Import Clothing & Accessories into Character Creator (Part 7/9) | Character Creator ZBrush Pipeline

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in this video we'll bring our game res into character creator transfer clothing weights from our character creator topology parent accessories to the appropriate bones and pivots add our painter textures to our materials hide body parts for clothing items set up capsules and weight maps for our cloth simulation and finally we're going to save our assets to a custom library for later use so we've gone through the process of exporting our high res exporting our low res baking texturing our stuff in painter now we're going to bring all that in the CC there's one thing we need to do though and that is in our original file here remember we have shirt low and this is split up into one two 3 four so that there's no overlapping spaces or there's no overlapping pieces so we're not getting normal map bake errors I want to go ahead and combine all of these objects into one mesh so uh and again Max myam Moto blender cin 4D Houdini doesn't matter I'm going to take all of these objects here I'm going to shift right click in Maya and say combine and then I'm going to say delete by type history uh modify freeze Transformations and then modify reset Transformations I think that's correct yeah freeze and reset speaking of normals I also do a mesh display unlock mesh display set the face mesh display soften Edge that's just how I'm doing all of these meshes so for what it's worth do all of those steps I'm also going to rename some of this stuff I'm going to open up the hypershade by clicking this button here uh right now my material sets are set to like for example shirt is this but if I want to name this shirt that's going to have a naming discrepancy so I'm going to control doubleclick shirt and call the shirt unor matat and I'm going to pend Matt to all of these uh materials here so now when I go in here and rename the shirt 01 load to just shirt I'm able to name it shirt because shirt unor mat is the material name so I'm going to do that for the rest of these objects there is one thing I do want to bring up though CU it happens every once in a while I'm going to go in here to UV UV set editor and you're going to see as I click through all of these objects I have map one as my UV set editor if for some reason like boots1 and let's go ahead and I'm going to hold down my space bar go in here to Windows modeling editors UV editor if for some reason boots one had a UV set editor name of map one and then boots two for example I'm going to go ahead and say um go ahead and copy this I'm going to rename this to sometimes this will pop up it's uh diffuse and that's where my ubvs are and then I was to go through here and merge these together this one has diffuse and this one has map one it's going to basically delete your diffuse UVS which is going to be a big surprise and not very helpful so what you want to do is go through and make sure you just have one UV set for all of your objects here and if you have multiple just go in here for example to diffuse and you can right click go in here to UVS say UV sets copy UVS to UV set map one go back to your UV set on this object here say diffuse we can delete that one and then map one has the UVS and we're good to go you can create a map one if it doesn't have one just say new name it map one whatever you need to do to make sure that every object in your scene has the same UV set editor name and has your UVS in it so so when I go through here and grab all of these for example boots objects and then again shift right click go down here to combine delete by type history freeze Transformations reset Transformations if you want to play it safe uh unlock set to face soften all my normals here now I have all of these they are all one object they have all my UVS and then I could rename this one to just boots and I'm going to do this for all of my remaining objects there we go all of my objects are good to go I'm going to go ahead and save a working scene file so save scene as we have demo gear working I'm going to say demo gear game working for this file and I'm good to go with this file so I'm going to select all of the objects here we're going to go to file export selection and we're going to put this again right on our desktop here I'm going to go into gear bake we have high low I'm going to do gear bake even though we're not really baking game name it whatever you'd like whatever makes sense for you and then we're going to go open up character creator from the real illusion Hub and then in character creator we're going to open our body file so right on my desktop I have our textured project that we ended with and now we're ready to bring our clothes in so to do that I'm going to go in here to create accessory and that's in instead of you know file import again it's create accessory uh we're going to go into our gear bake and again we have our gear bake game file that has all of our game res meshes with our UVS all combined together and named go ahead and double click that uh it's going to ask you if you want to merge everything hit cancel we want to keep everything separate and that's going to bring in all of our objects temporarily or at least initially as accessories so you can see this little icon right here the little glasses icon uh those are accessory icons now some of them will stay accessories but some of them are going to turn into cloth which we'll go ahead and do first now here's a problem right now when we bring it in this way it's not exactly where our game reses is so in this type of workflow that's why I like to have a separate game res uh for again baking so our lowor low file that we have our working file with our UVS and our meshes separated out and then we have our highres zbrush file and between those two files I maintain parity for everything going through character creator I just don't have parody so if I want to make a change with my high-res file I'm going to bake it to my low reses bake file and then this game reses file is basically what shows up in character