Top-tier tutorial! Perfect amount of detail and speed, helpful notes - it's like learning from someone who just went through the learning process themselves and remembers all the weird little exceptions and confusing moments that happened along the way. Thank you for your work!
Absolutely marvellous. Stumbled on this quite by accident but what-a-find. How to deconstruct, reverse engineer, completely hack it and then rebuild a character that is totally pimped up & unrecognisable from the original. Ha-ha! I owe you a beer. I salute you. Subbed.
@@TheSecretsofApagayoIsland Have you got a Dropbox or something? I have some assets here that I think you may appreciate - all 5Gb. I would really like your take on them. My thing is AR\VR but I am certainly not a CG Artist..by any means...so I do struggle although I have spent a lot of time getting my head around ProBuilder & basic dummy level Blender. Coding is my thing. This weekend is earmarked for your technique on Synty characters & trying to figure out if the same is true for Mixamo. Thanks again.
What kind of assets are you talking about? I don't have a Dropbox or any similar storage that allows such a big transfer. BTW, I am also not an artist/model guru. That's why I looked into other solutions like ProBuilder.
@@TheSecretsofApagayoIsland Hello, I'm quite a fan of Synty Studios productions, but in use, I noticed some flaws. For example, in the PolygonApocalypse pack, power pole prefabs SM_Prop_Powerpole_Preset_01, 02, and 03 have a MeshCollider and characters can't walk under it. You have to take these prefabs, remove the MeshCollider and replace it with 2 or 3 BoxColliders (we then fully appreciate the magic of the prefabs). Contacted, the studio clarified that "Due to the large amount of assets in Polygon Apocalypse, we automatically generate basic colliders that suit most situations", which I can understand. I only regret finding it when I use this or that prefab and have to deal with minor flaws first. Another example, pivots are sometimes positioned outside the gameObject, such as SM_Env_StormCanal_Floor_xx for example. Not very practical... I also wasted some time finding out that the entire demo scene is built on a 50 x 50 x 50 plane (why 50 on the Y axis, another mystery), with a MeshCollider, which makes your character " flies" above the channel, instead of walking on the floor of this channel. I haven't figured out what this plane is for yet, since ground elements exist everywhere. Of course, you are supposed to make your own scene... The studio also told me that "Be mindful that the demo scenes we provide are purely for showcasing the assets in the packs and are not optimized for gameplay use. We recommend either creating a new scene from the assets provided or heavily modifying the demo scene." In short, buying a Synty Studio pack is not everything, there is a lot of work to create a usable scene, and thank you again for your videos, which allow us to go a little further with these assets.
Thanks for the feedback. I got some more questions about what you can do with the Synty characters. I will do a video on these questions. If you have other questions, let me know.
@@TheSecretsofApagayoIsland Thank you :) maybe about the right way to scale/stretch them ? (I am using them for VR and I need to scale and stretch the hands per player measurements )
This is very helpful and comprehensive tutorial. Thanks. 👍🏻 Can you share some tips on converting these models into mid poly, and does probuilder have smoothing groups.
ProBuilder supports smoothing, but I haven't worked much with it. You can select your mesh and then go to "Smoothing". I just tried it on a Synty character, and it looks fine. Only the face isn't modeled enough for this, I think. For making a mid poly model, you probably have to use Blender, or similar.
I suppose if you can subdivide the polys then it's easy to convert to mid, and then smoothing groups can be applied to a selection of polys. Also if you can delete the edge and convert polys to quad then this will be really helpful. Then subdividing the mesh will result in mid ploy easily. I am not at pc for sometime, so can't test now. You can try the above approach to test. I have bought the humble bundle so I have access to source files. I will test it In blender too, when I get a new pc.
This is really helpful! 🍻 Could you use detach faces if you wanted to remove the headphones to make them a separate mesh? And with some Synty characters that come with hats that aren’t removable; could you detach those with probuilder and add any missing faces to the hat or head?
ProBuilder is still a prototyping tool, but you can do the following. Select the headphones, move them out of the way, select the rest of the character, and delete it. Then set the pivot to to the center (is an option in the ProBuilder menu). Now you can export the headphones as a prefab (maybe rotate them beforehand). For the hats you have to check. Mostly they are also separate objects, so you will probably be able to remove them in the same way.
Just figured out that you can also directly detach faces into a new game object. Select the faces, hit the plus besides the "Detach Faces", and select "GameObject" as a detach target.
