Changeable Low Poly Clothes for Gunfighter Legends

Changeable Low Poly Clothes for Gunfighter Legends

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00:04
[Music] [Music] hello guys and welcome to episode two of the modeling clothes and accessories videos for this little uh shoot em up thing i can't even remember i call it harley uh gun fighter legends gunfighter leggett dragons not leggings gunfighter legends so if you're coming from the last video uh released a couple of weeks ago now i've already created the character at the low poly character and in this video we're going to model the prop which is basically just the the
00:49
revolver that he's got and some clothes because i found that technique how to model clothes quite neatly and have the weight paint follow along and the format of this video is going to be really weird probably so if you came here for a quick tutorial maybe you should look for another one that i've got coming up on this topic at some point because this one we're just chilling out we're i'm gonna narrate the video and uh speak about game development modeling and everything concerning the process of making a game like this or a
01:20
prototype in this case and i've sped up the video this time around to 200 because the modeling is pretty much the same as i always do and i've done a lot of videos so if you've checked out my channel the modeling part is basically the key content on all my stuff so i've got like probably i don't know 30 40 hours 50 60 100 hours of modeling in real time so just check out my channel history and you'll find out how to model especially the 10 minute modeling challenge we've got heaps and stuff of modeling there
01:50
so like i said this is going to be a new format i'm just gonna sit here hang out with you and you can keep this on in the background even if you wanna maybe just uh look every now and then of what's going on maybe you're developing your own game and maybe you're just sitting there doing your thing and you wanna hear some annoying voice in the background telling you about uh making games and modeling so with the future video though the key framing i'll keep in 100 real time so you're going to be fed up with this one or not this one well you're going to be fed up with this one too but the the long keyframing one i think it's 10
02:22
hours so you're in for a treat this is gonna be like an express one in comparison so i'm modeling the revolver here and i'm using the same technique as i do for most of my low poly stuff i've got the auto mirror modifier on and that's usually how i like to do it and i do a lot of eat extrude and s to scale of course and i've got the screencast keys running here so you can see everything that's happening on the screen and just pick up those keystrokes if you want and i should also say that if you check
02:52
in the description of course i've got a really long video just not that this isn't long but it's called learn low poly modeling in the blender and i go through nearly every technique that i use and all the keystrokes and all the shortcuts for those i recommend that you do check out the video because the keystrokes the shortcuts are really useful if you want to become proficient at modeling i'd say that at least a handful of them are really really important to know like e to extrude s to scale g to move eye to inset and we've got a lot of stuff like
03:22
control r for loop cutting and i use things like that all the time so do check out that video learn low poly modeling and it's in my channel history and it's one of the more popular videos on my channel at the moment i think the only one that beats it is uh my learning unity video so i should do more unity content but we're coming to that i'm going to enjoy making a few more things i've got like a spreadsheet of about 100 videos no joke that i've got in mind i just need to find the time and sometimes it's just a matter of sitting
03:54
down and getting started i tend to over plan things a little bit too much at times so that's why i'm doing a video like this now just sit down chill out so the revolver came along pretty good i modeled it first without the reference but then i did google search just a revolver to to see roughly what uh like how the the the angles are of the whatever you call it where you hold it in the handle and where the trigger would go and maybe a little bit about where the barrel would be and that
04:25
little revolving thing and the trigger isn't going to be really used because the hands are so blocky but i wanted to put the little trigger in there anyway just in case you do see the this revolver in in its own and it's a bit probably bigger than a real one and it's because this character is going to be quite small when you uh use it so you need to be able to see the weapon properly and i use uh a lot of the time i do shift d to duplicate the faces i just grab a face that's nearby where i want and i
04:57
i do shift d to duplicate it like i created that little iron sight okay and in the previous video we modeled this uh little character and i did actually put some clothes on and then as well but the focus in this video now is going to be how to create a lot more uh clothing because uh i did find a really good way to to get the weight paint i've always struggled with that in the past how to get the the clothes that you model to fit usually the the polygons will penetrate when you animate the character so what i did figure out
05:34
for some reason i don't know why i haven't done that previously it's that you create the all the clothes after you've weight painted the character and that's what we'll be doing a lot in this video and for the weapon though that's uh just a separate object that's not attached to the rig but i do put the child of constraint so i do a child of and then i pick the armature and the hand dot r bone and in this way that won't really make any difference when i bring it into unity that's only for animating and since i do
06:06
palms down when i model my character like this i know that the pistol in this case should be aiming straight to the angle there so when i animate i know that the hand will be positioned correctly and i've also got a little hand bone there so you can rotate the fingers like this and i kept the hand geometry super simple because i tend to over do in the past a little bit with the geometry on the hands and trust me you won't see it in a game unless you're going to go real close don't do a first person
06:36
shooter with these hands by the way the holster i just did as well by shift d to duplicate one of the sides there of the belt and since i've got the mirror modifier on then it also ended up having holsters on both sides which is not necessarily what you want [Music] naming things is uh something i'm quite terrible at but it's good practice to name your objects at least to do something decent uh usually mine are called cube cube one cube two cube three but if i'm
07:12
gonna bring it into unity in the end i do actually name them properly for facial hair i do very similar to how i do clothes but you don't have to be too picky with the head because the head is 100 weight painted to the head bone so it doesn't really have to you could model all the facial hair afterwards or before or it doesn't really matter and you don't even need to have that attached to the armature as a as a like a skin mesh renderer in unity
07:53
unless you want it to deform a little bit but you could also put some extra bones if you wanted to have a beard bone let's say you have a little bit of a longer beard then you can create a separate bone for the armature there and map the beard so but then keep in mind that you have to animate that bone so when the character swings around or whips his head then or even does a tumble or something you probably need to animate that the beard bone or if you've got hair bones so the more bones that you have the more time you'll spend when you animate so i
08:23
