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- [Zach] In this video,
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let's do a little fun exercise
by turning the base human
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character into the cubic
world version of ourselves.
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So, attached to this lesson,
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you find the male and
the female base human.
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I wouldn't recommend to use these two here
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because they are rigged already.
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And this can cause some issues
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which I will address later on.
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But for now, let's keep it simple.
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So, either use one of
the two attached files,
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depending on if you're a male or a female,
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or just recreate a character from scratch
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if you want to practice a bit more.
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So, and I just look at myself right now,
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what I'm wearing, and
I will recreate myself
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using this character here as basis.
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So, first of all, let's
adjust the colors a bit.
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So, I'm wearing a dark blue shirt.
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So, let's change the male
sweater here to some dark bluish,
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something like this.
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However, we have short sleeves,
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that means let's switch to edit mode
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and select these four cubes here,
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go to the skin color and hit assign.
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Then let's enable X symmetry here,
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Alt+A, deselect everything,
and then select this here.
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And with Alt+S I can shrink/fatten this
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so, I shrink this down a bit.
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So, I don't have this big, lower arms.
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Well, my belly is a bit
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(laughs)
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wider I think.
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Let's push this a bit to the front,
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then let's grab this one
here, move this to the front.
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Let's grab this one,
move this same over here.
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Then I wear a black belt.
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So let's go to the belt and backspace,
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the color to gray and make it pretty dark.
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And since it's summer time currently,
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I'm wearing short pants,
with a light blue color.
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So, let's go to pants,
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make this brighter and
color is a light blue.
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And here, since the pants
are not going to the knees
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they are somewhere above
here, what we can do,
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let's simply select these two, shift+D,
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Alt+S to shrink/fatten this,
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make it a bit bigger.
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Then with the face selection,
let's select these two
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and press double G to slide this up here,
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something like this.
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Then I can select these here
and apply the skin material.
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And again was Alt+S, let's
shrink fit this down a bit
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and scale it a bit longer.
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And for the shoes, I also
wear like dark blue shoes,
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and these shoes have some
pretty strong wide soles.
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So, let's simply grab this
cubes here. Disable X symmetry,
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scale them down, make them a
bit wider, move this down here.
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Shift+D, move this to the
front. Scale this a bit.
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Something like this.
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Then let's create a new material.
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Search for the male shoes,
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duplicate this and just
call it "male shoes two",
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and then give it a whitish
color and hit assign.
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Maybe let's move this down a bit.
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Something like this.
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Maybe this sweater is a bit too dark.
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So, the hair color is pretty much correct.
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However, there are two things missing.
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I have a beard and I wear glasses.
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So, let's start with a beard.
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Let's go to our edit mode let's with L
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Select one of these cubes up here,
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Shift+D, move it down.
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And although my beard is not that intense,
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let's say we can only
work with cubes here.
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So, I think it will
look a bit more intense
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than in the real world.
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Then there's a connection line
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between the beard and the hair.
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Maybe let's put something like this here.
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And very important the height
should not be the same here.
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So, we don't have this weird clipping.
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So, let's scale this
one here a bit further,
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something like this,
then let's duplicate this
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place it somewhere here to add
a bit variation to the beard
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and a little patch over here and Shift+D.
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Let's move this to the side here.
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Move this app up a bit,
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and let's move this
also to the other side.
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Sometimes when you do this
stuff on the other side,
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it doesn't have to be
like perfectly straight
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and mirrored in any way,
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because humans are a bit more
organic and non-symmetrical
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so, that's totally fine.
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And now, all there's left
to do is adding the glasses.
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For that, let's add the empty,
let's call this mirror and
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let's go with a cube bottom here.
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Alt+G scale it down
add the mirror modifier
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and the mirror empty object.
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And then we can easily create the glasses.
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And the glasses are dark
blue from the outside.
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So, let's use a base material
here, duplicate this.
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Call this "male glasses blue".
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Let's use a default
diffuse cubic world shader.
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Make this darkish, bluish,
something like this.
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And then let's rotate this,
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place it somewhere here
closer to the body of course.
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Then from the top, Shift+D,
let's duplicate this.
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Let's go with a global
transform orientation.
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I think it's currently,
but easier to work with.
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Scale this down.
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So we have this tiny part here.
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Then Shift+D move it over here.
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Always change the size
of these cubes a bit.
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So, I have this metal frame,
which is only on the top.
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And then let's add one cube here.
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And here I just removed
the mirror modifier
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because it's in the center,
right click, set origin,
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origin to geometry.
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Then let's press N and
set the X value to zero.
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So, it's exactly in the center.
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Move it up here, scale it down.
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And then let's grab
this one here, Shift+D.
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Make it a bit flatter, a bit
smaller and scale this up.
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This would be the glass.
So let's duplicate this.
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Call this "male glasses glass".
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Change this to be a transparent shader.
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Here let's use a very light
bluish color specular.
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Let's set this to white. Let's
give it 0.1 transparency.
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And of course, under settings
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change the blend mode to alpha blend,
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shadow mode to alpha hashed.
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Then we can look through
here and maybe let's to save
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the gradient button and reduce
their gradient edge here.
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Then I have the glasses here and actually
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let's duplicate it this one here,
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we have this thing going on here,
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and a similar thing on the other side.
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And the glass is slightly
shaped like this.
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So, the edge selection,
let's slide this over a bit.
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So, now we still have some
separate objects here,
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but in this case,
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I would just select
everything from the glasses,
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Control+A and then visual
geometry to mesh to apply
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all the modifiers.
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And then just join this to the body here
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then here in edit mode,
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let's select everything
one more time, press U
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and click on reset to reset the UV map
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and make sure that the scale is applied.
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And to make everything correct here,
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let's rename all the materials to "Zach".
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So, what we can do,
let's press Control+F2,
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to open up the batch rename menu.
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Here, we want to rename the materials.
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Of course, the character
needs to be selected,
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find "male" and replace
it by "Zach". Hit OK.
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Now you can see all the "males"
were replaced by "Zach".
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Up here, let's call this character Zach,
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and then we can remove
the mirroring empty.
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And voila, here is the
current version of Zach.
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Yeah, I hope this was
a fun little exercise.
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Now, you know how you can turn
yourself into a cubic world
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version and I would really
love to see your results.
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So, please post a render or a
screenshot of your cubic world
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version down below in the comment section.
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And if your cubic world version
don't look ugly as hell,
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then don't forget to save.
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