@@TheSecretsofApagayoIsland ah, nice. Yeah I was wondering if you could do that. Then you might have to fill in some missing faces, which might be a little tricky on some things, unless it does that for you. Something to play around with.🍻 love your videos and all the helpful tips! 🍻
Can you make a video how to make a clothes for characters withou skinned mesh render as attachment to character? I mean to be animated with character without setting up an other anims for these clothes
Sure, if you feel comfortable with Blender, you can do all the modifications in there. This video is mainly for devs that feel overwhelmed by Blender (or similar), and in this case Mixamo is the better choice.
is it possible to make our own modular character with synty models? for example adding the headphones and spectacles as body parts(game object) which we can turn on or off
Yes, where the character has separate sub-meshes for things like the glasses or hats. Select the sub-mesh as described, and then you have the option to detach the sub-mesh as a separate game object (open the settings next to the "Detach Faces" option). The hair is often also a sub-mesh, but you might need to fill the hole in the head. Clothes are usually part of the body, so you can't easily split them off.
Top-tier tutorial! Perfect amount of detail and speed, helpful notes - it's like learning from someone who just went through the learning process themselves and remembers all the weird little exceptions and confusing moments that happened along the way. Thank you for your work!
Absolutely marvellous. Stumbled on this quite by accident but what-a-find. How to deconstruct, reverse engineer, completely hack it and then rebuild a character that is totally pimped up & unrecognisable from the original. Ha-ha! I owe you a beer. I salute you. Subbed.
Thanks, this kind of feedback means a lot to me, as this is what I hope to achieve with my videos.
@@TheSecretsofApagayoIsland Have you got a Dropbox or something? I have some assets here that I think you may appreciate - all 5Gb. I would really like your take on them. My thing is AR\VR but I am certainly not a CG Artist..by any means...so I do struggle although I have spent a lot of time getting my head around ProBuilder & basic dummy level Blender. Coding is my thing. This weekend is earmarked for your technique on Synty characters & trying to figure out if the same is true for Mixamo. Thanks again.
What kind of assets are you talking about? I don't have a Dropbox or any similar storage that allows such a big transfer. BTW, I am also not an artist/model guru. That's why I looked into other solutions like ProBuilder.
This is so helpful and informative. Thank you very much. Loving all of your tutorials.
Thanks for the feedback. Let me know what kind of tutorial you would also like to see.
great tutorials! keep them coming
Really very instructive. I quickly looked at the content of your channel, and I subscribed to it.
Thank you, and enjoy my content. If you have a wish for a specific video, let me know.
@@TheSecretsofApagayoIsland Hello,
I'm quite a fan of Synty Studios productions, but in use, I noticed some flaws.
For example, in the PolygonApocalypse pack, power pole prefabs SM_Prop_Powerpole_Preset_01, 02, and 03 have a MeshCollider and characters can't walk under it. You have to take these prefabs, remove the MeshCollider and replace it with 2 or 3 BoxColliders (we then fully appreciate the magic of the prefabs).
Contacted, the studio clarified that "Due to the large amount of assets in Polygon Apocalypse, we automatically generate basic colliders that suit most situations", which I can understand. I only regret finding it when I use this or that prefab and have to deal with minor flaws first.
Another example, pivots are sometimes positioned outside the gameObject, such as SM_Env_StormCanal_Floor_xx for example. Not very practical...
I also wasted some time finding out that the entire demo scene is built on a 50 x 50 x 50 plane (why 50 on the Y axis, another mystery), with a MeshCollider, which makes your character " flies" above the channel, instead of walking on the floor of this channel. I haven't figured out what this plane is for yet, since ground elements exist everywhere. Of course, you are supposed to make your own scene... The studio also told me that "Be mindful that the demo scenes we provide are purely for showcasing the assets in the packs and are not optimized for gameplay use. We recommend either creating a new scene from the assets provided or heavily modifying the demo scene."
In short, buying a Synty Studio pack is not everything, there is a lot of work to create a usable scene, and thank you again for your videos, which allow us to go a little further with these assets.
WOW yourre the best.. i never seen anythin like this for synty..now i can customizemm..... jeahhhh
This helped me out HUGE!!!! Many, many, many thanks for this! liked and subscribed.
Instant like and subscribe, your video is just what I needed to learn today, thank you for sharing!
Thanks.
Great video. Keep them coming.
Thanks, will do!
Great video! Exactly what I was looking for. Thanks a lot.
This was so helpful! Thank you. Subscribed and can’t wait to learn more from you. I’m also making a game with my three sons :)
Thanks, and good luck with your kids. Anything specific you would like to learn?
Really useful, thanks.
You're welcome!