like to keep it simple and that's one of the mottos i've always stopped by keep it simple stupid and a few as few po phones as few bones as i can get away with and that's why i don't really go for the rigify armature either i just want to keep it super simple for the low poly now so it's quick to animate and get it good enough here's uh where i figured out that to do the chaps i believe they're called the little leg covers here this is the first time
08:54
i think i actually did it this is where the coin fell down to the bottom of the machine i don't know if that's the same there is now but the this is when i realized that i should actually duplicate the faces now from the already weight painted the armature that we did in the part one because as i duplicated the the legs here or part of the pants then all the vertices already have the correct weights here so i could just select a few of the items here and and extrude
09:25
them and move them a little bit to the side and if i'm up on the thigh or by the knee and those vertices are roughly in the same place when we animate this it worked pretty good maybe in the odd case you'll have a little bit of penetration but i didn't really find it to be a problem and usually the animations are quite fast anyway so you won't really see if it pokes even if it does poke through a little bit and i think uh for a game it'd be quite neat uh for this prototype or even if it makes it into a full game i'm gonna use it for some more tutorial stuff at least
09:59
but what i do find is uh i find it appealing to have like a character creator where you can customize it and i was going to play around a little bit with the new unity networking and i thought it would be cool if you could have these little cowboys running around in a multiplayer scene and just firing a little bit at each other as a quick multiplayer test and so i could learn that new uh multiplayer netcode as well and then i thought it'd be cool if uh since you're going to go multiplayer and the snowball starts rolling and gets bigger and bigger it's called scope creep but then i thought it'd be
10:30
cool if you customize the character a little bit too so that's why i thought okay i'll just create a whole bunch of separate objects uh as clothing and then maybe in like before you join the multiplayer game or even during it you could just toggle different items on and off the good thing with the clothing is they're separate objects but they do need to have the in unity and they need to have the skinned mesh renderer component because it's very important that they can't be rigid and stiff objects just like a normal mesh renderer they do
11:03
need to follow the armature as the legs are bending so that's why i'm modeling them and they're all parented now to the armature and they've got the uh in this in blender here they've got the armature modifier on them and connected to this armature and here's uh important to know as well the skin mesh renderer in unity actually does take a lot more energy or power out of your computer but we're doing low poly so it's not really a problem but the more
11:34
items that you have that follow this mesh renderer or this armature bending the more performance it'll require but again we're probably using about 100 times fewer polygons than most other game characters that you'd see in a game so we should be safe that's why we love low poly and here i'm just going to do the belt and the belt i usually attach to the pants uh apart from this one that i might be doing which is like a gunslinger's belt that one i separated into a separate belt and
12:08
i'm also applying the mirror modifier to this because uh where maybe i haven't done it yet but i will apply the mirror modifier so i can do it a little bit asymmetric because uh gunfighter's belt needs to hang a little bit on the slant of course so the prominent hand in this case in this case it's a right-handed guy there we go i've applied the mirror modifier so and i've just got the one holster on the one side and for an alternative belt later i do slanted a little bit as well so you can have that little that hang you down
12:39
style and as i model the new objects i tend to go back into post mode and you do that by clicking on the armature and pressing control tab and as you go into post mode you can test the new clothing to see do some simple poses like where you bend the body maybe left and right and lift the leg up with the inverse kinematics and just see that the clothes that you're making aren't like breaking or anything like that so you can just toggle in and out of that and sometimes in the past i've even created some simple animations that run through a
13:12
little test cycle you could have like a little animation that have him like kneel down jump up maybe flap the arms like flappy bird and then doing side to side tilt some exercises stuff that we don't really want to do as game developers we tend to want to sit here instead and go exercise the fingers so the if you i i won't be speaking too much about unreal engine now because uh even though i want to really get into
13:42
that game engine i'd love to spend time in it and learn a little bit more but what's been putting me off that's this c-sharp and i know it's not really a requirement i think you can get away with doing a lot with the blueprints but for me i tend to end up doing a lot of scripting in the end anyway so i think uh either i'll have to give it a go and just trust that i can do everything that i need in blueprints or i need to adapt my skills a little bit and start bite the bullet and learn some c plus plus that's always scared me
14:14
all right back to modeling we're uh i'm decided to change the color of the top of the character here instead of having it uh pure white like i did usually i have like the clothing is already attached to my most of my characters this is one of the few attempts that i've done to create separate clothing so i changed the top of the character now to just like the same skin tone as i did for the head then i separate the whole meshes i select the upper body and i select out to the arms and then i just shift d to duplicate that into a new set
14:47
of verts and then uh i press p to separate it into a new object and then i tried some different approaches when it came to the clothing and for the first attempt here for the top i actually did alt e to extrude the top into uh like um basically a hollow top so if you hide the character the clothing would be hollow inside and i'd say that most of the time that's probably not necessary unless you need to show the clothing
15:18
on its own being hollow then that's a good way to go but if the character is always going to be wearing the top then i suggest that instead of making it hollow you just enlarge it a little bit you scale it up and then you i call it cap but you fill in the polygon at the bottom and at the top of the sleeves because you won't really see inside the clothing anyway and when it's dressed onto the character so i'd say that probably solid clothes
15:48
is a better way to do it if you do run into problems where items or clothing does poke through too much then you've always got the option and i think a lot of games actually do this they they separate the whole legs into a new object so let's say you have a character and you want to have a pair of pants and a pair of boots instead of making the interchangeable clothing you could actually detach the whole lower part of the body and then just create that interceptor object with the legs and everything and
16:19
then model the new clothes that you want on the lower part of the body and then you're good to go then you've got like a style the thing that you do lose then is the flexibility of maybe combining different pants with different shoes or different belts with different pants so that's why i opted to go for this one and i think for this game it'll work perfectly fine to to model all the clothes like we're doing now into separate objects instead and i did the same for the pants here as well i opted to remove
16:50
