What on earth?? As a 3D student meddling with creating models, rigging, texturing in substance, and trying to put them into UE5, this video is a goldmine for me. Thank you so much!
This is actually amazing to have the character done so closely to the original. The only thing i think could make the final take a little bit better is to have her armpit better weight painted so it doesnt look squashed when bent down. Besides from that looks amazing!
Thanks! Yeah I noticed that but I think is rather the animation itself from ActorCore and how is retargated….eventually decided just to leave it as it is. Too much work :p
I ended the video and due to the quality (Edition and content-wise) I thought i was watching a 1-10 Million views video. Surprised to see that not only are you a "small" channel but that you are answering all comments. I am really impressed. With the high quality content and the way its delivered. Congratulations. I work together with technical artists in the computer vision sector and I will definetely send them this and set it as the standard they need to achieve😂😂😂. Again, Congratulations. Amazing work
Amazing breakdown ! You have amazing artistic talent and observation talent as well! I am impressed at how well you captured the Arcane style, best Jinx fanart I've seen! 👏
LOVE seeing stuff like this! Such a high quality breakdown simplified just enough to fit in a youtube video. Your model looks amazing, you replicated the textures PERFECTLY! :)
So. Much. Work!!! Your knowledge and skill with your tools impresses me as much as your artistic abilities. Both are incredible. And that doesn't include the time and effort writing, recording and editing the video for UA-cam. It's all insanely impressive. UE is the most unstable and error prone program I've ever used. I've only used it briefly for a project and was astounded by how bad it is. Crashes, weird error popups, plugin madness and more. I can't believe so many professionals use it daily, and billion dollar products rely on it! How has some other company not created a decent alternative? If Apple, Adobe or Microsoft products were as buggy as UE, there would be riots. Keep up the amazing work
Me ha encantado ver todo el proceso Marlon! He visto varios artistas en UA-cam haciendo timelapse de modelar a jinx en 3d, con diferencia, tu making of fue el más detallado en todo, desde como analizas las formas, el estilo y todo el proceso que realizas. Como dato curioso, no sé si lo sabías, pero el rig de Acurig, es totalmente compatible con "HumanIK" de Maya. Cuando importas el FBX, solamente tienes que asignar los huesos al muñequito de HumanIK en sus articulaciones, y te hace un rigging con controles perfecto, para tener cinemática inversa y directa.
Was totally engaged with the video till the last second > subscribed. This is brilliant, and the final result is super impressive! Now, I'm just getting started on exploring 3D art, and I'd love to get some advice on how to navigate through this. Could you suggest some good content on here that covers the very basics of 3D? I'll be sure to skim through your channel to hopefully find some more beginner frendly tutorials to use!
This is the most detailed breakdown I've seen and the observation that was done was amazing! I've been dying to find this kind of reference for months even years and it will definitely help me a lot. Thank you so much for sharing! Though, may I know if the retopology was done manually or did you zremeshed most parts if not all? (since the video jumped from sculpting to texturing immediately)
Most of it is Zremesher to be honest. Just for the body I re-used a basemesh. The only "manual" areas where the small hard-surface elements with the Zmodeler
I would love a download from this! this is almost definitely the best jinx 3d model by far (other than the official arcane ones that the public will never get access to). Im really interested in 3d printing it as a figurine! I really hope you will consider releasing the files for this amazing project you have made!
Very nice tutorial and a great output! Just FYI though, in movie render queue, turning on "high resolution" doesn't do anything when the tile count is set to 1. The point is to break up a render into smaller pieces so that you can handle a 4k output for example by rendering 1080 at a time.
Wow, Thanks for the awesome breakdown tutorial! This comes at the right time. I'm just done with the texturing and I'm having a hard time learning UE.👍🙏
@@SynonymArts never got the zigzag issue but maybe be related to 2 issues: - Check the compression settings on the texture - Enable virtual textures on your project Hope it helps
Yeah all the time. First you start with the script and start adjusting the footage from there. Is a very organic process but the script is the first thing you want to get. Usually in 2 days you can have a “final” script.