creator again not ideal and we're going to have another video where if you do want to maintain parity between your zbrush file and your character creator file you can use kind of the what I would call the 3D print workflow uh which again we'll get to in a later video so for now uh we have our objects in here you can see again they're not exactly where they need to be so I'm going to have to move them manually and again by doing that I lose parody but that's okay so we're going to hit uh W or select all these objects or all these accessories right now hit W on your keyboard to go into move mode and I'm going to move these forward a little bit and then also go in here and I think we need to raise them up uh just a tad as well and again we're just kind of eyeballing them into place so that they're generally where they should be again probably one of my least favorite things to do in this workflow but I think we're close enough all right so everything's in place and the next thing we're we're going to do is assign our cloth objects so what's the difference between cloth and accessories uh cloth is something that's going to go across multiple bones in your body so for example a t-shirt is going to if I put on a T-shirt and I move my arms and I move my head you know the neck it's going to move with your neck bones it's going to move with your shoulder bones it's going to move with your spine bones that's a cloth object uh however something like a helmet that's rigid it's only going to be you know I can I can assign it to say my headbone and it'll rotate moves move and rotate with my headbone it's not going to be like bendy or Wiggly or go across multiple bones aren't going to influence it so that'll stay an accessory So speaking of shirt we'll just start there I'm going to go ahead and select my shirt here again right now it's an accessory how I convert a shirt accessory to a shirt cloth object is pretty simple for instance we're going to select the shirt which if you want to see the shirt you can turn the shirt off and turn it back on just to remind ourselves this section across his chest and down his arm is basically his shirt kind of a interesting harness shirt but uh we'll call it a shirt so with shirt selected we're going to go over here and we're going to say transfer skin weights there is no shirt template in this case we're just going to use the default which you can kind of see a shirt and a pants icon right here just go ahead and hit apply and that's going to go ahead and transfer the body weights um the weights that the CC based topology body has is weighted to the current bones or the skeleton inside the body and it's going to transfer those weights to these objects here this is just going to stay here so you can have it keep it open or you can just hit this close button here and now the shirt is weighted to the body if you want to see it you can go in here to motion uh male walk I suppose and we haven't finished everything yet so it's going to look really weird but uh we can go ahead and have it walk and you can see everything else is kind of just floating in place uh but his shirt is weighted to his body you can see it's on his chest and as he moves his arm the shirt shirts coming right along with it so let's go ahead and say motion pose a pose and let's go ahead and fix all the rest of these objects or by fix I just mean appropriately assign them so uh just I'm going to work my way down the list here uh boot armor I'm going to leave as an accessory because again it's not going to bend across the knee or the ankle it's just going to be as the calf moves so is his armor that can stay an accessory arm armor is interesting you could say okay he's just as his forearm moves it's going to move but I also want this last one to kind of go with his hand as his wrist bends so in this instance this arm armor I'm going to go ahead and say transfer skin weights it's going across multiple bones uh default is fine we'll go ahead and hit apply and we'll turn this into a cloth object we will edit these skin weights because although it is a cloth object and it is being influenced by multiple joints we don't want the armor to bend necessarily so you know what now that we're thinking about it let's go ahead and fix that so I'm going to hit close and with the arm armor uh skin weights applied again as his arm moves it will kind of Bend with his wrist and you can see he's got a nasty bite mark there uh but I want to go ahead and fix these skin weights so again with arm armor and it went ahead and rearranged this so I'm going to choose the very top note here we're going to go into skin weights and this is fairly easy basically what we want to do is if I rightclick this hand bone right here in the viewport you're going to see I have weights across here I want to go ahead and change my selection from paint or you know how I select things from paint to selection and then I'm going to go through here and I'm going to select a piece of all of these lower hand objects then I'm going to hit grow a bunch of times to select all of the verts in that last piece of armor there and then with our hand bone selected I'm going to say flood the weights with a value of one that way as this wrist bends and the hand moves all of these points will rotate along with it in a very rigid bound manner it's not going to kind of Bend as it moves and the rest of these two I can go ahead and just fix these the the these should be fine they'll kind of twist with the arm I honestly I'm probably going to leave them yes they will technically bend a little bit but as the arm twists I don't think they're going to make that much of a visual difference if you want to you could go through here and select all of these verts and then again go in here and say grow and then go through here and like right right click like forearm twist you get a you know or assign this the forearm bone if you want to again I'm going to leave them alone but I just want to shout that out as something that you know could uh come up so anyway again I'm going to leave this alone we've already filled those skin weights with the