Thank you, this was very helpful ☺
thank you very good stuff...
Glad you enjoyed it
Cool! Another great tutorial! The synty packages are really nice, they have nearly everything! I think, my first game will be based on synty models. 😁
Thanks, glad the video helped.
Thank you it helped me alot, Can you do tutorial on how we can change the hand model to 5 finger from 3 to synty characters ?
Thanks for the feedback. I got some more questions about what you can do with the Synty characters. I will do a video on these questions. If you have other questions, let me know.
@@TheSecretsofApagayoIsland Thank you :) maybe about the right way to scale/stretch them ? (I am using them for VR and I need to scale and stretch the hands per player measurements )
This is very helpful and comprehensive tutorial. Thanks. 👍🏻
Can you share some tips on converting these models into mid poly, and does probuilder have smoothing groups.
ProBuilder supports smoothing, but I haven't worked much with it. You can select your mesh and then go to "Smoothing". I just tried it on a Synty character, and it looks fine. Only the face isn't modeled enough for this, I think. For making a mid poly model, you probably have to use Blender, or similar.
I suppose if you can subdivide the polys then it's easy to convert to mid, and then smoothing groups can be applied to a selection of polys.
Also if you can delete the edge and convert polys to quad then this will be really helpful. Then subdividing the mesh will result in mid ploy easily.
I am not at pc for sometime, so can't test now. You can try the above approach to test.
I have bought the humble bundle so I have access to source files. I will test it In blender too, when I get a new pc.
This is really helpful! 🍻 Could you use detach faces if you wanted to remove the headphones to make them a separate mesh? And with some Synty characters that come with hats that aren’t removable; could you detach those with probuilder and add any missing faces to the hat or head?
ProBuilder is still a prototyping tool, but you can do the following. Select the headphones, move them out of the way, select the rest of the character, and delete it. Then set the pivot to to the center (is an option in the ProBuilder menu). Now you can export the headphones as a prefab (maybe rotate them beforehand). For the hats you have to check. Mostly they are also separate objects, so you will probably be able to remove them in the same way.
@@TheSecretsofApagayoIsland ah cool thanks! Hmm I think it would probably work for limbs too if you wanted some dismemberment for zombies and such. 🍻
Just figured out that you can also directly detach faces into a new game object. Select the faces, hit the plus besides the "Detach Faces", and select "GameObject" as a detach target.
@@TheSecretsofApagayoIsland ah, nice. Yeah I was wondering if you could do that. Then you might have to fill in some missing faces, which might be a little tricky on some things, unless it does that for you. Something to play around with.🍻 love your videos and all the helpful tips! 🍻
what if the the character has multiple ,meshes ... i tried exportin them.... and they become single obj files...
How did you center the cursor tool for your selections? The tool is always on the last selected UV for me. Center Pivot quite do it.
What everyone else said...!
Thanks.
The problem with Synty models is that the shoulders are too small so most animations look horrible, as if their arms are stuck by their sides.
Amazing
Thanks
nice
Thanks
when i Probuilderize all colors become grey on the character (must say i am using the URP)
Hmmm, some people seem to have issues, but I never encountered this. Which character model is it? I don't think it is related to URP.
Can you make a video how to make a clothes for characters withou skinned mesh render as attachment to character? I mean to be animated with character without setting up an other anims for these clothes
Unfortunately, I currently have no time for new videos, and actually, I never worked with cloth so far.
can we just using blender rig ? and not mixamo ?
Sure, if you feel comfortable with Blender, you can do all the modifications in there. This video is mainly for devs that feel overwhelmed by Blender (or similar), and in this case Mixamo is the better choice.
is it possible to make our own modular character with synty models? for example adding the headphones and spectacles as body parts(game object) which we can turn on or off
Yes, where the character has separate sub-meshes for things like the glasses or hats. Select the sub-mesh as described, and then you have the option to detach the sub-mesh as a separate game object (open the settings next to the "Detach Faces" option). The hair is often also a sub-mesh, but you might need to fill the hole in the head. Clothes are usually part of the body, so you can't easily split them off.
@@TheSecretsofApagayoIsland when i probilderize it became black
I haven't had this issue so far, but some other users have. Which model are using?
After Probuilderize, half of the model become totally black, and not influenced by uv edit, Please help me
What kind of model is this?
@@TheSecretsofApagayoIsland just Synty low poly
I never encountered this, so I need more details to maybe reproduce the problem.
@@TheSecretsofApagayoIsland solved,something wrong with the map,I just set it none😀
@Helltarget 00 delete normal map