@CtrlAltDwayne ↔ @super_intender ↔ @alphastack1 conversation



2. Now, command Fable to generate a highpoly mesh based from the lowpoly mesh. Once again, focus on topology and proper form. No styling, no materials, no texture. Really hone the model itself with no other focus, but the character and its triangles. If the lines look correct, commit.
3. Next, command fable to place an armature in the highpoly model, mapping each one of the bones to its surrounding group of triangles, naming those groups of triangles after their bones. Commit.
4. Command fable to produce three animations for the armature: walk, sprint, jump. If the animations look janky, return to step three and/or increase topology resolution in step two. Once all three animations are solid, flow naturally. Commit.
5. Now, using the original reference images, extract the proper styling materials, and textures to place on the high poly model. The easiest way to do this, is manually. Basically, subtract everything that’s not hair, and title that file hair.png. Subtract everything that’s not skin, title that file skin.png. Keep doing that, until all individual textures and materials are handled.
6. With the materials and textures extracted from step five, you must now “bake” them onto the model, but before you do this, you must create “seams” along the mesh, so it lays flat like a 2D image. Then, you can align the materials and textures with the 2D topology. Once it looks good, bake the textures and materials onto the model. Commit.
Copy and paste this entire post text into Fable. Fable, I’ve provided you a folder with character reference images here (/dir/character/refs), which I would like you to use as the starting point of this character, creation pipeline. If git is not installed, do that first inside of (/dir). Save any of the real 3-D assets that you create to (/dir/character/mesh), with the final finished asset saved to (/dir/character/final.obj). Execute this build pipeline as a plan with loopback capability, stopping between every major step with a state machine to accept user feedback. If user feedback request changes, loop back. If user feedback evaluates to satisfied, continue forward. Take your time. Keep it clean.


* for the low poly model, download a base mesh for male, female, creature, dog, cat, etc, with pre-optimized topology & armature, so you aren’t reinventing the wheel and wasting tokens, then tune it from there till the user is satisfied the look.
* for the high poly model, we’re trying to balance “topology resolution” against “proper biomechanical animation”. If a part of the model stretches too much when animating, then you should remap the bones to the model slightly, possibly increasing topology resolution to allow for more smoothness and flexibility within the mesh. Use heat maps for the bones, so user can click bones and see mapped areas.
* we can always increase resolution with a couple interface commands, so there’s no need to manually increase resolution. Try to use blender commands that are already built to do the work on the model, instead of manually rewriting vertices unless explicitly asked to “manually edit {this}”
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You’re welcome! Let me know how it goes!