This is an incredible model and I like your process. I'm surprised you don't use SculptrisPro for characters and heads... I will also try out your method of blocking out the base body
How's it Marlon! Amazing tutorial, can't wait to apply the knowledge here to my character :) I just want to know how you set up the brush to create the hair strands in ZB? If possible, a YT short?
@@mrnunez3D Do you use the model after you make it, or do you just make it and let it collect dust? Usually when I've seen models of this quality made, the creator doesn't release them and they're simply forgotten. No offense of course, just curious.
Excellent work. I wanted to know if you plan to upload the model somewhere? I would be very happy to rig and animate your model. Especially if the textures are specially for Unreal Engine, it should be excellent.
I think either option is fine since at the end what you get is a topologized character :). I still think when it comes to look for the character appeal is way faster in Zbrush…..very surprised you mention they don’t use Zbrush as a starting point tbh.
Wonderful tutorial and unbelievable work! Congrats man. Sorry to ask, but where did you get your shirt from? I’ve been trying to find one with a similar design, no luck… 😢 Thank you!
Amazing! But what happen when you1put1your model in pt? my pt told me that my shader do not support a diffuse map, and i have only one texture set list.
hi, thanks! Answering your question. When you create a scene in Substance Painter it already ask which shader model you want to use, so it should come by default if you select any PBR shader. Other wise, if you go on the right side corner, you can change the shader class, So it should allow you to have a diffuse slot as long is any common PBR shader. Regarding your texture set, this will depend how you exported the FBX and which import settings you set in SP. If you want multiple texture sets, make sure your FBX contains multiple materials. If you want multipel UDIMs, just select the udim workflow when setting up the SP project. Hope this answer your question
In the traditional process, animation, binding, controller and other work will be completed in software such as Maya, 3d maxs, blender, C4D, etc. The advantage of this is that the game engine finally receives an animated model with a complete binding. There is no need to perform animation operations inside the game engine. I noticed that the game engine actually has no way to make more physical effects, or the current UE5 controller can only be used for viewing. If you use it to edit animations, you will encounter many difficulties. In the traditional process, hair can execute linear bones to achieve physical characteristics. I noticed that the bones of the braids in this project are actually too few. If you want to make flowing hair, you need to do a lot of work. At least these tasks will not be completed in the game engine, or at least to complete a perfectly bound model, but this requires a lot of editing work. Because it is necessary to deal with different bone systems, I think the work of IK and FK is really not suitable for completion in UE5, and the controller of UE5 can only complete the basic work. And the binding work of this project is actually only partially completed. The complete binding process requires the production of different controllers to control the model. This also causes problems with custom animations. That is to say, if you want to make animations other than those free skeletal animations, you still need to roll back to Maya to build a controller system. This work obviously cannot be omitted. This workflow is only partially accelerated, but it does not mean it is completely complete.
@@mrnunez3D I noticed that UE5's controllers are actually only FK mode. This actually creates some problems. If you need to edit the animation again in the game engine. Obviously this will be difficult. The best animations require about 3 sets of bone systems to be mixed and applied. Most of the time, you don't need to edit the animation again in the game engine. Unless you need to edit or change details, you need to do this. The FK bone system actually causes some difficulties, because to animate characters, you will need an IK system. FK can only help you pose, but animation is another level. In any case, it requires a lot of editing work. I understand why you do this, but you actually get a model with a bone rig but no controllers, which makes it difficult to animate. Although this does make the video faster. But it is obviously very limited. I think you probably unwrapped the UVs in maya. The topology work can be done in zbrush.
Hi! I love the result so far. How you made the handpaint texture interact with the lights? usually the handpaint models are unlit, you don't need normal map in order to have your details on the mesh?
Exactly I don’t want the normal map to emphasise details but the oposite, get the surface as flat as possible and just play with the direct lights and ambient light. Also in the textures as you see I painted some cast shadows and baked the AO. So inside UE the major funciona form the lights is just give some color tint/intensity
you showed the process of creating a basic texture in Substance. I'm new to this, but is it possible to download your smartmaterial for parsing or practicing texturing?
@@mrnunez3D pleaseee it would be amazing!! as a 3D animator/render artist who mostly cant model arcane style humans at all, even tho working with the Fortnite model of Jinx for art has been good enough, it definitely isnt nearly as accurate as the one in this vid, and I would love to try and mimmick the shows animation style with a much more accurate model than whats publicly available!!
