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These are the user uploaded subtitles that are being translated: 1 00:00:00,270 --> 00:00:02,460 - [Zach] In this video, let's start the modeling process 2 00:00:02,460 --> 00:00:04,880 of a "Cubic Worlds" human character 3 00:00:04,880 --> 00:00:07,480 by creating the major shapes. 4 00:00:07,480 --> 00:00:12,480 So basically I wanna recreate this base human character. 5 00:00:12,640 --> 00:00:15,680 So if you don't wanna model a human character at all, 6 00:00:15,680 --> 00:00:18,560 you can also use these base humans down here 7 00:00:18,560 --> 00:00:21,800 and just change them to be the character you want. 8 00:00:21,800 --> 00:00:24,480 How this works, you will learn in the next videos. 9 00:00:24,480 --> 00:00:25,710 However here, I wanna show you 10 00:00:25,710 --> 00:00:27,860 how to approach modeling a character 11 00:00:27,860 --> 00:00:29,470 so that the proportions are good, 12 00:00:29,470 --> 00:00:33,180 and just so you know how to model a character from scratch. 13 00:00:33,180 --> 00:00:35,421 So let's get rid of this character, 14 00:00:35,421 --> 00:00:38,390 and first of all, let's drag and drop in a cube bottom. 15 00:00:38,390 --> 00:00:40,460 Let's create two new collections. 16 00:00:40,460 --> 00:00:44,060 One I call scene_helpers, and the other one I call human. 17 00:00:44,060 --> 00:00:45,747 This one goes into scene_helpers, 18 00:00:45,747 --> 00:00:48,700 and this one I call scale_reference. 19 00:00:48,700 --> 00:00:50,630 So first of all, of course you need to know 20 00:00:50,630 --> 00:00:52,570 what kind of character you wanna create. 21 00:00:52,570 --> 00:00:55,730 In my case, it's a simple male character, 22 00:00:55,730 --> 00:00:57,570 and since I'm living here in Germany, 23 00:00:57,570 --> 00:01:00,140 I just quickly Googled for the average height 24 00:01:00,140 --> 00:01:03,880 of men here in Germany, which is roughly one meter 25 00:01:03,880 --> 00:01:05,650 and 80 centimeters. 26 00:01:05,650 --> 00:01:08,600 So let's press N, and here we find the dimensions, 27 00:01:08,600 --> 00:01:12,100 which show us the exact size of this object here. 28 00:01:12,100 --> 00:01:14,800 So let's change this to one meter 29 00:01:14,800 --> 00:01:16,070 and 80 centimeters. 30 00:01:16,070 --> 00:01:18,220 And of course the average height 31 00:01:18,220 --> 00:01:20,770 of men varies from country to country, 32 00:01:20,770 --> 00:01:23,270 so you can also go with a different height. 33 00:01:23,270 --> 00:01:26,660 Then, for the x-axis, which is, in our case, 34 00:01:26,660 --> 00:01:28,700 the width of the character, 35 00:01:28,700 --> 00:01:32,400 I would go with something like 25 centimeters 36 00:01:32,400 --> 00:01:34,640 or 30 centimeters, something like this. 37 00:01:34,640 --> 00:01:39,080 And for the y-axis, we use, I think, 0.15. 38 00:01:39,080 --> 00:01:41,120 That means 15 centimeters, 39 00:01:41,120 --> 00:01:42,990 which gives us a good understanding 40 00:01:42,990 --> 00:01:46,350 on how high and how thick the character should be. 41 00:01:46,350 --> 00:01:47,240 Then there's something 42 00:01:47,240 --> 00:01:50,940 which is called the 8-head figure drawing method, 43 00:01:50,940 --> 00:01:51,830 or something like this. 44 00:01:51,830 --> 00:01:55,980 There's also a 7.5-head drawing method, 45 00:01:55,980 --> 00:01:58,170 which basically helps you to get the proportions 46 00:01:58,170 --> 00:02:02,960 of a character right by staking 8 or 7.5 times the head 47 00:02:02,960 --> 00:02:05,180 of a character on top of each other. 