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- [Zach] In this video, let's
start the modeling process
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of a "Cubic Worlds" human character
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by creating the major shapes.
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So basically I wanna recreate
this base human character.
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So if you don't wanna model
a human character at all,
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you can also use these
base humans down here
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and just change them to
be the character you want.
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How this works, you will
learn in the next videos.
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However here, I wanna show you
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how to approach modeling a character
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so that the proportions are good,
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and just so you know how to
model a character from scratch.
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So let's get rid of this character,
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and first of all, let's drag
and drop in a cube bottom.
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Let's create two new collections.
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One I call scene_helpers, and
the other one I call human.
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This one goes into scene_helpers,
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and this one I call scale_reference.
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So first of all, of
course you need to know
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what kind of character you wanna create.
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In my case, it's a simple male character,
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and since I'm living here in Germany,
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I just quickly Googled
for the average height
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of men here in Germany,
which is roughly one meter
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and 80 centimeters.
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So let's press N, and here
we find the dimensions,
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which show us the exact
size of this object here.
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So let's change this to one meter
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and 80 centimeters.
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And of course the average height
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of men varies from country to country,
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so you can also go with
a different height.
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Then, for the x-axis,
which is, in our case,
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the width of the character,
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I would go with something
like 25 centimeters
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or 30 centimeters, something like this.
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And for the y-axis, we use, I think, 0.15.
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That means 15 centimeters,
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which gives us a good understanding
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on how high and how thick
the character should be.
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Then there's something
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which is called the 8-head
figure drawing method,
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or something like this.
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There's also a 7.5-head drawing method,
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which basically helps you
to get the proportions
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of a character right by
staking 8 or 7.5 times the head
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of a character on top of each other.
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So that means we can
simply go to Edit mode,
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press Control + R, hover above this cube,
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and then scroll the mouse wheel until,
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in the bottom-left
corner, we see seven cuts.
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When we have seven cuts,
we have one, two, three,
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four, five, six, seven, eight pieces.
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And to better use this as a reference,
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let's go to Object mode,
go to the Object tab here,
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and under Viewport Display,
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let's change the Display As to Wire
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so we can only see the wireframe of this.
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And now let's press N, and
disable this selection over here
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so we can't accidentally
select this object.
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Then let's start with the
very basic shapes here.
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Let's start with a cube bottom,
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Alt + G to recenter this, and
let's move the asset browser
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down here so we have a bit more space.
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Then let's scale this down a bit
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so we can see the reference.
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And first of all, let's move this up.
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So roughly one of these
pieces should be the head.
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Of course we can also go a bit above this.
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This reference object should
only give us a rough idea
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for getting the proportions right,
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and in the end we will, of course,
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scale this around to see
if everything fits nicely.
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So then, from these eight pieces,
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here in the center we will
roughly have the center
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of the character, which is the bottom line
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of the upper body.
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And here the legs start.
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And to get some more reference lines,
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let's enable the selection here.
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Let's select this, go to Edit mode.
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Add one loop cut down here,
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which will be roughly the height
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for where we add the feet.
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And let's add three loop cuts over here
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so we have roughly the
height of the shoulders
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and where we wanna add the neck.
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So that means I duplicate this,
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scale this down, and
place it somewhere here,
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which should be the neck.
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And let's take another
one, put it into the center
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of the entire body, scale
this to the width here,
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and now scale it up to the position
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of the neck, roughly.
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So and this should be the hips
and the entire upper body.
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And now here's a cool trick.
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Simply go to Edit mode,
add three loop cuts here
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so we have four pieces.
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Then, with the Edge Selection,
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let's select these three loop cuts here.
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Press V.
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Then they will be separated.
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And now, if you select
everything and press F,
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all the open holes will be filled.
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That means if I move them
apart from each other,
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you can see that there's a face inside.
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And this is the case, also,
for all the other elements.
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Then simply press P, click
on Separate By Loose Parts,
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and now we have these four elements.
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And of course we can right-click,
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Set Origin, Origin to Geometry.
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I don't care about the thickness
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of all these objects right now.
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For now, I just wanna quickly
build the basic shapes
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from the front, and then
we can adjust everything.
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Then we need the legs.
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For that, let's grab one
of these objects up here.
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Let's rotate this, actually.
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And here's a quick tip to
work with mirrored objects.
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Make sure, with Shift + C,
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that the 3D cursor's in the center.
