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These are the user uploaded subtitles that are being translated: 1 00:00:04,600 --> 00:00:09,970 In this lecture, we're going to take our block man and transform them into a block female. 2 00:00:10,780 --> 00:00:15,520 OK, so here's where we got up to last time, and in order to model the female block person, a good 3 00:00:15,520 --> 00:00:18,110 starting point would be to bring in the reference images. 4 00:00:18,130 --> 00:00:23,290 So a quick challenge to you is to try and bring in those references and set them up with side and front 5 00:00:23,290 --> 00:00:23,680 view. 6 00:00:23,800 --> 00:00:28,810 Also, put them into a new collection so you can easily hide it and make it unelectable. 7 00:00:28,810 --> 00:00:30,040 Paused the video and have a go at that. 8 00:00:32,400 --> 00:00:36,810 OK, so hopefully found that, OK, so we take our download and we click and drag it in. 9 00:00:36,900 --> 00:00:42,330 However, before I do that, if within Blender, I go to front view and drag it in this way. 10 00:00:42,540 --> 00:00:46,890 It will come in perpendicular to my camera, so it will already be the right way round. 11 00:00:47,040 --> 00:00:49,140 So let's go to the object data properties here. 12 00:00:49,290 --> 00:00:53,340 Click on the opacity and bring it down so you can easily see it and scale it up. 13 00:00:53,340 --> 00:00:54,180 Just a touch. 14 00:00:54,420 --> 00:00:59,580 And in relation to the man, it's probably going to be around here depending on how you want the female 15 00:01:00,090 --> 00:01:03,630 and g to grab in the x axis to bring it along this way. 16 00:01:03,960 --> 00:01:08,070 I'll zoom in a fair bit and try and line up the x axis that looks pretty good. 17 00:01:08,280 --> 00:01:09,450 I think that will work nicely. 18 00:01:09,690 --> 00:01:14,640 OK, let's go round to the side here, g then y to move it backwards out of the way. 19 00:01:15,210 --> 00:01:22,680 Duplicate it with Shifty said to rotate in the Z-axis 90 degrees and press enter. 20 00:01:22,920 --> 00:01:25,170 Then let's get a side view and line it up this way. 21 00:01:25,170 --> 00:01:28,470 So grab in the why move it across now? 22 00:01:28,470 --> 00:01:33,600 The feet are quite touching the floor, but the head seems to be lined up, so round there should work 23 00:01:33,600 --> 00:01:34,160 nicely. 24 00:01:34,170 --> 00:01:37,380 We can always put the feet a bit lower than the reference image, and that should be fine. 25 00:01:37,410 --> 00:01:42,720 Background to perspective, view teeth grab in the x axis and move it back and make a model in front 26 00:01:42,720 --> 00:01:43,140 of it now. 27 00:01:43,200 --> 00:01:47,700 Lastly, let's put them into a collection, so select both of them and to move to new collection. 28 00:01:48,180 --> 00:01:51,420 New collection block female reference and press. 29 00:01:51,420 --> 00:01:53,220 Okay, let's just quickly find that. 30 00:01:53,490 --> 00:01:54,200 And there it is. 31 00:01:54,210 --> 00:01:58,160 Let's turn off its select ability and we're ready to start our modeling. 32 00:01:58,170 --> 00:02:03,060 Now we can create a new collection and start building a whole new female model after different blocks 33 00:02:03,060 --> 00:02:03,450 again. 34 00:02:03,510 --> 00:02:07,830 And you might want to do that to practice what we've gone through, but often we're trying to make the 35 00:02:07,830 --> 00:02:12,420 process nice and quick, so we might as well copy what we have already and modify it. 36 00:02:12,690 --> 00:02:18,840 Now you can select all here and duplicate with Shifty and then move this all into a new collection, 37 00:02:18,960 --> 00:02:20,280 but it's actually much easier than that. 38 00:02:20,280 --> 00:02:21,990 My press old eight de select all. 39 00:02:22,410 --> 00:02:25,340 I go to my block man here and right click on this. 40 00:02:25,350 --> 00:02:27,870 I can duplicate the collection so I can do that. 41 00:02:28,020 --> 00:02:32,010 There's Block Man one now, and I'll change this to block female. 