hello everyone marco here
so you may have already heard about
beefu hd
officially they describe it as a
multi-level framework that infers 3d
geometry of closed humans
at a high 1k image resolution in a pixel
aligned manner retaining the details in
the original inputs without any post
processing
ask nk actually covers this tool nicely
on this channel um so i encourage you to
have a look at that if you haven't
already
and uh
yeah
this tool has been covered after
that by a few
other creators but in this tutorial
we'll be trying something a little
different
instead of a photo we'll use a quick
digital painted sketch and feed that
into pifu hd and see what we get
so
i've got a sketch that we'll be working
with
and as you can see it's
pretty rough
and by no means uh close to an actual
photo
of a clothed
human i mean it's it's
you wouldn't really call it
photorealistic but let's see what pifu
hd can do with this and
whether what we get is something we can
work with
so to prepare the sketch we just need to
make sure to save it out with a
transparent background
and try to keep the shadows even
the point is for it to read as a
human form and
if we can manage that pifu beforehd
should be able to extrapolate something
worth while
at least i
hope so
so the first thing we need to do is copy
the page to drive
you'll need to be logged into your drive
account to do this
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and when that's done we'll connect to
hosted runtime
here on the upper right of the page
okay
so i had to retry several times but
finally made it in
now scrolling down we'll hit play on
this block of code and after it runs
we'll get a folder called
pifu hd where we'll find a subfolder
called sample images
and this
is where we want to drop our sketch
once uploaded we'll right click on our
image
and copy path
and then in the configure input data
block
we'll paste that path on both of the
image path fields
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you might also want to get rid of this
line of text here
okay so after we can go up to the header
and expand runtime and then select run
after so that beefu hd
processes our already uploaded image
from the block we just edited
we'll give it some time to process and
when it's done
we'll find a new folder named results in
the pifu hd directory
so
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okay so here's our resulting obj file
and all we need to do is hit right click
or
just drop down here and download
and save the drive
okay so let's import the result into
blender
i guess this is the moment of truth
and here it is
it appears our character has had an
unfortunate encounter with a
radioactive waste facility but it came
through
regardless uh with you know proportions
intact and the main shape is definitely
there
so let's give him a little digital
plastic surgery and see how far we can
take this mesh okay so first i'll use
the auto mirror tool to symmetrize the
mesh from the side that i think is
easier to work on and i'll apply that
modifier
and start sculpting over it
so here i use
the mask operations to cut out any
unwanted parts like the hands
and then i'll start moving some of the
forms around with the grab brush tool
and then fill in the details with clay
strips and draw sharp
and then eventually smooth things over
using the scrape brush
to get to a level
that is ready for remeshing
you can also use the post tool to
uh
help straighten out some limbs
um or
move any like appendages
uh in any way can be really useful um if
you guys are interested in a more
elaborate sculpting tutorial let me know
in the comments
uh so that's the idea
um more or less
we won't go over the entire sculpting
process in this video
but the end result will depend on the
time you put in
but here's where i left it
so at best i think it would make for a
pretty decent cake topper but
this will do for our purposes
um so at this point you can
read apologize it by hand or you can
work with blender's inbuilt remesher
now which is what what i'm gonna
show now
so
using the
cleanup tool in the 3d print tab i just
make sure that the mesh is manifold
first
and that will allow me to use
the quad remesher
like the quad remesh
tool quadriflow remesh
okay so
now this mesh should be manifold
i'll do a quick search
for
quadriflow remesh
and apply
here's our result
so
as you can tell uh there's some dirty
geometry that i'll just go over and
fix by hand
again i i won't really
go over it in this tutorial
but
this is the main idea basically you just
need to re-apply auto mirror and
clean up
some of those
loose verts
and keep in mind that we're going to be
refining the sculpt a little bit as soon
as we
uh
as soon as we have
a mesh that
we can
we can work with
if
you want to try using other tools i
recommend
instant meshes
which is a
cool free
application that
will basically do the same thing but
allow you to add guides for loops um if
you
have access to zbrush you could use the
z-remesher tool
in the same way
and
maybe do any additional sculpting from
from there as well
so my takeaway from this experiment is
that while the mesh i got from beefu hd
was not ideal it did take considerably
less time to end up with
a working mesh than
if i had created
everything by hand
and then just use my sketch as a
reference
well that was my opinion at least and i
think that uh it's worth a try overall i
think people hd is a cool way to combine
the speed of uh concept and characters
in 2d and and then working them over in
3d it makes a whole 2d 3d process much
more much less tedious and
much more iterable in my opinion
so
that's it in my next tutorial i'll be
piping a remeshed version of the
sculpted mixamo and creating a short
animated sequence
and here's a peek at the textured mesh
so thanks for watching and i'll see you
in the next one
oh
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