appropriate hand skin weights so I'm going to go click skin weights again to go out of skin weights mode and let's go in here to motion mail walk and we'll just do another test here so now the shirt and the armor should be working fine again these kind of Bend with his arm but it doesn't really bother me too much and then that last armor joint uh goes along with his wrist movement so I think that's okay for for my needs so we're going to go in here to motion pose a pose and again I'm going to I'm going to stop doing animation tests now but feel free to test as much as you'd like and we'll keep working our way down here so pants we're going to go in here to again transfer skin weights uh again it's not a dress or anything so we're just going to stick with default hit apply and again I'll just go ahead and leave this open because we're going to be in here for a while uh the glove left here we'll go ahead and select this uh this we can actually use the gloves template hit apply and again as I'm doing this it's changing my uh icon from accessory to you know it's got a little glove icon now backpack is going to be rigid bound boots go across you know the ankle the ankles and the legs and stuff so we're going to go ahead and say use the shoes template and apply loin cloth we're going to go ahead and use the dress template water pouch is going to be an accessory and again the reason I have this is its own separate piece is just in case I want to make another character that uses a water pouch because again we're going to be able to save all of these objects to a library in a second um I can make a character with a bunch of water pouches on them and I don't have to worry about where they're placed or anything like that they can just be an accessory that can just go on anything if they have water pouches on a backpack or whatever um I'm free to do that uh helmet cloth we'll go ahead and say uh default shoulder pad is going to be rigid bound to probably upper arm axe is going to be rigid bound as an accessory obviously and then helmet is going to be rigid rigid bound uh to just the head joint so I think we've done all of our cloth and now we'll talk about accessories so we'll go ah and close out of our transfer weights map so as we've already discussed these cloth objects are influenced by multiple bones these accessory objects are influenced by a single bone so we'll start here with the helmet we have the helmet selected and I've hit W on my keyboard that goes into move mode and you'll see the helmets up here right the mesh for the helmet if I turn this helmet on and off you'll see that's that those are all the helmet pieces the pivot for the helmet is way down here and if I scroll down so I have the helmet selected I'm over here in the modify panel with the attribute tab selected and if I scroll down you're going to see right now the bone is attached to is the base hip so when he was walking around and the clothes are just kind of hovering in space that's the reason why so there's two changes we need to make now in my notes it says update the attached bones and then all then set the pivots I don't know that them order really matters but I'll walk you through both so the first thing we're going to do is the attached to we're going to change this right now it's set to b or CC base hip I'm going to say pick parent I'm going to click in the general area of the head joint and if it didn't update correctly you know we can try it again you know just again aim for the head if it still just refuses to pick the head joint go in here to the three dots icon uh scroll down until we get to the spine one spine O2 here's the base head go ahead and select that you're going to see the alignment it can inherit move scale and rotate which we do want checked on we're not going to align it to anything in particular so we're going to go and leave those leave this at none and then hit okay so now the attached to is changed to CC Bas head uh the pivot if I hit W is still down here at the world origin so I'm going to go through here I can do uh here's a quick set you can go through here and you can choose a front middle and back uh for the pivot you can also go down here and choose let's just go in here and hit the middle button here or maybe the middle bottom and that gets it gets us within the vicinity if we want to fine-tune this pivot we can go in here to edit pivot now we're in edit pivot mode you can see that button stayed highlighted so I'm going to go ahead and move this into place you know we'll put it somewhere generally here we'll say go out of edit pivot edit pivot mode so now uh I guess let's do this real quick we'll go in here to motion mail walk M the the other accessories haven't done yet so those are going to look a little weird uh but the clothing should look fine and the helmet should look fine so while he's walking uh you see all of our accessories that haven't been given the right parent or the right pivot yet are still kind of wobbling around and floating however the helmet is sticking to his head here and as his head moves his helmet is moving as well one problem we do have is his earrings are floating so let's go ahead and say motion pose a pose and we'll go ahead and fix that so I'm going to zoom in we still have the helmet accessory selected and again we're not changing what this is we're not making it into a clothing object or hair or anything like that although that is something I should mention we don't we didn't create any hair brows or beard but if you needed something like if you made a mustache or you made some eyebrows and it needs to move with the face and instead of selecting it and saying transfer skin weights simply select it choose create hair brows or beard you'll choose from a template and it'll transfer the weights for you and you'll be good to go so that's the only difference between clothing and those hair brows or beard so back to the helmet we're going to goe and select that we're going to go into the edit mesh button to go into again we're going into a mode now so we're going to go into edit mesh mode we already are on vertex selection