42 00:02:32,040 --> 00:02:34,320 I can then hide the original block man. 43 00:02:34,560 --> 00:02:39,120 It looks like nothing's changed, but now we've got this block female there and we have actually got 44 00:02:39,120 --> 00:02:40,350 a block man there as well. 45 00:02:40,350 --> 00:02:45,390 They're just a duplicate, so make sure the block man's hidden and block female is visible. 46 00:02:45,570 --> 00:02:47,190 So take a moment to catch up with me. 47 00:02:47,220 --> 00:02:51,510 Duplicate your block man collection and rename it as Block Female. 48 00:02:53,810 --> 00:02:59,990 So now it's a case of resizing it, and we'll have to modify the shapes very slightly in order to make 49 00:02:59,990 --> 00:03:01,040 it look more like a female. 50 00:03:01,100 --> 00:03:02,360 So one took a different view. 51 00:03:02,780 --> 00:03:06,380 Let's go to X-ray mode so I can see through it easily and zooming in touch. 52 00:03:06,740 --> 00:03:11,480 And the best thing to do is to probably select all my objects and just scaling down to start off with. 53 00:03:11,990 --> 00:03:17,270 However, if I pressed scale, they scale in to the middle, I'll undo that. 54 00:03:17,780 --> 00:03:20,380 That's because we've got median point. 55 00:03:20,420 --> 00:03:24,710 So everything selected, it finds the middle point and scales it inwards. 56 00:03:25,070 --> 00:03:31,100 But if I move my 3D cursor to here on the floor, and incidentally, that is the World Center just there, 57 00:03:31,430 --> 00:03:33,080 so we don't have to shift right click there. 58 00:03:33,080 --> 00:03:38,240 We can hold down Shift s and it brings up this pie menu and you can move your mouse over to cursor to 59 00:03:38,240 --> 00:03:41,650 World Origin and let go, and it will move it exactly in the middle there. 60 00:03:41,900 --> 00:03:42,860 So back to front for you. 61 00:03:43,100 --> 00:03:49,130 So with that 3D cursor at the base there, I can then go up to the transform pivot points and with the 62 00:03:49,130 --> 00:03:52,940 dropdown choose the 3D cursor as the pivot point. 63 00:03:53,240 --> 00:03:58,700 Now, when I scale, they'll scale downwards towards the 3D cursor. 64 00:03:58,940 --> 00:04:00,170 And that's exactly what we want. 65 00:04:00,590 --> 00:04:05,180 So now we can start modifying our objects so they match our female base. 66 00:04:05,390 --> 00:04:11,540 So take a moment to resize your female using the 3D cursor as the transform pivot point. 67 00:04:11,870 --> 00:04:15,500 So it's a similar size as the background reference post the video and have a go at that. 68 00:04:18,160 --> 00:04:22,800 OK, so we need to adapt the position of certain items, so the fleet, for example, we can press G 69 00:04:22,810 --> 00:04:26,200 to grab and move those across and they're out to the side here. 70 00:04:26,620 --> 00:04:31,060 This does have a sort of wider leg stance, but it's a good idea to follow the background image. 71 00:04:31,240 --> 00:04:32,920 So we know we're getting the right proportions. 72 00:04:33,070 --> 00:04:34,310 It's not completely essential. 73 00:04:34,540 --> 00:04:39,400 And of course, when I moved one of my feet, the other one moved as well because it's mirroring around 74 00:04:39,400 --> 00:04:41,200 the trunk object in the middle here. 75 00:04:41,320 --> 00:04:43,150 So it's around the center point here. 76 00:04:43,450 --> 00:04:47,740 So when I move the other ones, they'll do the same thing to grab are to rotate. 77 00:04:48,040 --> 00:04:49,660 And now I've got a slight issue. 78 00:04:49,930 --> 00:04:53,680 It's rotating around my 3D cursor, so I'll do that. 79 00:04:53,710 --> 00:04:55,930 How can I make it rotate around its own origin? 80 00:04:56,170 --> 00:04:57,220 Have a quick think about that. 81 00:04:58,990 --> 00:05:03,160 Well, hopefully remembered we can come up to the transform pivots, we have actually got individual 82 00:05:03,160 --> 00:05:07,840 origins there, but we'll just go to the default, which is medium point and rotate it that way. 83 00:05:08,200 --> 00:05:13,480 There's some around there, and the median point is only for this object is not including this one, 84 00:05:13,480 --> 00:05:15,520 because that's a modifier and that's the mirror. 