@@mrnunez3D Yeah that makes sense, it's quite a long process to document! Good UVing is a very valuable skill though that people should put effort into, and a lot of people don't know that you can add different shaders to meshes to have them as separate groups in substance.
@@AlkinRS UVs was in fact the fastest part of the process, I user RizomUVs and makes the job pretty easy. I probably should make a video just on that now you mention
@@AlkinRS So in a normal job I would always use 3DsMax for lowpoly creation, since there is a poly budget to meet. In this case since I didn't care about the polycount I just zremeshed most of it, so level 1 is exactly what is exported from Zb. For UVs, RizomUVs all the way
🥇ArtHeroes Accelerator Program: artheroes.co/accelerator
now it's time for you to prepare making the 3rd season
I should hey !
@@mrnunez3D I support that ❤
@@mrnunez3DOmg please do it! Isha needs to comes back. I need to be recovered from act 2! 😭😭😭
@@elijahscott3562I need that more than oxygen, I think I can never be recovered from act 2 🤧
What on earth?? As a 3D student meddling with creating models, rigging, texturing in substance, and trying to put them into UE5, this video is a goldmine for me. Thank you so much!
I'm so glad you found the video helpful! All the luck!
same here! especially the unreal engine part of things
@@nancyvandermeer4480😢😮😮😅
This is great! I'm just right now making a character with a similar pipeline and style and this will help me a lot. Thanks for sharing the knowledge!
I'm so glad to hear that! It's awesome that you're working on a character with a similar style. Best of luck with your project!
This is actually amazing to have the character done so closely to the original. The only thing i think could make the final take a little bit better is to have her armpit better weight painted so it doesnt look squashed when bent down. Besides from that looks amazing!
Thanks! Yeah I noticed that but I think is rather the animation itself from ActorCore and how is retargated….eventually decided just to leave it as it is. Too much work :p
Your model is so insanely accurate it’s amazing, would love to see you attempt a facial rig and animation in the future!
I really appreciate your kind words! It means a lot to me. Facial rigging and animation is definitely on my radar :)
Woah! Thanks for this very comprehensive breakdown! So cool to peek behind your shoulders and inside your brain throughout the process
Thanks Alfredo! Just keep in mind, peeking inside my brain might require a hard hat and some popcorn :P
Epic work and incredible video man! 🔥
Thanks, dude! Stoked you liked the video!
Holy this entire process was awesome to watch thank you for sharing your amazing model!! You captured the style so well!
Thank you!
Congratulations on making such high quality content!
Thanks a ton! I’m stoked you liked it! More cool stuff coming your way!
I ended the video and due to the quality (Edition and content-wise) I thought i was watching a 1-10 Million views video. Surprised to see that not only are you a "small" channel but that you are answering all comments. I am really impressed. With the high quality content and the way its delivered. Congratulations. I work together with technical artists in the computer vision sector and I will definetely send them this and set it as the standard they need to achieve😂😂😂. Again, Congratulations. Amazing work
Wow, thanks Alejandro! Yeah hopefully YT keep pushing my content.
Thanks for sharing :)
Looks so good brother! Can’t wait for season 2 :D
Same here!
This tutorial is pure bliss! great job! and thanks!
I'm so glad you found the tutorial helpful! Your support means a lot!
That was great! Thanks so much for going into such detail with the texturing
You are welcome! The texture is crucial for this style , more than the final render I would say
Amazing breakdown ! You have amazing artistic talent and observation talent as well! I am impressed at how well you captured the Arcane style, best Jinx fanart I've seen! 👏
I truly appreciate your kind words! It means a lot to hear that my artistic efforts resonated with you, especially for such an iconic character!
Este vídeo es oro! Muchas gracias crack! 💙
Me alegra que te haya molado el vídeo
LOVE seeing stuff like this! Such a high quality breakdown simplified just enough to fit in a youtube video. Your model looks amazing, you replicated the textures PERFECTLY! :)
Thanks! I tried to replicate the textures perfectly, but I may or may not have sacrificed a few pixels in the process. 😄
Excellent breakdown. Thank you for sharing!