mode so we'll zoom in here I'm going to grab a a good chunk of those earrings and then I'm going to go down here to grow let's go ahead and grow those out if you did want to you know do a soft selection like choose a just do it we'll choose a point in here there's also a soft selection option so you can change the radius and the bias in here so if you ever do want to go in here and edit your geometry you can select verts you can have a soft selection and move whatever uh you want around in our case we're going to go and turn off soft selection and again grab a big chunk of those earrings go in here here to grow so that they're all selected and then we're simply going to move those into since we moved the ears from the original. you know the earrings obviously aren't going to match up once we're done with this we're still in edit mesh mode so we need to click that button to hop out and now we're in regular mode here back to where we started so we'll just keep moving down the list here we're going to go to our axe uh again if you want to set the pivot first we can I don't think it makes any difference so we're going to go we'll choose the middle option here and that'll put the pivot pretty close to where I want it so I'm going to go into edit pivot mode and again hit W on your uh keyboard so you can go into move mode move up here as you can see world move and you can also just in case you need it you can switch between world move and local move same thing with rotate there's parent and local rotate so w and then e is rotate you just double tap e or double tap W to change which move mode you're in in this case doesn't make too much of a difference so I'm going to say this is generally where I want that axe to be grabbed by anybody's hand so we'll go out of edit pivot mode and now we're going to go ahead and attach and move this into place so first we'll go in here I guess you know what we'll go ahead and move it into place first so we'll go ahead and say Hey you get moved this way and rotated this way so whenever I store this in a library it'll be already oriented and pivoted to where it's supposed to be and this is you know basically if anybody is going to use this axe it'll generally show up in the right hand and also be bound uh to the right bone which is what we're going to do next so again go in here to pick parent choose that and then just kind of Select in here this one it chose the right one base hand uh or base r hand which is his right hand if you need to you can go into the three dots and choose whatever bone you want so this is updated we'll just keep again shoulder pad choose this one we'll go ahead and just Center that pivot uh pick parent see here we'll try that again base spine is close I'm going to scroll down until we get to the uh our upper arm so that'll be for the shoulder pad and our pivot is set and then water pouch same deal we'll just say set that pivot to the middle I'm going to go ahead and leave base hip as its bone attachment backpack and in this case we'll just go and choose spine two say okay and again we'll just Center that pivot last but not least is the boot armor we'll choose pick parents this set it the calf twist let's go into that three dot menu and we'll set this to base R calf say okay and we'll go ahead and Center that pivot so I think we're all done let's go ahead and set up our materials and this will be for our cloth and our accessories so I'm just going to go one by one we'll start with the pants I'm going to go into the material so under the modify section the material tab we have pants here and I'm not going to go through every single one of these it's the same process for each by default it looks like the Shader type set the traditional in this case I'm going to D do this drop- down menu choose PBR that's going to switch out my options I'm going to double click base color and we're going to go to where our desktop is gear textures this is where our gear is just in case it tosses me out of this directory I'm going to go up here and select this and say contrl C to copy this directory and then I'm just going to start plugging these in so base color for our where do we start the pants I'm going to scroll down until we see pants here's all the pants textures there's a base color there double click that and by default they look a little faded scroll down a little bit and you'll see strength is at 80 by default go ahead and crank that up to 100 uh and there we got the full diffuse strength go in here to bump map double click that and we'll plug in the again scroll down to the pants normal that's our bump and it'll ask if you want to do bump or normal we're going to choose normal say okay and let's go ahead and zoom in here so when I'm looking looking at the bump map if it looks a little inverted you can go down here to flip normal so again with base color selected I'm getting base color options you see there's a strength slider if I choose bump you're going to see now I'm getting a flip normal y option so if I hit flip normal Y and that looks correct then go ahead and flip normal Y is the option we want that's basically the difference between direct X and open GL so when you go and you export your normal map you can choose if you want to export openg or direct X either one you do you can bring it in here and choose flip normal y to toggle between either option doesn't really matter in this case AO same deal scroll down pants plug in your pants AO map metallic roughness and there you go now our pants are completely set up they have all the materials set up and then you just work your way down the list again glove change it to PBR plug in your Maps change bump flip y base color strength up to 100 and that's the entire process so go ahead and do that for all of your objects so we've got our materials applied and let's talk about calculating Collision because this is a really cool option so you can see our pants are kind of poking through and it's so are our boots and we can actually use character creator to fix this so if I go down here to my pants and we go back to our again a modify panel and our attribute tab we're