85 00:05:15,730 --> 00:05:18,550 So it's rotating around its origin just there with the knees. 86 00:05:18,550 --> 00:05:24,910 We can just move those into position and rotate them very slightly and the thighs as well, just rotating 87 00:05:24,910 --> 00:05:27,430 those and bringing them out slightly to there. 88 00:05:27,640 --> 00:05:33,280 Now you probably want to go into edit mode as well, so we can click on our objects into edit mode and 89 00:05:33,280 --> 00:05:34,450 adjust them slightly. 90 00:05:34,780 --> 00:05:37,990 So I'll bring this up and scale them outwards. 91 00:05:38,960 --> 00:05:41,720 Probably somewhere around there in our reference image. 92 00:05:42,260 --> 00:05:46,640 It's actually very cylindrical, but I think that's a better shape than our reference into object mode. 93 00:05:46,640 --> 00:05:52,400 Select the thigh and then into edit mode to do any edits, and we can press one to go to Vertex mode. 94 00:05:52,400 --> 00:05:53,360 Select these two. 95 00:05:53,870 --> 00:05:59,480 Do you remember, of course, that I am in x ray mode, so I'm selecting the back one as well and tap 96 00:05:59,510 --> 00:06:03,260 back into object mode and let's see what it looks like, and that follows it fairly well. 97 00:06:03,530 --> 00:06:08,630 Let's go to side view with three a.m. PT. and adjust the shape here back to X Ray mode. 98 00:06:09,020 --> 00:06:12,880 We can modify the thigh slightly by bringing these all in. 99 00:06:13,520 --> 00:06:17,180 Just make the legs thinner and shape into object mode. 100 00:06:17,390 --> 00:06:21,860 Select the next one into edit mode and start adapting our shape here as well. 101 00:06:22,700 --> 00:06:26,900 And we're just about there for the legs back out of X-ray mode just to see. 102 00:06:27,170 --> 00:06:28,100 And that's not too bad. 103 00:06:28,520 --> 00:06:32,420 OK, suppose we do and take a moment to catch up with me by editing the legs. 104 00:06:35,390 --> 00:06:36,570 OK, let's have a go at the arm. 105 00:06:36,810 --> 00:06:40,160 I press one on my cable to get a front view and I'll go back to X-ray mode. 106 00:06:40,520 --> 00:06:42,980 Now the arms are splayed out a bit more. 107 00:06:43,370 --> 00:06:48,800 This is known as an air pose, and it's quite good for rigging characters when you've got the arms out 108 00:06:48,800 --> 00:06:49,400 a bit further. 109 00:06:49,400 --> 00:06:54,050 Like this because you tend to get problems if the arms are too close to the body and they can kind of 110 00:06:54,050 --> 00:06:57,080 get confused between which ones are attached to which bone. 111 00:06:57,300 --> 00:07:02,210 Then what if that sounds confusing, but just know that a nice frame or a T poses no with the arms right 112 00:07:02,210 --> 00:07:06,320 out to the side is better for rigging your characters for animation. 113 00:07:06,560 --> 00:07:08,900 So let's move our arm out to the side here. 114 00:07:09,080 --> 00:07:13,970 Now I could come into here and select both objects with the hand and press G to grab and then rotate 115 00:07:14,120 --> 00:07:15,170 to move it into position. 116 00:07:15,170 --> 00:07:18,440 But I can't do that because there's a quick way of doing it all. 117 00:07:18,440 --> 00:07:21,260 At the same time, take a moment to have a think what that might be. 118 00:07:24,240 --> 00:07:29,910 So if I select all of them, so hold down shift and box, select these and the shoulder and then move 119 00:07:29,910 --> 00:07:33,660 my 3D cursor by shift, right click to where the shoulder is. 120 00:07:33,990 --> 00:07:41,040 Change my transform, pivot point to 3D cursor and then press are to rotate and we can display them 121 00:07:41,040 --> 00:07:46,500 out like that and we can then scale them in and they will scale in towards that pivot point. 