In this video I'll go over what you can expect from this course and an overview of what you will & won't learn.
Just an update for Linux users. The training videos required a codec and BeeRef works about the same as Pure Ref.
@Anmol Krishna I can definitely recommend to put the characters next to some size reference props or characters early. I have a habit of forgetting this step and then the characters scale needs to be fixed late. Even getting the size a bit off can be very notcable too late. The characters in this course were originally too small and needed to be scaled a bit. That happened because I was just comparing the size to each other and general size ref cubes.
So go in, download some free props from the web (polyhaven for example) and see how well the characters compare :)
@Julien Kaspar ok THANKS.
https://drive.google.com/file/d/17r-0ofoaki1C2Y1SipPd41o392lUNNHm/view?usp=share_link%C2%A0 this is the first 2d concept art I that have made for my own original character named Cuppy.
Question, if we can't learn how to make game ready characters here, where is the best place to learn that?
@Marcus Watkiss Veal I don't really know where the best place would be. But I can recommend to search on popular sites for online courses and to check out the polycount forum: http://wiki.polycount.com/wiki/Polycount
@Julien Kaspar I'm impressed with how quickly you responded to this message, thank you!
just a tip: the picture of this course has a typo on "charActer"
I really liked the content but what a pity that it has no Portuguese subtitles
has how to put?
You said that the workflow differs to game characters. Can you tell me exactly what that means. Let's say i sculpt my character and retopologize and rig it. Do you mean that i couldn't just the character for a game? I'm just a little confused by your statement. I mean if the character is made up by vertices, has a rig, is weightpainted, is uv-unwrapped and has a texture, shouldn't it be possible to use that character for games?
*@Kevin Tatar* I found the comment to my question. Sorry :S
So, I saw you said this is for film? It can't be used for games? Oh sorry, I checked the comments and I'm reading why now.
Hi Julian. Thanks for the amazing tutorial you have made. I have made two sculpts watching your videos. Link to the second ( https://www.artstation.com/artwork/rAXmOJ ). I still haven't seen the retpology videos so these models are with high vertex count.
Yay, now I can learn how to make characters like Pixar and Blender Studio :D
Is there a 2.8 version of the Rigging Tutorial?
*@a.yuyus.52419211* There is no rigging tutorial in this course but everything should be enough up to date for 2.83.
I want to do animation with the characters created in this course. It seems that there are many polygons. Can I use it for animation?
*@a.yuyus.52419211* The retopology examples from this course should be good for rigging and animation, yes.
Here's the ready to animate version of Rain as an example:
https://cloud.blender.org/p/characters/5dd54d68a709ab2eb08aa5a1
i tried downloading krista and pure ref but i was having problem downloading
Why would this not be compatible with game development? If I create a character like this, then rig it, I can just export it into Unity or Unreal and animate it there, right?
*@davomyan* Its focused on film productions. There are optimisations you need to do and limitations to keep in mind for each render-engine when making the assets. Not every asset just works in any engine.
*@Julien Kaspar* I would still like to follow this course as a first step to making game characters since it seems to cover quite a lot. Would I be correct in thinking that the main changes to make to this kind of model for game development would just be to reduce poly count, rig in a simplified way, etc? Thank you!
*@Wyatt Chalifoux* Well there are various differences. During the sculpting process there's is potentially no difference.
But to give a rundown of some of the differences:
The retopology needs to be unsubdivided and triangulated, which means all the most important shapes need to be in the model by default.
Any detailed shapes and surfaces are usually achieved with bump & normal maps, which are more accurate to bake with triangulated geometry and by inserting sharp edges in the shading on steep angles on the geometry.
Displacement maps are also not that common.
The UVs are much more tightly packed and often arranged in a way that most objects fit onto as few textures as possible for performance reasons.
RMA-maps are also common where multiple b/w textures are put into a single texture by giving each a color channel (RGB).
The file format for the texures also varies since you want to go for something compressed and light for games and detailed and high resolution for films.
Even though I won't get into rigging there are also more limitations and differences there.
But apart from these technical differences there are usually also differences in the workflow.
For example you would sometimes have to make a dummy character after the blocking that can be used already as a placeholder in the game engine.
*@Julien Kaspar* First of all, I hope you're doing well and safe from this COVID-19 situation. I should like to add a question to this topic; can you recommend to us any good material or source which cover the game character creation process ? (maybe as a timelapse project to see the difference between both workflows). Thanks for your work and thank you in advance for the response!
*@Iván Olivares* I don't have any specific recommendations but there seem to be many high quality gaming asset/character courses on cubebrush and flippednormals. I can recommend to read through the polycount wiki though.
*@Julien Kaspar* Thanks 4 the info Julien!
*@Julien Kaspar* Thank you so much for all the information and the long response! This course has been awesome so far.
*@Julien Kaspar* Got it, thanks
any updates on clean retopology chapter?
*@ultimateronsu17* Sorry this is taking so long. The planning for the course changed but we haven't properly communicated yet how. Each chapter became much larger like they are their own courses, that's one reason why it's taking so long. We'll announce how we will move forward soon.
*@Julien Kaspar* thanks for the reply. Thanks for communicating. I really have a burning desire to get good at making 3d models so this course means a lot to me.
I appreciate your hard work and thank you for taking the time to teach us. Peace be upon you and have a blessed day!
Julien, is there an update on when the remainder of the lessons will be coming? It’s been a while since the previous videos were released.
*@Brian Smith* I'm sorry that it took so long. There were some delays but they second chapter is finally out now.
*@Julien Kaspar* There’s no need to apologize, Julien. I completely understand that things often get moved around and reprioritized. This is such a good training course so far that I am impatient for the release of the next set of videos.
*@Brian Smith* Thanks a lot!
*@Julien Kaspar* Thank you!
Please captions or subtitles. kindly vitalik
OK rejoined the cloud for this course. I know it will be a large undertaking. Always good to get different viewpoints and ways of doing things. Congrats, Tim. Hoping you persevere until completed.
Thanks for the great stuff you've done, I have been waiting for this series!
YESS.
*@David Boura* In the Part 7, i hope you explain how to make custom facial rigs controls, and how to animate them like in the expressions test video. If you don't, i throw myself by the window ; ( ; )
*@David Boura* I'll actually go over it in the 3rd chapter. Almost no rigging needed btw. The expressions were all sculpted.
*@Julien Kaspar* Maybe i should just relax, thanks Julien. By the way your today uploads make my day. This course is going to be a real challenge and a great adventure.
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