going to go all the way down until you see there's two options we can either hide the body underneath and or if we scroll up to the very top we can conform this mesh uh so that we can reduce the amount of collision happening with our gamer mesh so we'll start with conform just go ahead and choose that so again choose pants hit the conform button now we're in conform mode all I have to do is hit calculate Collision it will go through and make sure that those pants are no longer colliding with the body so number one that's awesome number two if we keep scrolling down we can go to our cloth layer settings and you'll see all of our cloth objects are in this list you can go through and you can change the order of which way these things go so basically if you have a naked character body and then they're wearing socks and then they have pants over those socks and then over those pants they have a belt and over the belt they have a shirt and over that shirt they have a jacket let's say you can make it so that each one of those is on a different layer that is on top of each other so when you say you know you get them all in order and then you say run Collision it will actually Ure that all of those pieces are looking at those underlying layers and not colliding with those underlying pieces in our case he's a little simpler than that his pants actually don't really interfere with his boots because they're just kind of tucked in his shirt you know isn't tucked into his belt his pants have a built-in belt so I don't have to worry so much about layers but I do want to bring this up because it's really cool if you do have a very layered character you can go in here and again you can click on this little gear icon you can change the Collision order you know one 1 through 10 and you can also click and drag these around in order to reorder them and then once you're done just hit run collision and you're good to go in our case all we have to do is for example select the boots and then just run conform and then just run calculate Collision that's really all we need to do uh but again that layer the cloth layer settings option with those selected uh is also totally awesome so anyway uh we've done that let's quickly talk about the pants option so we'll click the conform button to go out of conform mode we'll click pants and again if every time if you're using CC character topology and uh you have a pair of pants and we're going to put this in our library and every character you assign these pants to it will autohide a section of the CC topology mesh you can do that and that's underneath the pants option again select the pants uh scroll all the way down until you get to the hide body mesh tool and with the hide body mesh tool selected it goes into a mesh selection mode uh we're in the basic mode now so we can can see our pants kind of in a ghosted mode and then our CC Bas apology underneath it and as triangles all I need to do is okay with these when we're wearing these pants I don't want to see the leg so I can I can choose the leg and turn it off or if I control click it it'll bring it back in this case I can't use basic mode just because the pants aren't really taking up you know legs or anything but I can go in here to Advanced and now I have a little bit uh more Nuance to my selection so I can say again I will hide the the pelvis area and maybe one ring above and then we'll hide the legs down to about uh that's a little bit too far so I'll undo that last one and then I'll just go down the other leg here and if you want to fine-tune your selection for these you can go through here you can select you know these uh faces for example and you can go over here and hit hide uh same thing for this side just select these faces hit hide uh there is a mirror option here you can actually just uh click apply mirror but anyway anyway we just did a automatic we just selected those and hid them so now every time I put on the pants for any CC character object including this one it will hide all of these faces so once we're done we'll go out of hide body mesh mode by clicking that button and now with those pants on it will get rid of that mesh underneath it so feel free and again it's super easy for the boots especially if you go down here to boots scroll down and do hide body mesh again we can't use basic because you know I don't want to hide too much of leg but here under advance we can just choose let's hide all of the feet for both sides and then one rung up not quite two rungs so we'll just do one rung up and again you could go in and fine-tune this so again we'll just select across both and say hide and now those pieces of the body will be hidden every time those boots are applied to a cc character topology so again we'll go out of hide body mesh tool so now if we go back into motion and we we choose male walk everything should look pretty okay if not this is a good opportunity to go through and test and make sure that all of your attachment points are correct all of your clothing is bending along with the body and I think we're in good shape uh one thing we want to do though is we want to start adding cloth simulation to our cloth objects so let's go back into motion pose a pose and for this loin cloth for example uh we're going to need a couple of things number one we need to turn on physics for our character Creator project uh and number two we also need to save this so let's go in here to file uh save project as we probably should have saved a long time ago I'm going to call this Goblin demo 04 with gear and let's talk about how to add cloth to our scene again first thing I said is up here you need to turn on Rigid body simulation and soft claw simulation and you may be thinking well I understand turning on soft cloth because that's what this cloth is going to end up being why would we turn on Rigid body well right now we're going to have a soft cloth object but we're not going to have it collide with our actual geometry because again when we went into polyframe mode you saw how dense these meses were it's very expensive to have cloth colliding against you know expensive