Glad it was helpful!
Bro this is too good. SUBBED.
Yo, thanks for the sub, bro! Glad you liked it!
Epic work. Thanks for showing all the process. That was so much useful information for me
Very welcome!
So. Much. Work!!! Your knowledge and skill with your tools impresses me as much as your artistic abilities. Both are incredible. And that doesn't include the time and effort writing, recording and editing the video for UA-cam. It's all insanely impressive.
UE is the most unstable and error prone program I've ever used. I've only used it briefly for a project and was astounded by how bad it is. Crashes, weird error popups, plugin madness and more. I can't believe so many professionals use it daily, and billion dollar products rely on it! How has some other company not created a decent alternative? If Apple, Adobe or Microsoft products were as buggy as UE, there would be riots.
Keep up the amazing work
I really appreciate your thoughtful comment! It means a lot to hear that my hard work is recognized. And yes, UE can definitely be a challenge.
Bro, what an amazing work, congratulations!
Thanks a lot!
Great Video! This is amazing! keep up the good work ❤
Thank you! Will do!
Me ha encantado ver todo el proceso Marlon!
He visto varios artistas en UA-cam haciendo timelapse de modelar a jinx en 3d,
con diferencia, tu making of fue el más detallado en todo, desde como analizas las formas, el estilo y todo el proceso que realizas.
Como dato curioso, no sé si lo sabías, pero el rig de Acurig, es totalmente compatible con
"HumanIK" de Maya.
Cuando importas el FBX, solamente tienes que asignar los huesos al muñequito de HumanIK en sus articulaciones,
y te hace un rigging con controles perfecto, para tener cinemática inversa y directa.
¡Gracias, amigo! Me alegra que te haya gustado. ¡Y buen dato sobre HumanIK! Tendré que probarlo en mi próximo proyecto.
@@mrnunez3D Deseando verlo :) yo he usado el proceso y es muy satisfactorio, sobre todo por olvidarse de nomenclaturas o de hacer rigging manual.
que locura el trabajo de este video, desde lo que hiciste en UE, hasta la edicion y ademas tener que hacerlo en ingles, epico!
¡Gracias por tus palabras! Me esfuerzo mucho en cada video, y es genial ver que se aprecia el trabajo.Gracias por el apoyo!
Though i didnt understood all the workflow process,but i enjoyed the video.
Fantastic job bro
Thanks man :)
you are cg monster! great skills in many programs. great pipeline overview! thank you!
Thanks! I’m glad you think that, I’m naturally curious about the whole pipeline :)
great video, beautiful work
I'm glad you like it
So awesome! Great walkthrough as always :D
Hey Ashley! Thanks bunch :D
Que gran artista! Gracias por enseñarnos todo éste proceso. Precioso , te ha quedado un proyecto de 10
jo, muchas gracias!
Thank you for sharing this. Your skill are absolutely great!
Thanks man !
This is so interesting, thanks for sharing your entire process! You are extremely talented.
Thank for the support man!
Oh man thanks so much for this!
Thank you for watching! I'm happy you enjoyed the breakdown!
Props for making this and respect for sharing it.
Thanks man :)
your work is amazing
Thanks !
Awesome breakdown tutorial, thanks
Glad you enjoyed it!
Was totally engaged with the video till the last second > subscribed. This is brilliant, and the final result is super impressive! Now, I'm just getting started on exploring 3D art, and I'd love to get some advice on how to navigate through this. Could you suggest some good content on here that covers the very basics of 3D? I'll be sure to skim through your channel to hopefully find some more beginner frendly tutorials to use!
This is the most detailed breakdown I've seen and the observation that was done was amazing! I've been dying to find this kind of reference for months even years and it will definitely help me a lot. Thank you so much for sharing! Though, may I know if the retopology was done manually or did you zremeshed most parts if not all? (since the video jumped from sculpting to texturing immediately)
Most of it is Zremesher to be honest. Just for the body I re-used a basemesh. The only "manual" areas where the small hard-surface elements with the Zmodeler
Man im at 20 m and already got 10 ads still this is the closest jinx sculpt I've ever seen
Wow, that’s crazy to hear! Glad you’re enjoying the video!