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Hit Shift + A, add an empty object.
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Could be any object but an
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empty object won't be rendered,
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so it's not in the way.
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Move this to the scene_helpers.
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Call this mirror, and then,
on top of this object,
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let's add the Mirror Modifier,
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and here, add the mirror
object as mirror object.
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The cool thing now is that we can move
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this around freely, and
according to the position
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of the mirror object, this
object will be mirrored.
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And here we do a similar thing.
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Let's create one object, scale it down
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to roughly this, a little
bit wider, I think.
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Then go to Edit mode,
add one loop cut here,
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press V, select everything,
F to fill in the holes.
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Press P, By Loose Parts,
and then for these two,
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let's set the origin to geometry.
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Then, in order to get the arms right,
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select the scale_reference.
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Shift + D.
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Let's isolate this for a second.
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Press Slash on the Numpad,
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and let's quickly remove
the loop cuts here,
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which we added.
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With the Edge Selection, select the loop
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and press Control + X to
quickly dissolve these.
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And we have one down here.
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So we have, again, the eight parts.
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Then right-click, Set Origin to Geometry
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so it's in the center here.
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Now let's hit Slash one more time.
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Rotate this and move this
up to the shoulders here.
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Maybe let's scale it down a little bit,
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and then move it up to this position,
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and this will give us, now,
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roughly the lengths of the arms.
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So here we have the center of the arm,
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and here, if we add two loop cuts,
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we will have a reference for the hands.
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So the hands roughly starts here.
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Then we have the main hand part
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and the fingers over here.
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So let's grab one part of the leg,
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Shift + D, move this over.
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And by the way, don't worry if the colors
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on the mirrored side look a bit weird.
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Later on, when we apply everything,
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it will look correct.
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So here again, let's scale this up,
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make this a bit thinner, scale
this so we have the lengths,
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'til this loop here.
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Then go to Edit mode, add roughly one cut
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at the center and one cut somewhere here,
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and again press V, right-click,
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select everything, F, P, By Loose Parts.
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And then let's recenter the
origin: set Origin to Geometry.
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So we have one part for the shoulder
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and two parts for the arm.
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So you can basically imagine that
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these two parts here are
the entire upper arm.
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So let's scale these down a bit,
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and maybe let's move everything
a bit closer to the body,
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and I think these two we
can scale up a little bit.
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So then let's add the
feet down here, Shift + D.
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Add one cube over here
and make it roughly stand
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on the green line here.
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Shift + D, add another cube,
make it a little bit longer.
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Then rotate it roughly
something like this.
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And in Edit mode, let's grab
one of these edges here.
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Press double-G to slide this down.
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And I think we can make it a bit thinner.
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Then let's add the hands.
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Again, I grab one of these elements,
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make this a bit flatter.
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Scale it so that it
roughly fits inside here,
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until this loop cut here.
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Scale this down a bit, then another piece.
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Scale it a bit smaller.
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You can bend this a bit down.
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And in Edit mode, let's
slide this down a bit,
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maybe this one up a bit,
this one a bit to the side,
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and I think both also more to the inside
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so it has more the shape of the fingers.
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Should be pretty simple,
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so I don't model individual fingers here.
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Then Shift + D.
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From the top, make it a bit
smaller and not so wide.
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And this should become the thumb.
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Scale it down a bit and
place it somewhere here.
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And let's make the front
part a bit thinner.
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And I think, in general, the hand
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we can also shape a bit
more in this direction.
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Let's enable X-ray and slide this one up,
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and move this up here, as well,
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and maybe make this a bit thinner.
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Something like this.
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00:08:59,280 --> 00:09:02,950
So now we have all the major
objects for the character.
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The only thing that is missing
are some smaller details,
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like here, at the face, and
I wanna add a belt over here.
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But before we add these, you can see
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that the proportions are not correct.
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The character's way too thin, and also,
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the arms look a bit thin compared
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to the other elements of the character.
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So let's adjust this a bit.
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So let's disable the two
scale_references here
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so we can better get an understanding
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on how everything feels.
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And let's get started to
adjust the proportions
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from the side.
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So this one here should become
the hips slash the butt.
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Then let's move this one here,
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and I tried to recreate the
shape of a real character
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we have the butt stands out a bit more,
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and then it is more shaped
like an S-curve here,
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at the back.