geometry basically so instead of colliding against geometry it's going to collide against capsules so we'll go ahead and set that up I guess we can do that first so let's go over here and we're going to set up capsules for his base body so his naked body uh is what's going to be kind of driving the capsules his bone system so we're going to go down here and choose the CC Bas character and it's been a while since we've been in there so when I open this up this is where again the tear duct and the eye oclusion the teeth and the body and the tongue are all at so again choose the CC Bas plus character top group node and then we're going to go uh scroll down until you see this Collision shape button underneath the modify attributes panel so hit the Collision shape button that'll go into Collision shape mode and in this case we have a a bunch of options here they there's capsules all over this body we have capsules in the chest and the pelvis and the legs Etc we don't need all of those so for example the lower legs aren't going to be colliding you know with anything above the knee so with that selected I can go in here and say there's two things I could either go in here and hit this little delete button and that'll delete the capsule and deactivate the selected part or if I want to keep the capsules around but I just don't need them I can just choose deactivate just by checking that box off the thighs will collide with the claw so I'll go ahead and select that one you'll see there's already a capsule in here by default you can add a capsule if you want to that'll duplicate that capsule off and then you can hit W or e or uh what is it w to move e to rotate R to scale when you scale out that'll go ahead and change the overall thickness of it and then you can scale down to scale non-uniformly and then of course W is pretty self-explanatory you can just move your capsule around and and then rotate same deal just go through here and rotate uh if you don't need this one you can just delete it out of there and again you can just start with these capsules and you can uh move them around you can change the capsule type there's a box and a sphere in here but we'll go ahead and just stick with capsule yeah and this is something we also talked about already in the Character Creator zbrush posing section where we're moving Avatar Ang around with his cloth so you may already be if you've already watched those videos you may already know what this is all about uh we'll go back over here to the other leg here we'll go ahead and fatten this up and we'll go ahead and move scale and rotate this into position here and as the leg moves around and I'm not going to say it's going to be perfect I mean it'll probably be close enough you know I don't want it to push the cloth out too far and plus the loin cloth goes pretty in between his legs and it gets pretty thin down here so I don't I'm not anticipating a ton of cloth Collision needing to happen you know but if you've got like a dress or you know a very wide cloth in here it's probably more important important for you uh to do this for me for this particular character there's probably going to be some leg interpenetration you know but it's it's fine it's fine for my needs uh let's keep working our way up the body here the pelvis I'm going to go ahead here's the other thing too we haven't gotten into weight Maps yet but essentially what I'm going to do is I'm going to paint a weight map where the areas in the weight map where it's black will be weighted to the body and then the areas that are white will be cloth so for example let's go out of shape editor here and if we go in here to motion uh po or sorry male walk mail we haven't assigned cloth to this yet it's just a piece of cloth the loin cloth is just bound to his body so as he walks around you'll see it's kind of bound to his knees and it you know it doesn't behave like cloth so we're going to fix that so we've already set the capsules up so we can finish this thought let's go back in here to Collision shape and again the pelv this I don't think we're going to need because again this is all going to be weighted to his body here so this we can go ahead and act deactivate the arms aren't ever going to be colliding with any cloth on this scene so we're going to go ahead and get rid of any of the arms the we we do have a neck cloth back here it's going to be set up the exact same way as a loin cloth it's kind of up to you if you want to have these activated or not I'm just going to go ahead and deactivate these I'm not overly interested in that neet cloth to be honest so I'm just going to go ahead and go out of that mode and in fact this is another thing you can do too if you brought something in you don't want anymore you can either go in here and just turn it off so we can turn off the helmet cloth or if you want it out of your scene completely you can just delete it out of your scene and it is gone so now uh we just have our loin cloth here let's go ahead and select that and let's turn this into cloth so we've already set physics to be allowed in our scene by turning on Rigid body simulation as well as soft claw simulation we have our loin claw selected let's go over here and there is a physics tab underneath the modify panel and we need to activate physics for that object and we also need to include a weight map uh before I do that let's go ahead and open up zbrush and you don't have to use zbrush for this it's just a nice visual way to do it you can go into photoshop with your UVS and just paint it if you want what I'm going to do is go in here to import on our desktop here we had our gear bake and then here is our gear bake game file I'll go ahead and bring that in and this doesn't have any options on I'm not importing any cameras or any mats as poly groups or anything just turn all those options off file imported drag it out of my canvas go into edit mode I'm going to alt tap the loin cloth and then open up sub tool so that's selected go into solo mode and easy way to kind of paint a weight map uh I'm going to turn on colorize and when I do that that's going to show