Wonderful tutorial! Thank you so much for sharing this wonderful video!
You are welcome!
noooo que nivel, me encanto el video gracias por compartir tu conocimiento, eres un grande, saludos desde Bolivia
¡Muchísimas gracias por tus palabras!
Love it! Thank you for sharing your process!
You are so welcome!
It's incredibly awesome, I love it!
Thanks man
I would love a download from this! this is almost definitely the best jinx 3d model by far (other than the official arcane ones that the public will never get access to). Im really interested in 3d printing it as a figurine! I really hope you will consider releasing the files for this amazing project you have made!
Thanks for the support! but currently I dont have any plans on release any model
Thank you for sharing, really amazing breakdown
Glad you enjoyed it!
love a mmo with this graphics and photohraphy
Totally!
Great Video Man.....🤘😀
Thanks !
Great breakdown. thanks man !
I'm glad you found it helpful!
Thank you my friend ❤ video is perfect. I will use it to my work:)
You're welcome 😊
Amazing work!!! GG
Thx!
Looks perfect !
I'm glad you think so!
Amazing, I WANT TO DO THAT... and i will eventually 💪🙏 and great tutorial an walkthrough, thanks a lot man
Thanks , glad you find it useful !
So Good... thank you for the breakdown..😍😍😍😍
Thabks you
This is awesome!
I'm glad you think so!
This Kind of software tools are Endboss Level
Lol
Just. EPIC . WOW !!! Like the original one
Thanks! I wouldnt say is like the original one, but I think for a realtime aproximation is good. There are so many limitations in UE
Bruh how can i be like you this is just insanely amazing
Just remember, it takes a lot of coffee to get here! 😂
Thank you very much for this video! Next year I have to do something like this as the final test of my university before graduating. 🎉
Thx, All the luck with the final project !
Sooo cute❤
Thank you! I'm glad you think so! 😊
amazing tutorial, really!
Thanks a bunch!
Incredible work man! Any plans on releasing the Unreal project or model? I would love to make a song and a music video with it!
Thank you so much! I'm glad you enjoyed the breakdown. I’m considering sharing the project files in the future
Thank you so much. Nice work. ❤
Thank you for your kind words! I'm glad you enjoyed the content.
Very nice tutorial and a great output! Just FYI though, in movie render queue, turning on "high resolution" doesn't do anything when the tile count is set to 1. The point is to break up a render into smaller pieces so that you can handle a 4k output for example by rendering 1080 at a time.
Thanks for the tip!
Wow, Thanks for the awesome breakdown tutorial! This comes at the right time. I'm just done with the texturing and I'm having a hard time learning UE.👍🙏
You are welcome! I hope it helps for your Unreal set up ;)
really nice artwork and awesome Art skills BTW:)
@@SynonymArts thanks :D
@@mrnunez3D I have a problem with an imported texture in UE5. It goes zigzaggy. Do you know how to fix it?
@@SynonymArts never got the zigzag issue but maybe be related to 2 issues:
- Check the compression settings on the texture
- Enable virtual textures on your project
Hope it helps
nice Video Thank you!
Glad you liked it!
Now you can do whatever with the model 😊
Now you can do whatever with the model💀
Yeah, I am working on a gameplay on my free time atm
Great video, this gave me so many tips, one thing id like to know is how you painted multiple colors on one layer?
mmm...on a paint layer you just paint. In fact this was great since I could mix them better
man you got the coolest channel mr Nunez. How long does it take to edit a video like this one?
Thanks! The edition was rather fast 3-4 days. What took long was making Jinx :p
@ thanks for response! Do you write script before recording VO or narrate in real time?
Yeah all the time. First you start with the script and start adjusting the footage from there.
Is a very organic process but the script is the first thing you want to get. Usually in 2 days you can have a “final” script.
@ awesome, thanks! Will try this! Have tons of stuff to share just couldn’t figure out this part to make it more fun to watch
All the luck! You will figure out the pipeline on the way
Have fun!
amazing !
Thank you!
Awesome!
I'm glad you think so!