the integrated pants that he had he was born with pants on blue pants or he had blue lace maybe like a smurf not sure but in this case then i decided to revert the colors there back into the same skin tone but i did keep some underwear on i have to keep a little bit child friendly i've got a lot of kids watching this channel so including i think uh some of my kids own friends so hello if you're watching this i don't know if you're watching this long video it's not a quirky intro it's just me going on about game development
17:22
so what i was trying to say anyway is uh i took away the pants that were integrated into the body and then it just made it into like a human body instead but i did keep the underpants on and as you can see we got starting to get a few clothing items now we've got shoes and since i detached the shoes and i had the model before into the character then i wanted to shrink the actual armature or the skin not the armature but the character inside because i had modeled it originally for the boot size
17:54
so instead of having skin boots i shrunk it down to like more normal feet size here and i also moved in the bottom of the foot and the heel a little bit because that was penetrating through us there you can see i put them in a little bit contorted positions here to see if i get away with the showing through or not as i said in the last video low poly is a great way if you want to get started to make a game i'd suggest low poly all the way because uh if you're coming as a developer
18:28
then low poly is going to really enable you to switch out all those primitive objects of just having a cube or a capsule and if you go low poly you can probably follow a couple of my tutorials maybe and just get a few basic characters down and i guess characters are one of the more tricky ones to cover if you wanted to do a shoot em up game or something like a simple spaceship is super easy to do or a simple car as well a lot of simple stuff here so if you feel confident enough to start
18:59
making these characters like i've seen a lot of people do on twitter i get a lot of tweets sending through oh i follow this tutorial by infensia and look i've created a character and you get this simple look by uh spending not too much time in blender so give it a shot if you haven't and i'm sure you can come up with some cool characters on your own it takes a little while before you get the topology down and i used to over obsess with getting the perfect topology and i've since long ignored that and i just try to model something i try to
19:29
keep a quad topology and i try to think at least that one of the important thing is where you put your verse you need a few extra vertices where stuff is going to bend otherwise you'll have like a if you just had a long straight leg like uh like a pinocchio stick leg but without the knee even just one long polygon if you tried to bend it at the knee then it wouldn't work it'll just like collapse and break that so you need at least one set of like a ring vertices around the knee and then at least you could bend but
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then as it bends if you just had one ring of vertices around the knee and you bend it then it'll pinch and make these parts of the legs really skinny because they'll get like even go through each other so that's i usually do like three ring loops around the joint and if i have those then they can bend a little bit with a deformation at the tip so and when we say low poly it doesn't really matter if it is low poly or not sometimes i call it low poly and i put loads of polygons in there and it could
20:31
be if i needed to add a lot of geometry to i don't know deform something and it's not the poly count that i classed as low poly even though that's sort of the name of it what i find important is that you have that look of a low poly object and for me low poly means simple look and it's like simple geometry shapes and i don't really want to do i get a lot of requests to do realistic stuff realism uh realistic modeling but i've tried a few times and i don't really enjoy it first of all
21:01
because it takes so long and there's a lot of people out there doing a lot better high poly stuff than me so i sort of lose interest if i do high poly and uh i learned something that i should have done differently and then i have to restart and go over it and that's not really my thing but there's loads of people out there that do really great modeling so make sure that you search for those if that's what you're into so low poly my style and i'll probably stick that for the foreseeable future right
21:31
and uh like i said this is sped up so it's running at twice the speed and uh in the video we're about 22 minutes in hour 21 and uh so i've spent about 40 minutes now and what i like to do when i model stuff just put some music on either on the headphones or my my sound system and i sit and listen to music and sometimes i put it into mood like when i model this i put some country on western music or like i searched for wild quest music on spotify and i just listened to that
22:01
that helps me to keep the theme going a little bit i think when i model and i find it one of the most relaxing things i know i just sit a cup of coffee maybe or you'll muslim post must if it's around those time of uh year i don't really drink fizzy drinks anymore but those i drink well beer of course drink beer but not too many just to keep it civil i should speak a little bit more about the modeling here then originally i think i created another vest first before i used this uh method i think i
22:32
modeled the vest before i even weight painted the character and i tried that one a little bit and this is where i had that epiphany of of waiting until after the weight paint so i ended up deleting that vest and recreating it i had some problems there that when you bend the body the bottom of the vest is like pinching into the body so that's why i redo that one all together in fact that's what i'm doing now i realized that that vest is no good so i'm gonna take the body here now instead i'll pick some faces of the
23:06
torso just hold the shift key when i'm in object editing mode and i've gone into face select so i select the ones that are suitable for the vest i do shift d to duplicate it and then i press p to separate it into a separate object and then i do usually i do alt e to expand it or like extrude along the normals and then i suddenly have this separate little piece here and i change the color to black and then i start modifying it and you can do ctrl
23:36
r to do loop cuts and the beautiful thing about that is that if it if it does a loop cut and it cuts the mesh it will actually calculate the weight paint between two vertices depending on how far you've slid that little cut and it gets the vertex that the new vertex that's created gets a perfectly good balanced weight paint between those it interpolates between those so here is uh if you wanted to witness me figuring out how to do low poly clothes that don't penetrate then this is where i did it this is like
24:09
i've got something here so i'm gonna make this into a shorter tutorial at some point so you don't have to sit listening to me rambling about this but i thought since i recorded all of this why not release a video maybe someone can find use out of it if you do find use out of these type of videos just give me a shout in the comments could be useful for me to know because i think they do hurt my my channel a little bit funny enough because uh youtube calculates uh retention period and the the retention of longer videos
24:40
like this is usually quite terrible so the algorithm will probably go alright this is uh not so popular let's put that at the bottom of the list shall we and let's demo this channel a little bit but you can do me a favor by just keeping this on anyway so we've got a vest here and this is where i go my old vest no good let's get rid of it sometimes i find it difficult to delete things but i should become better at that it's an important thing keep it tidy don't want to hoard things but you should check out my nas and my
25:13