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00:09:50,363 --> 00:09:52,810
So let's scale this up
again, something like this.
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Then I would move the neck a
bit more towards the back here.
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Maybe let's move the head
a tiny bit to the back,
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then the entire arm area I would
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also move a bit further to the back here.
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Then let's scale this one down here a bit
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by pressing S, Shift +
Z to exclude the z-axis.
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Scale it down a bit and move
this one more to the back,
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and the feet, as well.
248
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And then let's scale
everything a tiny bit longer
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so it's intersecting.
250
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Especially up here, it's important
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that all the parts are intersecting a bit,
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because later on, when
the character is bending,
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then we don't have these
wide-open parts here.
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So from the side, I think it looks good.
255
00:10:34,140 --> 00:10:37,600
Now, from the front, let's
scale these a bit to the inside,
256
00:10:37,600 --> 00:10:40,600
and maybe in Edit mode, with X-ray enabled
257
00:10:40,600 --> 00:10:44,530
and X-symmetry, let's move them a bit
258
00:10:44,530 --> 00:10:48,750
more to the inside so we
have this slight Y-shape.
259
00:10:48,750 --> 00:10:51,200
You always have to re-enable X-symmetry
260
00:10:51,200 --> 00:10:54,343
for all the objects when you
switch to different objects.
261
00:10:55,680 --> 00:10:58,350
And this Y-shape looks good when
262
00:10:58,350 --> 00:11:01,040
you are creating a male character.
263
00:11:01,040 --> 00:11:03,200
And let's scale this one down a bit.
264
00:11:03,200 --> 00:11:06,030
And still, something feels
a bit off for the arms,
265
00:11:06,030 --> 00:11:09,500
but you can always try
to see if it fits nicely.
266
00:11:09,500 --> 00:11:11,430
You can select a bunch of objects,
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00:11:11,430 --> 00:11:13,720
then select one of them as last object
268
00:11:13,720 --> 00:11:16,520
and switch to the Active
Element at pivot point,
269
00:11:16,520 --> 00:11:18,270
and then we can rotate around this.
270
00:11:18,270 --> 00:11:20,110
Looks, in general, not too bad.
271
00:11:20,110 --> 00:11:24,320
Somehow I feel that the
lower arm is a bit too wide.
272
00:11:24,320 --> 00:11:26,170
Let's scale this down a bit.
273
00:11:26,170 --> 00:11:29,563
Maybe make the hands a
bit bigger, a tiny bit.
274
00:11:30,580 --> 00:11:34,460
Then let's make the
lower arm a bit thicker.
275
00:11:34,460 --> 00:11:37,050
Press S, Shift and X,
to exclude the x-axis
276
00:11:37,050 --> 00:11:38,520
and make this a bit wider.
277
00:11:38,520 --> 00:11:41,610
And from the top, scale
this one down a bit,
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00:11:41,610 --> 00:11:43,620
and this one, as well.
279
00:11:43,620 --> 00:11:46,140
Maybe let's move this
one a bit to the front.
280
00:11:46,140 --> 00:11:48,160
Same for the hands.
281
00:11:48,160 --> 00:11:50,550
Then make the shoulders a bit wider.
282
00:11:50,550 --> 00:11:53,550
And in Edit mode move them down a bit
283
00:11:53,550 --> 00:11:55,923
so we have this curved shape here.
284
00:11:57,960 --> 00:12:00,630
And maybe let's scale
the head a bit bigger
285
00:12:00,630 --> 00:12:01,970
and move it a bit down
286
00:12:01,970 --> 00:12:04,280
so that the neck is not so long.
287
00:12:04,280 --> 00:12:05,800
Yeah, I think this looks better.
288
00:12:05,800 --> 00:12:09,143
Maybe all this stuff can be a bit thicker.
289
00:12:10,070 --> 00:12:13,000
And always take care that
objects which are intersecting
290
00:12:13,000 --> 00:12:16,610
with each other are always
a bit different in size.
291
00:12:16,610 --> 00:12:20,280
So I think, in general, this
looks like a good basic shape,
292
00:12:20,280 --> 00:12:23,150
and I think that's also it for this video.
293
00:12:23,150 --> 00:12:25,860
And in the next video
we will add the color
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00:12:25,860 --> 00:12:27,050
and the details.
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00:12:27,050 --> 00:12:30,186
And as always, don't forget to save.
23183
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