Very impressive
Thanks :D
Awesome :D
Thanks! 😄
This is an incredible model and I like your process. I'm surprised you don't use SculptrisPro for characters and heads... I will also try out your method of blocking out the base body
Thank you! I'm glad you liked the model and my process. I don't usually use ScuptisPro, it creates too many artifacts due to the subdivision factor
How's it Marlon! Amazing tutorial, can't wait to apply the knowledge here to my character :) I just want to know how you set up the brush to create the hair strands in ZB? If possible, a YT short?
Thanks man! Yeah, you have the FREE brush and process here: ua-cam.com/video/BzPPd0ifdAM/v-deo.htmlsi=GYrHcaNlheZGI719
@ thanks for getting back to me so quickly, cheers!!
bro u are crazy
Thanks !
I've no words for this. If it was possible for me to commission you for a model like this for Blender, I'd do it in a heartbeat.
Thanks! Yeah I control UE better than blender. But would be a fun project Im sure !
@@mrnunez3D Do you use the model after you make it, or do you just make it and let it collect dust? Usually when I've seen models of this quality made, the creator doesn't release them and they're simply forgotten.
No offense of course, just curious.
Best tutorial
Thank you! I'm glad you found it helpful.
Great video ❤❤❤🎉🎉🎉
Thank you :)
Thank U for sharing💯
My pleasure!
Excellent work. I wanted to know if you plan to upload the model somewhere? I would be very happy to rig and animate your model. Especially if the textures are specially for Unreal Engine, it should be excellent.
Thank you for your kind words! I appreciate your interest in the model. Currently I dont have any plans on it
are u telling me u didnt paint skin weights for that rig? cus thats incredibly helpful
Just for the hair. Everything was 1 click using AccuRig. Pretty fast
Still could be improved some weights but it does the job
good tutorial !
Glad it was helpful!
True fan
Amazing breakdown ! What would you recommend knowing that they don't really use ZBrush but make the character with Maya ?
I think either option is fine since at the end what you get is a topologized character :).
I still think when it comes to look for the character appeal is way faster in Zbrush…..very surprised you mention they don’t use Zbrush as a starting point tbh.
@@mrnunez3D I was also surprised but that's the answer gave by the lead character from Fortiche, that's why I am mentionning it.
Wonderful tutorial and unbelievable work! Congrats man. Sorry to ask, but where did you get your shirt from? I’ve been trying to find one with a similar design, no luck… 😢 Thank you!
Thanks! I dont remember about the tshirt now tbh....
Amazing work! noobie question - how did you get those clean UVs before jumping to substance painter?
Thanks! I made them in Rizom UVs. I will make a tutorial separately about it since a lot people asked about it
Amazing! But what happen when you1put1your model in pt? my pt told me that my shader do not support a diffuse map, and i have only one texture set list.
hi, thanks!
Answering your question. When you create a scene in Substance Painter it already ask which shader model you want to use, so it should come by default if you select any PBR shader.
Other wise, if you go on the right side corner, you can change the shader class,
So it should allow you to have a diffuse slot as long is any common PBR shader.
Regarding your texture set, this will depend how you exported the FBX and which import settings you set in SP. If you want multiple texture sets, make sure your FBX contains multiple materials. If you want multipel UDIMs, just select the udim workflow when setting up the SP project.
Hope this answer your question
is there maybe a full length version of this?
Im afraid not
In the traditional process, animation, binding, controller and other work will be completed in software such as Maya, 3d maxs, blender, C4D, etc. The advantage of this is that the game engine finally receives an animated model with a complete binding. There is no need to perform animation operations inside the game engine. I noticed that the game engine actually has no way to make more physical effects, or the current UE5 controller can only be used for viewing. If you use it to edit animations, you will encounter many difficulties. In the traditional process, hair can execute linear bones to achieve physical characteristics. I noticed that the bones of the braids in this project are actually too few. If you want to make flowing hair, you need to do a lot of work. At least these tasks will not be completed in the game engine, or at least to complete a perfectly bound model, but this requires a lot of editing work. Because it is necessary to deal with different bone systems, I think the work of IK and FK is really not suitable for completion in UE5, and the controller of UE5 can only complete the basic work. And the binding work of this project is actually only partially completed. The complete binding process requires the production of different controllers to control the model. This also causes problems with custom animations. That is to say, if you want to make animations other than those free skeletal animations, you still need to roll back to Maya to build a controller system. This work obviously cannot be omitted. This workflow is only partially accelerated, but it does not mean it is completely complete.