hard drive so i'm a hoarder of uh of a digital kind unfortunately let's have some coffee on this oh did you catch that video my 10 minute modeling challenge where i did the saloon this song was in that one my intro i like that one i try to whistle every not whistle whistle is that even a word i try to whistle every now and then in my head it sounds good in reality it does not so i'm gonna spare everyone
25:54
for this game that i'm making the little gunfighter legends uh i've always been inspired or interested in uh like the wild west theme and i always figured it'd be fun to have like a little multiplayer experience where you run around and one of the things i like is because sometimes i get overly like thoughtful about the different type of weapons that a character should have but for a wild west game you only need one really don't you like a revolver maybe i could add like a winchester
26:26
rifle and a shotgun and something else in the future but for the sake i thought it'd be simpler to just have the one i figured out as well that the if you want to model arms and uh sometimes you could use reference images but one sort of key things if you want to keep it semi-realistic is that make the tip of the fingers so from tip fingertip to fingertip roughly the same length as the character is high then you're gonna get the proportions
27:00
pretty good and i usually keep the torso in the middle of the body or not the torso i say that wrong every time the pelvis the root bone i just usually do middle character pelvis make sure that the tips of the fingers are the same distance as it is from head to toe if you model characters as well and you run into some problems with the weight paint don't worry about it too much most of it is fixable so you could either go into weight
27:30
painting and correct all of those issues or you can copy weight paints between different i do that here if you slow this down this part you can copy the weights from one vertex to a difference i had some problems here when i changed the sleeve i tried a few different approaches to get the weight paint because i cut the sleeve a little bit shorter and there's a few ways to do it first i tried to move the tip vertices from from the tip of the red shirt i moved them back but i knew then that the
28:01
weight paint was going to be incorrect so what you can do to copy verts works bait wait wait is that you go into tab into edit mode and you press 1 to go into vertex select and then you can click on a bunch of vertices and then with holding the shift key you can select multiple ones and here's the important thing the last vertex that you select while holding the shift key is what's called the active vertex so there's a concept of having something
28:31
active even if you've got multiple things selected you'll have one active one selected too which is the last one that you select and then you go into the numbers tab the little item then in the drop down you'll see what the vertex paints are for that selected active vertex so you could see for example on the vertex that i had there it was uh the active one had some weights from the hand bone and some from the lower arm bone and if you click copy there it copies what you see there
29:01
onto all the other vertices that you had selected so that's a little trick there and but for that red sleeve my my final solution to get it properly is to get everything right in the fastest amount of time instead of moving the tip of this sleeve with the wrong weight paint in just do control r to loop cut instead between the tip and the back do ctrl r to loop cut around here and then delete the excess because when
29:31
you do ctrl r to do the loop cut the new vertices here around the sleeve they get the correct weight paint between this value and this value so that's it one of the most important messages of this whole video i think if you want to keep the weights that is and the knife tool i haven't tried this but i'm going to do a lot more with the knife tool because if you use the knife tool i think that also interpolates the vertex paints so you could use that one as well
30:03
here we go we put the slant on the on the gunslingers belt here i did create three different copies of the belt or three different versions i got a straight belt for straight people i've got a slanted belt for railgun fighters and then i had a black belt not for martial artists but for someone who prefers a black leather instead here i was going to do my first attempt to create something asymmetric like i wanted to create like a water bottle and a gun like a bullet belt and i tried a few different approaches
30:34
and this is the one i ended up for and like i said before not everything that i call low poly is low poly because i subdivided this mesh with a subdivide modifier and then i did a whole bunch of subdivisions and i pressed the ctrl a to apply that so it actually became and it didn't round the object because i switched it to simple so i just wanted the subdivisions but without the smoothing and then i could select a whole bunch of these vertices and i deleted all the excess ones so i
31:05
just got the shape of the belt around the body the nice thing about doing it this way is that now the weight paints for all of those vertices that i've got selected are correct so the blender automatically calculates those so when they're in 3d space there all those little verts that you see still there then they'll have the correct weight paint without getting distorted if you try to model this thing without doing it this way it wouldn't work because it's impossible nearly enough to manually calculate out which weights
31:36
these different words should have then i went through to apply a decimate modifier and i got lo automatically if you do the decimate modifier with a flat option there it'll take away all the interior edges and then i went through here and deleted a whole bunch of uh faces and then i just created new faces from the bars that were there this was a fairly quick way to do it so i selected all the one deleted the or dissolved the faces and then i pressed just selected the
32:06
edges there between two faces and pressed f to connect those between each other and fairly quickly i'd say i mean i think a knife too like i said before that's probably a better way to do it now someone said in my last video or you know a few videos ago that that would probably also work and great i think it will so next time i'm probably going to do the same thing without the subdivision but i'll use the knife tool instead and cut it out from from the top but it's very important that you start again with the upper body and shift it to duplicate that one and then you use
32:37
the knife tool to cut or like i did now with the subdivision modifier and then to extrude it i selected all the faces and i did alt e extrude long phase normals because that extrudes it you can also use the solidify modifier if you want i think i think that'll keep the vertex weights too i changed the color to brown and usually i think more colors were brown back then for inspiration when you model maybe keep a browser usually i don't recommend the
33:15
it's weird someone said in my last video you're the only one that doesn't recommend using references and what i mean is that i don't usually model off references like bring them into blender unless i need to do like a realistic car but what i do do sometimes is i'll just do a google image search and i'll search for like uh cowboys in this case or something and then as you scroll through and you get all sorts of weird stuff you get like yeah i mean it you get really weird stuff i don't know what my internet search history is based on
33:46
super strange but when you google like cowboys then you'll get stuff from movies you'll get like masquerade things like dress-up things you'll get all sorts of stuff so just look at all of those and scrap all the ones that you're not interested in but then you'll find a few ones they go oh that's pretty cool that's good and then you just get some inspiration from it you don't have to drag it in and like create something in blender with a blueprint just look at it and try to mimic it a little bit in my case it was just like the style of clothing for example