122 00:07:47,370 --> 00:07:51,030 OK, just a touch bigger because the shoulder needs to come in a tiny bit. 123 00:07:51,030 --> 00:07:56,520 So around there then g to grab move it in and we roughly got the right size there. 124 00:07:56,670 --> 00:08:00,720 Do remember to change your transform pivot back to medium point, which is a bit easier. 125 00:08:00,840 --> 00:08:03,210 Let's go to 3D view and to take a look how we're getting on. 126 00:08:03,270 --> 00:08:05,880 Turn off x ray and we're certainly getting there. 127 00:08:06,180 --> 00:08:08,700 We do need a bit of work on the torso and trunk there. 128 00:08:08,820 --> 00:08:13,470 Okay, so a quick challenge to you is to work on the trunk, so it matches our reference image. 129 00:08:13,680 --> 00:08:14,910 Pause the video and have a go at that. 130 00:08:17,930 --> 00:08:20,750 OK, so we'll go to front of you to start off with into edit mode. 131 00:08:21,050 --> 00:08:29,000 Select the top to grab and move it upwards and the slightly wider hips for female coming down to here. 132 00:08:29,180 --> 00:08:33,980 Now, if I see men just attach, these are quite close to each other and the slight in danger of accidentally 133 00:08:33,980 --> 00:08:34,910 moving into the middle. 134 00:08:35,060 --> 00:08:37,490 If I do that, they get stuck because of that clipping. 135 00:08:37,790 --> 00:08:41,000 And they actually end up overlapping each other, which is a bit of a problem. 136 00:08:41,360 --> 00:08:42,260 So I'll undo that. 137 00:08:42,380 --> 00:08:45,860 And what would help is to press G than X and move them out into the middle. 138 00:08:46,160 --> 00:08:47,450 So this is just a bit of space. 139 00:08:47,990 --> 00:08:49,280 OK, let's go back to front of you. 140 00:08:49,280 --> 00:08:50,360 That looks about right. 141 00:08:50,540 --> 00:08:51,860 Let's get a side view now. 142 00:08:52,340 --> 00:08:57,980 And females tend to have much more of a pelvic tilt, so it's tilted round this way, more so I can 143 00:08:57,980 --> 00:08:59,450 select all and rotate it. 144 00:08:59,630 --> 00:09:05,420 But it's probably easier to go into object mode and are to rotate and bring in that pelvic tilt like 145 00:09:05,420 --> 00:09:08,120 that, then into edit mode with x ray mode on. 146 00:09:08,120 --> 00:09:09,740 Let's just make some minor adjustments. 147 00:09:11,600 --> 00:09:14,300 Exprimé back off, and let's quickly see what that looks like. 148 00:09:14,720 --> 00:09:19,490 There's a bit of overlap, so we probably need to get back in the front view into X-ray mode and move 149 00:09:19,490 --> 00:09:22,190 things up a little bit just like that. 150 00:09:22,670 --> 00:09:23,630 Double check again. 151 00:09:24,450 --> 00:09:25,850 I think that looks a little better. 152 00:09:26,300 --> 00:09:27,860 So hopefully came up with something similar. 153 00:09:28,010 --> 00:09:31,710 So we'll go into object mode, select the chest and into edit mode. 154 00:09:31,730 --> 00:09:37,220 Let's get to front view with X-ray mode on, and we've got a fair bit of modifying to do so. 155 00:09:37,220 --> 00:09:41,990 In fact, let's go to object mode and just scale it down to start off with some around there and grab 156 00:09:41,990 --> 00:09:44,420 and move it upwards, and we've got a good position there. 157 00:09:44,840 --> 00:09:49,820 Let's go around side view and see how we're doing their bit of rotation and up this way. 158 00:09:50,180 --> 00:09:54,590 This reference image has a very different position for the head, but we can sort that out in a moment. 159 00:09:54,710 --> 00:09:59,420 It may be tilted a little bit too far, and the reference I think around about there is going to be 160 00:09:59,420 --> 00:10:02,360 better into edit mode and just make a few adjustments. 161 00:10:02,660 --> 00:10:07,700 These two here, for example, move them forward and is simple minor adjustments, box selecting and 162 00:10:07,700 --> 00:10:10,490 moving and to make a protrusion for the chest. 