you that all of these verts are already painted white so if I hold on control switch this over to MX lasso I'm going to make sure all of these right here are weighted to the body and I can control tap this to blur my mask out if I want uh and then I can control tap to invert that mask so we'll go ahead and blur that mask and then with these verts unmasked I'm going to switch to a black color go in here to color fill object control drag to get rid of my mask and now these verts will be weighted to the you know when we transferred the mesh that's all going to be weighted to the hips and then this will behave like cloth this section here so to get this map out of zbrush we're going to go in here to texture map and we're going to say create new from poly paint and that's going to transfer our poly paint information uh which is just black and white pixels to a texture map that is uh corresponds to our UVS now I do see an issue here if you look at this you'll see that this loin cloth front if I hover over this it's pointing up if I go in here to Character Creator and I have loin cloth selected I go into the material here and we look at this color map you're going to see that loin cloth is pointing down that's a zbrush feature so what we're going to do is with the texture map that we just made clone it so we have access to it uh if I go in here to the texture menu you're going to see again it's upside down hit that flip V button and then go in here to export here's my export image options you can see we can export this it's a JPEG Photoshop file PNG I'm going to choose PNG and let's go ahead and put this on our desktop gear textures and it's a loin cloth so let's scroll down until we see our loin cloth textures so we'll keep this semi-organized I'm going to click this one and then swap out roughness in this case with weight map it's a PNG file so now if we go back into character creator again we have our uh go to our physics tab here's our weight map we've activated it so go ahead and turn that on with the loin claw selected here's our edit weight map double click that and then search for our loin cloth weight map we just made double click it here's our weight map map it matches our diffuse it's oriented correctly we can close out of that so now we have physics turned on for our scene we have physics activated for the loin cloth because it's selected we have a weight map applied to the loin cloth so it should behave like clothing so if I go in here to motion mail walk and hit play you'll see all of the verts up here are weighted to the body you'll see back here this is all weighted to the hips or you know as his legs move his loin cloth moves and then here is where it kind of flops around now if I grab this slider here and start sliding around you'll see it's it goes back to just being weighted to his body so if you want to have the ability to scrub through an animation there's two things you got to do uh number one turn it from Real Time to by frame so just tap that button there and number two go into your edit project settings and if I scroll down you'll see the simulation here the rigid body if I I turn that off it turns that button off and I turn off soft cloth it turns that button off so that's really all that's happening is it's in your project preferences this turns on Richard body this turns on soft cloth underneath soft soft cloth you'll see there's a bake animation option go ahead and turn that on so now if I go back and I say you know again we were what we're doing mail you know what let's do this one let's soft physics spin around so now if I play this animation with by frame and I let this animation run so we'll let it do a full we'll get let it get to the end so here it is it's all physics Sim simulated cloth here it's all wrinkling as he moves and stuff there it goes to let it get it settled in now if I go through and scrub it will actually scrub through the cloth changes so this just allows you the ability to kind of scrub through and see the cloth update as opposed to if you have that turned off it will revert back to just body weighted uh clothing so there we go we now have cloth we have capsules affecting that cloth put pushing it around it's hanging it's floating it's behaving as we would expect for a cloth object all of our clothing is bound to the body so as the body moves the uh pieces move with it and then our accessories are bound to a single joint so the helmet's going along with his head his backpack's going with his spine and everything's behaving as we would expect so let's go ahead and go back here to motion pose a pose so now there's just one more thing we got to do and this is the fun part honestly is we're going to go and save all of these objects to our library so we can use them later on other characters or variants of this character so we have our character here we have everything all set up we have cloth and textures and pivot Points and weights and everything's looking good so let's go ahead and save this to our library uh the first thing I'm going to do is I'm going to select the very top one and the very bottom selection and we're going to turn the eyeball off to turn everything off in our scene and then we'll just start at the top so we've got our pants selected let's go ahead and turn the eyeball back back on we'll zoom in and I'm going to frame this up because when I go into the library I want to make sure that we have a nice thumbnail that is going to be based off this viewport of course you can make your own custom thumbnail and bring that in but I'm just going to use character creator to make my thumbnails for me so hide everything but the pants frame it up in your camera here and then go into with the pants selected go into the content Tab and by default you'll be over here in template this is stuff that character creator comes with or things you buy from the marketplace it'll end up here if you're making your own stuff that's going to be in the custom tab so hop over to the custom tab uh by default I'm I have SE a project folder selected if I go down here with pants selected and hit save it might choose pants