34:17
like the black vest and a belt i was hanging over with a water bottle in this case and the chaps like i like i said i had to google what uh to find out what those were called i searched for pants leather pants that go on top of leather pants for cowboys and i said uh chaps so i think that's what it was for the gun belt here i do the similar or i keep saying gun belt this is for bullets i subdivided that one and i shift selected a few of these
34:49
again i could have used the knife tool i think that would have been a better option but i select a few of these now apparently i struggle a little bit but you can multi-select with the shift and control key and then i thought i'm just going to keep it low poly style so i don't know if i deleted or hit those but i just wanted to create these bullets and they've got the correct weight paint now since i started from the original mesh there with the subdivision so i selected those that i wanted to keep did all d to extrude them and then i
35:20
guess this is uh too big to be bullets for the revolver so i guess it would be like shotgun shells or something instead but i just wanted to get the look of uh like the leather little sort of pockets and then i think i put some like metal colored tips on here to make it look a little bit like some sort of a bullet style thing and this wouldn't be really functional in the game it's pure for look and when i do game development of this
35:51
sort i'm always tempted to do like let's say a character did have lots of weapons and i always think it's weird in games that you know like you'll bring a weapon out of nowhere so pick any like shoot em up game not shoot em up any like first person shooter game where it's call of duty or doom or doom eternal like i've seen lately very peaceful game no but you've got a lot of big weapons even the bfg 9000 there for example and all the weapons that the character brings out are just materialized from
36:21
thin air and i always thought wouldn't it be cool if your character always carried all the weapons in the back so when i created this little robot guy it was last year a few such i've got a few videos i think where i did some stuff with him it's like the platformer he had a minigun a rocket launcher or a grenade launcher he had like a normal rifle he had a a laser rifle he had a shield a sword like a pistol i'm probably missing something and i
36:53
started to toy with the idea that all of those weapons would be stacked on the back and he did a weapon swap and when i did that i realized why everyone has just settled for the fact that let's just materialize the weapons instead because it looked like just a giant closet of junk walking around you couldn't even see my character it was just like a pile of weapons sliding about so that's why uh i mean i don't know why i didn't even think of that before i tried anyone could have figured out that it looks super strange
37:25
so sometimes realism and is not the way to go but sometimes it is it's a bit like spit when you do space movies i guess uh it'd suck if everything was realistic imagine if there were no sound effects in space and no like cool explosions in the same way that we'd uh want to see them right um so i moved away from the clothes now i got a little bit sidetracked there with my commentary but facial hair and uh i did a little goatee beard here i tried some different beard
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styles and for eyes i get a lot of questions uh i said for eyes and then i'm going to speak about nose and mouth instead but usually i only model the eyes for my low poly character and i've got a lot of questions like why and first of all i don't exactly know why apart from that either i am terrible at modeling low poly noses and mouths that's probably the most likely reason but i've never really find it to look good enough to to keep the it feels like it's
38:27
becoming too much detail nearly so again this is probably just me covering up the fact that i can't really model a nose and a mouth but i like to keep just eyes and i've experimented with a lot of different type of eyes as well sometimes i've tried round and realistic ones but i've opted to go for this head shape that you see now quite often where i just do like two loop cuts in the center of the head and then i like to just push the forward of the face like or the bottom of the face forward and then just doing like an index i'm going to try to look at myself
38:58
in the mirror here or on my screen and then i just do like cheekbones and then a big forehead because i've got a big forehead like that so i usually model them like that and then i put two quite tall eyes i've tried like little uh like pointy eyes and i in this video i tried like actually in fact we tried a few different eyes now but most of the time to get like an innocent look of a character which i like to keep like a little bit quirky low poly style i just do two vertical eyes that's what i found to look the best and usually i
39:29
just keep them black as well very simple but for this one i actually made a copy and created evil eyes as well so i took those uh cute little quirky eyes and i just slanted them to make a bit of a more evil look and here i tried i think i just tried a few different approaches to create different eyes sometimes you can put them close together it makes it look a little bit silly far apart pointing in different directions i just tried different methods so in the same way that you do the clothes
39:59
you could keep the eyes as separate objects and uh if you want to get really fancy you could look up shape keys as well because you can animate these without bones if you need and you can blend like uh different eyes or facial features or even like bigger parts of the body you could have it like the belly with shape keys should do a video on that key one day but the shape keys enable you to morph between different states so you could have eyes that are blinking for example or you could have a belly that
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grows big or maybe skinny as you can see here i tried more types of eyes and a lot of the times i tried a little bit and then i figure out that i don't like it so i scrap it and i think this is what happened this one maybe it's because he's cross-eyed a little bit i'm not sure or maybe it's because i that looked uh not the gunfighter look that i wanted in the end they looked like some weird neanderthal type of caveman so i went back to my
41:00
simple black pupil style eyes but play around with the different ice i also did uh try to put the pupils in the center it looked like he was uh like shell shocked it looked like he hadn't been doing anything but drinking coffee for like 12 weeks straight so i didn't like that look either so in the end deleted all of it but only things i kept were the quirky tall black eyes and the slanted evil eyes
41:32
and for the hair same deal here it's going to be 100 weight painted to the head so we keep the hair on the head there and most of the time i modeled uh like um quite short hair because i think part of it is because i don't really want to go into the hassle of animating long hair like ponytails or things so but i'll probably do i've been playing around with that a little bit and at some point i'm not sure if the best approach is to have
42:03
like one armature with optional bones for hair that you could animate or if you should have like an attached armature for the hair i'm still debating on this one but what i do know is that if you do have the hair bones for any of every animation that you do you should really cover and animate those hairs so it'll increase your your uh time of the animating so maybe everything could sound good in the beginning to say oh that would be cool to have that would be cool to have oh let's do hair bones let's do a tailbone because one character might need a tail or let's do
42:33