163 00:10:10,730 --> 00:10:16,820 We can either just bring this out like this, which works reasonably well, or we can create a new loop, 164 00:10:16,820 --> 00:10:21,800 can't control our newly cut around there and a protrusion out like this. 165 00:10:22,130 --> 00:10:25,910 I'll go to side view again and we can bring this down just a touch. 166 00:10:26,330 --> 00:10:28,280 And I think that looks a bit better than my reference. 167 00:10:28,670 --> 00:10:31,790 So let's come back into 3D, see how we're doing and turn x ray off. 168 00:10:32,210 --> 00:10:36,860 It's getting there, but the arms and the head and neck are in the wrong position, so we should just 169 00:10:36,860 --> 00:10:42,140 be able to reposition the arm forwards and change the size and position of the head and neck in order 170 00:10:42,140 --> 00:10:42,950 to make this work. 171 00:10:43,250 --> 00:10:44,840 So pause the video and have a go at that. 172 00:10:47,480 --> 00:10:53,660 OK, so I'll go back into object mode and select the arm their control box select to get rid of that 173 00:10:54,110 --> 00:10:58,640 three, to go to side, view G then Y and move that forwards. 174 00:10:59,150 --> 00:11:03,440 Select the head and neck and just manually move those over to here. 175 00:11:03,710 --> 00:11:04,580 Scale them down. 176 00:11:04,580 --> 00:11:05,570 Just a touch. 177 00:11:05,960 --> 00:11:06,980 Probably around there. 178 00:11:06,980 --> 00:11:12,320 I can actually turn x ray mode on and maybe move in just a touch here, and we can always select an 179 00:11:12,320 --> 00:11:18,500 object, go into edit mode and perhaps scale these down just to touch athletic mode, select the head 180 00:11:18,500 --> 00:11:18,920 into it. 181 00:11:18,920 --> 00:11:22,100 It made for the head and maybe just move the chin up a little bit. 182 00:11:22,580 --> 00:11:25,010 Once again, our two x ray mode. 183 00:11:25,400 --> 00:11:26,810 And let's see how we're getting on. 184 00:11:26,990 --> 00:11:30,320 And I think that looks relatively good now with this particular model. 185 00:11:30,330 --> 00:11:35,600 There is a long distance between the torso and the chest, but you could fill in with an ecosphere, 186 00:11:35,600 --> 00:11:39,510 or you could just make the chest a little bit longer, which I think is probably the easiest way. 187 00:11:39,530 --> 00:11:45,980 So into edit mode, select our chest a frame that with period, kill my numpad into edit mode, and 188 00:11:45,980 --> 00:11:48,020 let's just extrude out this bottom face. 189 00:11:48,230 --> 00:11:51,080 So three to get face mode, select the bottom face. 190 00:11:51,500 --> 00:11:56,330 I'll come and decide for you for this so I can see what I'm doing to extrude, and that always wants 191 00:11:56,330 --> 00:11:58,370 to go with the face directions. 192 00:11:58,370 --> 00:11:59,780 So the face normal is like this. 193 00:11:59,960 --> 00:12:04,090 But if I press it, I can move it manually because it takes away that movement in the normals. 194 00:12:04,100 --> 00:12:08,390 I can press that again to get the global z axis if you want to move it directly down was like this. 195 00:12:08,570 --> 00:12:12,020 So pressing z a few times will either be the norm was like this. 196 00:12:12,410 --> 00:12:18,530 Once more will be completely manual like this, and then a third time will be using the global z axis. 197 00:12:18,920 --> 00:12:22,640 So probably somewhere around here, let's just have a quick look what that looks like. 198 00:12:23,210 --> 00:12:24,290 I could come down a bit lower. 199 00:12:24,290 --> 00:12:29,060 So G then said, and that perhaps looks a little bit better back into object mode. 200 00:12:29,300 --> 00:12:30,770 Let's hide our references. 201 00:12:31,040 --> 00:12:35,120 So I'll minimize the block female, hide my references and see how we're looking. 202 00:12:35,570 --> 00:12:36,980 So that concludes this lecture. 203 00:12:37,340 --> 00:12:39,530 Make sure you've saved your work ready for next time. 21091

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