for me if it doesn't you can CH this drop- down arrow go in here to cloth and choose pants that'll put it in the asset type cloth pants which means it's going to go into the cloth directory into the pants folder uh and then you can just give it a name however you can also help it out by going in here to cloth and pants and you can see I already got a pair of pants saved in here slightly different so uh with this open I'm going to hit save and now you're going to see okay acet type cloth pants uh file name we'll go ahead and call this again Goblin demo pants I suppose and we'll go ahead and hit okay and now again it's going to take our camera section here uh give us a thumbnail based on that and we have a pair of panss in here how cool is that so let's go back to our scene and we'll do this with all of it so glove we'll turn on glove turn everything else off we'll frame this glove up we'll go back to content uh in this one we do have a glov section so I'm going to hit save and we'll call it Goblin demo gloves and I should be able to click and drag these it looks like I can click and drag and move into some of these categories but not other you can also right click them and say move to category and choose one but gloves just isn't showing up but anyway others is totally fine so we'll go back to our scene here and we'll turn on boots and we'll just keep moving down our options list so now we're here to accessories I'm going to turn on the water pouch here uh same thing as cloth all I have to do is one easy way to do this is go in here to accessory I'm going to choose others and I'm going to hit save and we'll call this Goblin demo water pouch is going to save it to accessory others hit okay and there it goes and so you just again just continue working down your scene here and filling in those slots and we're done with that we'll go ahe and turn all our eyeballs back on and we have our Goblin with our library content saved so if I want to swap some of these out so let's go in here I'm going to take his shirt delete it out of our scene let's go back into content let's switch over to template I'm going to go into their clothing here we got some shirt options available to us let's put on this basic t-shirt that'll go ahead and wrap in this basic t-shirt to him uh again I you know maybe I don't want this water pouch now that his T-shirt overlaps that maybe I want to get this water pouch out of here let's go ahead and select that shirt we'll go into conform cloth layer settings I'm going to put the shirt on top of everything which it already is I'm going to run Collision that'll make sure the pants which are underneath it is going to influence where the shirt lands so hopefully the shirt pops out in front of the pants there we go so the shirt's out over the pants now basically and we'll go ahead and turn that off and again if I even want to swap those pants out I can let's go ahead and take those pants off well first we got to go out of conform for that object we'll delete the pants here we'll go into content go into pants let's getting some slim [Music] jeans and in this case we don't need his loin cloth anymore don't need his boots we'll go back into content give him some shoes so again you can go through and mix and match from your character now if we do decide you know what I'm not digging these pants and shoes combo let's go ahead and delete the shoes out of our scene delete the jeans out of our scene all we got to do is go back into content switch over to custom we can put in our Goblin demo boots here and I have some older Goblin O2 shoes that are similar they're just colored red um well again we'll just throw on the boots go back into our pants throw those back on take the basic t-shirt off we'll go back to our clothing shirts double click that go in here to motion mail walk M and there we go we got Library assets uh if if I do you know right now he's you know has a weapon in his hand but you know he's not actually using it if you want to keep it in your scene but not see it obviously you can go into the scene tab you can turn off the axe uh if you do have the axe visible you can go back in here uh let's go back in here to content template uh there's all sorts of animations you can apply I have a motion pack in [Music] here Studio map we have a single-handed I'm going to go ahead and do the sword provoke uh if it ever yells at you go back into scene and make sure you have your character node selected and then you can apply your animation to that now if it if the animation moves way out of you know out of here let's hit uh W and we'll just move everything back so we can see it play out and we'll hit play and right now we have by frame turned on uh for cloth caching purposes if you don't need that you can say real time so now he's wielding that uh you can see his hand is closed now the axe isn't quite fitting in there it's easy enough to fix go back in here to scene go back to axe hit W and then just move this into place again move scale rotate whatever you want to do and that'll ensure that as he's moving this axe around with this animation it's behaving as expected so here he is he's got the ax grabbed it's moving around and uh he's good to go in the next video we're going to discuss setting up our source zbrush body clothing and accessories file with character creator to pose your models for a 3D print workflow
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Channel: Reallusion
Views: 2,077
Rating: undefined out of 5
Keywords: game character, Character Base, rigged 3D character, Talking Game Character, video game development, character maker, custom character, avatar maker, realistic cartoon character, animated character, rigged character, character builder, realistic avatar creator, create a character, make your own character, make a character, character design generator, ZBrush, ZBrush plug-in, character face, ZBrush tutorial, Michael Pavlovich, 3D character making software, animation software
Id: 367MUZiEM8E
Channel Id: undefined
Length: 46min 22sec (2782 seconds)
Published: Thu Jan 18 2024
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