wing bones and everything maybe we'll do i don't know like a cape bones for like a cape well cape bones for a cape so every bone they add remember now that when you do that walk animation the idol the jump the kick kick the hook the i don't know weapon drawing or strafing anything like that then you have to animate all of those bones so sometimes it's better to just keep it simple i added some different hairstyles and
43:04
you could come back in the future and add a lot more stuff later on for this video i just enjoyed so much during this period to just try different things so it's hard to know when to quit sometimes so if you're wondering why i'm rotating the viewport a lot frantically it's because i like to rotate the viewport to try to orient myself in the 3d space sometimes if you just look at a picture it's different difficult to know when you see the verbs
43:33
if are those verbs near me or are they far away so i tend to when i model i just rotate the viewport a lot a little bit a lot a little bit in the sideways so that's a little trick to help yourself orient and for the hair i just push it in all the characters will be using the same head shape here so i moved some of the verts into the head and don't be afraid of putting like geometry inside of something else first of all it doesn't really matter from a performance perspective it does not matter
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we're using so few polygons that it doesn't matter and it doesn't create artifacts or any problems that you need to be aware of so feel free to just push stuff into the head like that or into the body if necessary right i had to test with the hat on and off sometimes to make sure that because what we don't want is hair to be poking out through the side of the hat that would be not so good so a uh tend to have to toggle a few things and then
44:37
also maybe not everything needs to be combinable if you've got like a big huge uh hairdo like like big uh maybe a big afro or a big like spiky hairdo like a punk rocker then you don't have to make that work with the hat just to prevent that in the game instead don't make the punk guy have the hat on or at least create an alternative of the punk rocker or the afro and then just like shape it so you only see what's coming out underneath the hat instead so you can combine those i like that
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mustache by the way i'm happy with that one looks uh mean my wife is prohibited or she's not allowing me to get a mustache she thinks i'd look stupid in one so this is as close as i get i did gloves as well and in the same way as everything else surprise surprise i selected the hand faces the face hands and faces of the hands i shift d to duplicate those and then i did alt t to extrude it and then
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i just did a little big like inner part of the glove here and gloves these gloves i think this is what i struggled with the most when it came to the weight painting and i think it was the fact that i moved those verts in a little bit from the wrist and by doing so i brought the weight paint from the wrist so when i animated this even in the future when i do the keyframe animation i had to come back and tweak those weights a little bit i broke my own rule here i should have done that a little bit different but saying
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that i broke my own rule the problem is that you can't really if you extrude it past the point where where the words are there's no way to interpolate between something else so maybe that's one of the little challenges that we've got i also did i have no clue what these calls but they're like uh the face masks not like corona masks but like uh cowboys would have if they're gonna do uh like a s stick up a train or something not stick of a train what do you call it hold up a train bank robbery train robbery you put these
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things on your head i'm probably gonna get uh triggered now by some algorithms for saying weird things like that don't promote train robberies but in games i do i've also heard that you should apply the mirror modifier before you export objects into game engines as far as i know but i rarely do that unless i want to do something that's uh asymmetrical i keep the mirror modifier on it and i think it's worked really well maybe a
47:12
blender has become better lately to animate with mirror modifiers on because usually when i do like i model my character i do the automator i create an armature that i symmetrize and then i do with automatic weights when i uh add the armature and even when i do weight painting it seems like the mirroring works really well if i weight paint something on the right hand then that follows along really nicely then to the left hand so i think uh i just keep it i keep the mirror modifier on and then i
47:43
export it as an fbx file and i think that applies actually in the export process anyway i like this hat the most i think the gray hat with a little badge on top i don't know if that's like a sheriff's badger badge badger sheriff badge and i like the fact that the edges of the hat they're stuck up to the sides i actually googled uh different like wild west styled hats when i did this so i looked i believe there's quite a few names for them as well i think i named a few of these items but
48:15
my vision is too poor to see what i actually wrote here i did put some of the names on the hats that they had here i tried a little bit of indentations as well i keep weight paint 100 to the head but as i mentioned earlier in the video you don't actually need to have the hat weight painted at all the hat is going to be solid most cases as is the face hair and stuff so if you want to squeeze performance out of your mobile games
48:45
skip the armature or motif of the skin modifier to bend that one and then just export it as a solid object instead when you bring it into the game engine just put the hat as a child object to your head bone and that will follow your head movement perfectly so when you import the gamer object to like the character which has got the armature and everything you'll get the whole bone hierarchy from the pelvis to the spine bones to the head bones to everything and when you've got the hierarchy of bones you can just drag any game object
49:16
in in i'm speaking about um let's see unity now well i'm sure it works very similarly in the other game engines and then i just take the visual hat and i drag that object onto the headphone and automatically that'll inherit the rotation and position of the head so it'll just work perfectly you don't really need to have the weight paints on the props like the hats and things the clothes you do because remember they need to deform differently as you bend joints but the head one not a problem
49:48
the only time you would want to skin paint that one is skin paint if you want a weight painter or a habit to the armature it would be if you had bones in the hat as well that animate like as you like jump for example if you want the hat to flex maybe then you would want to do that through bones i'm not sure if that's the best option but that's the only thing i can think about why you'd want to keep like armature deformation or skin measure andrea in unity on an object like a hat [Music]
50:23
i think i did about five different huts i thought it was quite funny to come up with different looks maybe that's one of the things that people would change and as i modeled i tried different combination and the number of permutations fancy word that you can do with the the different items that i've got i think i ended up making like a white top a red top a t-shirt and then you could do like this guy you could just go bare just keep the vest on keep that skin showing uh and then you had like blue pants i did gray pants black pants
50:55
and then i did brown chaps black chaps uh brown boots black boots i had three different belts a black uh a brown and a normal and then i got a whole bunch of hats maybe five six of them got different colors on the neckties and it's not called neckties but those things that they had on the necks like handkerchiefs not a hunger chief either and the different face masks and then i did maybe five different facials there facial hairs did a mustache a goatee a normal big thick beard and then i did two hairstyles
