome video! more stuff like this!! :D Subbed!!
8:58 was that a picture of Kanye?
Nice Elon shout out
yikes. lots of bad practices being taught here.
Please be more specific. I'm not on anyones side, I just want to know which practices are bad so that we all can learn from them
@@mr.hashundredsofprivatepla3711 Using Subsurface color instead of radius, not observing color spaces by editing maps in Photoshop,etc
Say I've previously modeled a character and baked it into an image texture. I want to add to the character, but the image texture UV map becomes deformed. How can I maintain everything intact when creating my character's eyelid and mouth bag without compromising the UV and image texture of my character's face?
Ideally UV mapping is the last step before texturing. Everything should be modeled prior to unwrapping. For the eye and mouth bags specifically, though, you can just add a seam where the original UV starts and the new mesh begins. This will separate the islands and the original UVs will only change in scale to accommodate the new islands.
@@jonlemley7102 Yea I realized that you're right but I can't go back now:( I definitely would remember for my next character. Would it also work if I create a second uv map unwrap it there so it doesn't ruin what I have so far. Or just add a second material to the same object but not let it utilize the image texture/UV of the existing one? I just don't want stretching or distortion on my character.
@@recreatingcontents5795 Simply adding the seams so that the new geometry is separate from the old, and selecting only the old polys when unwrapping, should reset you back to what you had before adding the new mesh. Since those new areas aren't going to be seen anyways you can unwrap them separately, or add them to a new UV tile (using a UDIM workflow)
Stretching and distortion is a necessary evil when translating 3-dimensional coordinates into two dimensions. For organic shapes it's almost impossible to have perfect UVs with zero stretching. The goal is to minimize these as much as possible.
Can't you use a Separate RGB and a Hue/Saturation node to separate the utility maps?
For that matter, wouldn't setting the Texture Map to Non-Color Data negate the need for an HSV node altogether?
You're right, I've been focusing on this workflow that i forgot about seperate rgb (they use photoshop to extract bunch of other things using this utility) also it's good cause u have the exported map at the end anyways that can be used right away in unreal or other softwares without having to add extra nodes.
@@PixelicaCG Unreal uses Utility Maps natively. When you add a texture node you can choose which channel to output: All, R,G,B, or Alpha. That's why developers find Utility Maps so useful.
Good grief, have you seen the prices on those skins? "starter pack" is $79.90.
Aww you look so cute, please make a detailed video without using any outsider maps , I'm a big fan of yours ❣️❣️❣️❣️❣️
I would love to see a video that gives a comparison overview of the workflow required to make characters for a game and making characters for animation in blender to be brought over to UE5.
You know it's ironic, you're sad this work flow isn't for blender, and I'm sad you used xyz textures instead of creating our own. I thought this was one of those videos.
The smile when I see pixelicacg has uploaded new video...
my dude said maybe faster than zwrap then went and spent a couple hours adjusting uv to match texture...
lol :D nah bro it took like 20-27 minute at best, i've done it in zwrap before and that wasn't fast either.
I was about to buy a zwrap, but after I watched your videos. I think I'll give that a chance on my Daz characters. I don't want to spend another 800 USD on software. I have blender and need more experience to use it more. I'll take that tutorial.@@PixelicaCG
ive been trying to do this with substance painter warp and it is a nightmare, going to try this method
Thank you so much for this tutorial. There is so much gate keeping these days on which software to use, and frankly a lot of bullying people into buying software.
This proves that you can have good results with free software and a little extra work.
I only got a bunch of daz skinmaps laying around, I take it these will do just fine anyway? I got the SimpleBake plugin for baking stuff like SSS either way.
Bro Master piece Tutorial I was Looking for Same Tutorial you are Always Helping Thank you so much and Keep Uploading Tutorials like this
Could you change skin tones using photoshop?
New Subscriber Added Your Tutorials Are Easy And Ultimate
Really cool workflow! Awesome to see someone do this in blender :)
I love your voice🤩🤩
Why don't you just use the built in baking in blender instead of an external app? Under cycles you can bake diffuse to diffuse.
thanks for the lovely workflow. I'm on Mac so can't use Xnormals, and am very new to Blender and 3D. Is it possible to do the steps without xNormals, in Blender only?
Nice effect!
I would also find more ways to simplify the workflow!
I hope you will make a video like this for the whole body, I just hope
Do you think it will work with daz chars and their native skin textures?
subscribed and liked, very amazing video, kudos :D
When i render it with cycles it render it with the old texture without the fix we did anyone know why ?
Hello. I have a question about Blender. I usually do a lot of export-import to blender. Sometimes I want to go back and look at what I exported or imported. I'm wondering if there is such a memory register in Blender.
Please do make a video on texturing face of a stylized character
thank for your amazing tutorial:D
If we want to transfer the maps directly from zbrush to blender, which map is roughness and which map is specular
(cavity,ao,...)
Ooo, nice. I was searching long time for this video
its normal take hours and hours to bake?
the skin texture link isn't working
might help to actually explain conceptually what is happening rather than just a series of what to click
Look Awesome Bruh Like Your Voice
why i feel you are iranian?
First Time FaceCam??
Imagina ter que criar vários personagens para um jogo, usando esse método 😧
Way faster than painting them all by hand, and you'll end up with a much better result.
Keep going sir I love your content
hmmm good sht
OMG🔥
Nice one
not bad
Thanks
Can we just bake maps in blender?
Yeah but why not use a small free app that does it much faster and easier?
@@PixelicaCG cause it doesn't?
@@PixelicaCG like which one you would recommend, as an advice for a newbie in the matter?
WoW
Nice one
Vielen Dank!
THIS IS GOLD!
Please do not compress your videos that much. It is one big blur, because UA-cam destroys it too. Please capture in 4k or at least in 2560x1440 with 150 Mbit/s bandwidth
I prefer procedural workflow for all textures as it uses less memory when needed and you can get even more detail than 16K textures in some cases, but image textures aren't bad either, they usually take less time to create when there's something specific and complex you're looking for
i suggest you to buy new MIC
sounds good to me tbh. maybe get a better speaker
@@vertigo6664 maybe you have problem with your ear
increase distance of anti Noise and mic .. may be help or get bigger anti noise or thicker
@@hosseinse4079 Yeah my ear has problem thats why im hearing it perfectly. Your logic is at the same level as Brazzers movies scripts
@@vertigo6664 I did not found any connection between you and my comment for my friend's page to improve it .