Thanks for the detailed feedback :)
@@mrnunez3D I noticed that UE5's controllers are actually only FK mode. This actually creates some problems. If you need to edit the animation again in the game engine. Obviously this will be difficult. The best animations require about 3 sets of bone systems to be mixed and applied. Most of the time, you don't need to edit the animation again in the game engine. Unless you need to edit or change details, you need to do this. The FK bone system actually causes some difficulties, because to animate characters, you will need an IK system. FK can only help you pose, but animation is another level. In any case, it requires a lot of editing work. I understand why you do this, but you actually get a model with a bone rig but no controllers, which makes it difficult to animate. Although this does make the video faster. But it is obviously very limited. I think you probably unwrapped the UVs in maya. The topology work can be done in zbrush.
Hi! I love the result so far. How you made the handpaint texture interact with the lights? usually the handpaint models are unlit, you don't need normal map in order to have your details on the mesh?
Exactly I don’t want the normal map to emphasise details but the oposite, get the surface as flat as possible and just play with the direct lights and ambient light.
Also in the textures as you see I painted some cast shadows and baked the AO. So inside UE the major funciona form the lights is just give some color tint/intensity
非常に素晴らしい動画。高評価押しとくよ
Thanks you! :D
you showed the process of creating a basic texture in Substance. I'm new to this, but is it possible to download your smartmaterial for parsing or practicing texturing?
You can create it just by watching the video, I didnt skip anything. Pretty easy setup
In UE5 you can use cc control rig plugin from Reallusion ;)
Yeap I could, but I wanted to experiment with the Modular Control Rig for this one :)
Was on my to do list for a while
Amazing work, but did you use high poly mesh as a in final animation? I hope not
Ofc not, I exported the lv1 which was zremeshed in advance
Will you ever make this downloadable (for free) I’m dying to add this to VRChat!
Need to think about that
@@mrnunez3D pleaseee it would be amazing!! as a 3D animator/render artist who mostly cant model arcane style humans at all, even tho working with the Fortnite model of Jinx for art has been good enough, it definitely isnt nearly as accurate as the one in this vid, and I would love to try and mimmick the shows animation style with a much more accurate model than whats publicly available!!
Increíble trabajo! ¿Hay alguna forma de descargar tu modelo? Me encantaría hacer renders con el.
¡Muchas gracias! Actualmente no lo tengo planeado
Did you skip over Lowpoly creation, UV unwrapping and mapping, and shader assignment? That needs to be done before taking it into substance right?
Didnt skip anything. I decided to put it out of the video since was adding no value.
Also is too obvious that is a lowpoly with UVs really...
@@mrnunez3D Yeah that makes sense, it's quite a long process to document!
Good UVing is a very valuable skill though that people should put effort into, and a lot of people don't know that you can add different shaders to meshes to have them as separate groups in substance.
@@mrnunez3D Also I was half wondering if you'd found a way to do it easily straight from Zbrush. What's your go to program for Lowpoly and UV's? Maya?
@@AlkinRS UVs was in fact the fastest part of the process, I user RizomUVs and makes the job pretty easy. I probably should make a video just on that now you mention
@@AlkinRS So in a normal job I would always use 3DsMax for lowpoly creation, since there is a poly budget to meet.
In this case since I didn't care about the polycount I just zremeshed most of it, so level 1 is exactly what is exported from Zb.
For UVs, RizomUVs all the way
How can i get this amazing model?
We need this as a mod for BG3. This and a gatling mode.
A mod like that would definitely spice up the gameplay in BG3.
incredible work! But what's bugging me is, what's with the radial menu in painter and UE?
Thanks! Is called autohotpie, I already made a separated video about it on my channel :)
@@mrnunez3D wow, just watched your video and autohotpie is really very handy, thanks!)
@@SeekerLight. you are welcome!