51:27
white without like with a ball top and then a bushy black hair did a pair of gloves and uh for the props i only really did the let's see the water bottle belt and the bullet belt but i have no idea maybe if you are like a mathematician or something you could figure out how many permutations you could do you could even go totally uh like uh you could go without clothes or just keep the pants on no top or even even worse the other way around just keep the top on but no pants
51:58
so quite a few different ones and i only did one set of ears though you could go a little bit crazy and do different uh types of uh you could even do different interchangeable heads if you want just go crazy with it don't know what your needs are but i do hope you find this useful if you're gonna make a multiplayer game where you do want to customize your character or even if you're going to make like your own little rpg where you want to have a customized flare i hope you can find use out of the contents of this video and the ones to come and the ones that was before it
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and all the other ones i'm definitely going to go for this a lot more i really had a lot of fun with it one of the key things let's digress a little bit so when you're making a game a little game development tip here is i've heard this on a podcast many times i've listened to a podcast actually called designer notes by siren johansen i think it's called this hope i said this and i'm right i've really enjoyed that podcast if you haven't seen that one i know the name of it anyway is designer notes so check that out it's got he's
53:00
interviewing a lot of game developers both like like aaa experts or like uh veterans but also a lot of independent uh indie game devs especially the ones that have released pretty successful titles and they've got like really long episodes like two three hours where they talk a lot about games everything from the first game that they made until where they're at now and one of the things i've heard in that podcast that comes up a lot is that it's the players that should have fun but not the game designer
53:30
so sometimes when you're making a game it'd be like oh that's well this is so fun to do i can do i can automate this and the player won't even have to do anything i can actually calculate what's going to happen and it's going to be great and you're having a good time solving that problem but then the players can sit there and go okay what's left for me so that's a tip that i keep hearing and i try to to think about it every now and then and saying that let's go into game design that's a whole topic i thought for so many years i've thought
54:01
i've got so many cool game design ideas i want to do this type of game and this all this would be amazing and then when i've tried them i found out that they're not that fun to play so i'd say that one of my weaker skills is actually the game design part i'm starting to learn a lot about the game development part like modeling sound effects programming doing like nice things to get cool visuals and things but when it comes down to the game design that's where i think i've got the most to learn and that's one of the
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key things if you want to make a successful game it doesn't really matter how pretty looks or how cute it looks i mean you could sell on that but you need to figure out what games to make but what what makes the game fun to play and that's not easy i've believe me and but there are tricks to do to improve on that and i'm i'm finding that i'm improving even though i've got a long way to go but a few things that you want to do to improve your game designing skills i'd say is and here comes an expert no here comes a tip from someone who
55:03
who's not that good of it but this is what i'm following anyway i'm trying to put that to you uh while i'm actually modeling uh i'm just looking here i've contorted a guy in a pajamas with a poop hatch on his back uh i don't know that's probably got a better name for it but it's like one of them flaps that you apparently you're too lazy when you went to the toilet back in those days and now i feel like i'm all over the show let's go back to game design a few of the tips that i'm i'm actually trying to do to improve those is one
55:34
is prototype so you'll figure out quick quite quickly instead of going into designing all the art assets that you want to make for your game try to prototype it first the core game mechanic and see if you're enjoying that and maybe you don't get the message did i just do a pink pajamas okay i must have been this must have been in the early hours all right so when you prototype keep the the graphics simple enough maybe you don't have to stick to it like
56:04
just the like the capsules and cubes you could do simple model models but try to do just enough so you can bring it in and get the mechanic running and see if you're actually enjoying it because what sounded fun in your head or in my head in many cases and i'll go well this is going to be amazing and then when you try it it's like okay yeah it's not that fun so you'll save a lot of time by prototyping and figuring out either is it worth to shelve this thing should i pin it well you shouldn't probably bin it you should hoard it somewhere
56:35
because you might come back to it or find some pieces of code that you like you'll be able to reuse but then you can make a decision should i carry on or should i scrap it and most of the time just pause it and do something else if it wasn't that much fun but then you might also figure out that okay this wasn't so much fun but if i change it into this then they'll become fun so you could crit this criticize your own games and see is it actually fun to play or is it just like something that i made that is actually uh like just
57:06
okay fine the player can interact with it but does it have a challenge uh can the player overcome the challenge is it fun to overcome that challenge does the game offer like you to solve problems or is it just like a skill thing so there's a lot of questions and this is not a game design tutorial but just wanted to say that prototype try it out see if it's fun if it isn't either stop doing it and move on to something else or find a way to make it fun so yeah other things that you can do is
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participate and loot in there and that's one of my top tips i think because not only does it allow you to to make a little game under pressure so you'll make it fast you don't have no option but to make it fast but one of the benefits here is that you'll have a lot of players that test out your game afterwards and they'll comment on what's good and bad and i've actually found out some of the best tips that i've got was through uh making my ludum dare games stuff that i took for granted came through in those games to say people are like oh i don't know how to do this or i what are you supposed to do and for me i
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thought it was obvious but they'll come in and usually from ludum their game place they don't have that much time to spare because they're going to spend a lot of time playing different games so you have to make it super clear for them to okay what are the objectives of this game how do you achieve them what do you do and you've got like maybe a minute two minutes of the attention before they'll scrap that game and move to something else if you don't pick it up if they don't pick it up straight away and understand what to do and i think this is where it comes to together if it's just like looks decent
58:39
and um you know okay there's a challenge but it's not that fun then you'll find that out in the comments people will say yeah i mean looks nice but it wasn't it wasn't so much in terms of gameplay there so those comments are super useful and you'll get usually a very honest uh sometimes uh not so honest because people like to to to give you a lot of kind words as well but try to read between the lines and find if they do word some things that it's not fun or that it's not that interesting or it's difficult
59:10
you listen to those and make sure that you criticize your own game too if you've got kids as well that's another good way to i test my games on my kids and uh most of the times especially for most of my loot and their games they'll laugh a little bit at it and go okay yeah that was fun but i pretty much know if it's fun to play or not and uh the only one that they've actually really played for a long period of time is my alien rescue game where you and i think that was a bit of a successful combination of like having a challenge and making it quirky enough with the
59:42
ragdoll effects to make it fun for the at least for the youngest kid my daughter is my youngest one six or five she was when that was released so i have the kids test it and also it's good to see other people play your games because they'll criticize this hope criticize it as well hopefully all right so a little diversion there on to game development i'll be revis revisiting that many times and i do another thing one last thing on that
01:00:12
topic and this is something that i plan to do quite soon i've created like a google sheet or a google form where i've prepared a lot of questions so i'm gonna play games that because i don't play enough games funny enough i don't really find the time but i'm gonna play games that i know are successful and i'm gonna analyze them to see what i think made them successful i'll try to pick up on things like uh does it have um like uh is it easy to learn what does it hook into in terms of
01:00:43
like human psychology does it want to make me build something does it want me to does it want me to explore something can i tear something down can i shield something can i protect i'm going to try to pick up what makes that game fun what makes it engaging and fun to play and then i'll try to analyze that and instead of come up with my own set of rules so when i make a game of that type of a genre or something i'll try to keep those things in mind and go okay well that game does this really well and i think that really kept me wanting to play it and maybe if i do this i'll try to
01:01:14
change it up a little bit so i don't make a clone of course or a copy but i'll try to use those things and make something that hopefully is fun to play i think that's the key thing i've seen so many times people write oh why didn't i make well flappy bird is the go-to and also like crossy roads and stuff and then i made a game a bit like that but uh i spent a lot more time and it mine looks a lot prettier but it's not selling and i think it's a combination first of all when you play the game even if it looks pretty is it really that fun to play i think that's where
01:01:45
what what the key thing is so if you have a game for example that you've created and it's not selling very well apart from the marketing part which is another important hugely important aspect but play your game yourself and if you actually find yourself wanting to play it over and over again for a long period of time then you could have something there and then you could start questioning why it's not selling but really criticize yourself and think is this fun to play am i laughing now am i having fun so make sure that you
01:02:15
ask yourself and be self-critical don't just because yourself don't be too too kind i think there's so much too much kindness going on in the world right now everyone is too kind you need to be more honest i think just uh suck it up is that yeah you could say that just uh take criticism don't get offended if someone thinks your game stinks and it's boring let them tell you that don't be offended that's just their opinion and this could be right you know so i'm not afraid to hear what people think about my game
01:02:46
maybe it's because i'm getting old enough now that i don't really care what people say that's one of the perks of getting older first of all i don't really care what people say and think but i'm happy when i'm happy when people say let's say now i'm happy when they say they enjoy the stuff that i make that's really good and i've learned to take it uh as well when they say that something isn't so good and usually they'll attack everything so you've got the trolls as well they amuse me a little bit more than anything else i'll just take it with a grain of salt
01:03:16
don't be serious don't be too serious as i said don't be too serious i'm glancing back at my video that i've been totally ignoring for a while now and i've seen this uh i'm modeling the black chap now we're coming up to the end of this video yeah so that we've got the black chaps here put the red t-shirt on and uh yeah i'm starting to compile a whole list i don't know what the total item count now here was but as we toggle through we can see we can create quite a bunch of different characters now we've got no top we've got vests on
01:03:48
we've got grey pants we've got slanted belts white boots we've got different hats you name it i think we're good to go so i spent about let's see we're one hour and five minutes into this video roughly so it would be double the time that i spent on this so with my usual workflow i don't keep the pace up that i do using the like i don't keep the 10 minute modeling challenge pace up usually when i model i tune it back a notch i go from 11 down to maybe seven that's a good good compromise
01:04:18
but make sure that you do have your music in your headphones and uh have a cup of coffee and something to drink and just chill have fun modeling so about two hours it took to model all these props and i think that's not too bad actually if you want to to make a game if you wanted to try to schedule your asset creation so in the first video i did the character and now we did a whole bunch of clothes to create a whole bunch of permutations of characters and then in a video a little bit later we're going to do all the environment props like the hay bales that they can
01:04:50
carry and throw on each other the stones and all the buildings and cactuses and stuff so and i think uh the when when we look at the uh animation video that's the longest one so a lot of keyframe animation that takes a lot longer i'd say than the modeling punch so that's it for this video if you're here with me still i'm very impressed i'm super surprised i actually stuck it out maybe fast-forward it to this point and see if it ever became better and i'm sorry to say it didn't it was just me going one massive long take without any cuts i'm going to leave
01:05:21
everything as it is even my nose itches and everything like that and all my complaints and and verbal tics so i'm keeping all of that in place and i'm going to leave this video hopefully you found some use out of it and hopefully help you along the way maybe with modeling maybe with clothes modeling like this one did maybe some uh tips about game development or things i do to uh to stay in the mood when i do the the modeling part you name it so uh if you enjoyed the video give it a thumbs up and subscribe if you haven't already and i've got a patreon as well if you go to patreon.com
01:05:52
infensia you can give that a little bit of extra support if you want to help me create these type of videos so stay tuned for episode three and that's going to be the bulk one where we do a lot of the keyframe animations so i'm just gonna start bulking up uh i have to drink a lot of fluids and get prepared to record 10 hours of that talking for that video i'll come up with some new topics as well i'm gonna speak a lot about animation and how i animate and a lot of the principles for animations and stuff in that video but now i'm going to cut this
01:06:23
a little bit shorter so i'm going to stop here take care and bye for now [Music] you

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