48 00:02:05,180 --> 00:02:07,700 So that means we can simply go to Edit mode, 49 00:02:07,700 --> 00:02:11,070 press Control + R, hover above this cube, 50 00:02:11,070 --> 00:02:13,330 and then scroll the mouse wheel until, 51 00:02:13,330 --> 00:02:17,080 in the bottom-left corner, we see seven cuts. 52 00:02:17,080 --> 00:02:19,830 When we have seven cuts, we have one, two, three, 53 00:02:19,830 --> 00:02:22,840 four, five, six, seven, eight pieces. 54 00:02:22,840 --> 00:02:25,220 And to better use this as a reference, 55 00:02:25,220 --> 00:02:28,490 let's go to Object mode, go to the Object tab here, 56 00:02:28,490 --> 00:02:30,120 and under Viewport Display, 57 00:02:30,120 --> 00:02:32,780 let's change the Display As to Wire 58 00:02:32,780 --> 00:02:35,610 so we can only see the wireframe of this. 59 00:02:35,610 --> 00:02:38,690 And now let's press N, and disable this selection over here 60 00:02:38,690 --> 00:02:42,133 so we can't accidentally select this object. 61 00:02:43,010 --> 00:02:45,790 Then let's start with the very basic shapes here. 62 00:02:45,790 --> 00:02:47,410 Let's start with a cube bottom, 63 00:02:47,410 --> 00:02:50,880 Alt + G to recenter this, and let's move the asset browser 64 00:02:50,880 --> 00:02:53,590 down here so we have a bit more space. 65 00:02:53,590 --> 00:02:55,020 Then let's scale this down a bit 66 00:02:55,020 --> 00:02:56,700 so we can see the reference. 67 00:02:56,700 --> 00:02:58,300 And first of all, let's move this up. 68 00:02:58,300 --> 00:03:00,990 So roughly one of these pieces should be the head. 69 00:03:00,990 --> 00:03:03,470 Of course we can also go a bit above this. 70 00:03:03,470 --> 00:03:07,280 This reference object should only give us a rough idea 71 00:03:07,280 --> 00:03:09,160 for getting the proportions right, 72 00:03:09,160 --> 00:03:10,810 and in the end we will, of course, 73 00:03:10,810 --> 00:03:14,700 scale this around to see if everything fits nicely. 74 00:03:14,700 --> 00:03:16,890 So then, from these eight pieces, 75 00:03:16,890 --> 00:03:19,470 here in the center we will roughly have the center 76 00:03:19,470 --> 00:03:22,140 of the character, which is the bottom line 77 00:03:22,140 --> 00:03:23,680 of the upper body. 78 00:03:23,680 --> 00:03:25,370 And here the legs start. 79 00:03:25,370 --> 00:03:27,820 And to get some more reference lines, 80 00:03:27,820 --> 00:03:29,507 let's enable the selection here. 81 00:03:29,507 --> 00:03:31,600 Let's select this, go to Edit mode. 82 00:03:31,600 --> 00:03:33,150 Add one loop cut down here, 83 00:03:33,150 --> 00:03:34,750 which will be roughly the height 84 00:03:34,750 --> 00:03:36,730 for where we add the feet. 85 00:03:36,730 --> 00:03:39,170 And let's add three loop cuts over here 86 00:03:39,170 --> 00:03:42,500 so we have roughly the height of the shoulders 87 00:03:42,500 --> 00:03:44,540 and where we wanna add the neck. 88 00:03:44,540 --> 00:03:46,410 So that means I duplicate this, 89 00:03:46,410 --> 00:03:48,720 scale this down, and place it somewhere here, 90 00:03:48,720 --> 00:03:49,840 which should be the neck. 91 00:03:49,840 --> 00:03:52,960 And let's take another one, put it into the center 92 00:03:52,960 --> 00:03:56,310 of the entire body, scale this to the width here, 93 00:03:56,310 --> 00:03:58,550 and now scale it up to the position 94 00:03:58,550 --> 00:04:00,120 of the neck, roughly. 95 00:04:00,120 --> 00:04:03,890 So and this should be the hips and the entire upper body. 96 00:04:03,890 --> 00:04:05,190 And now here's a cool trick. 97 00:04:05,190 --> 00:04:08,210 Simply go to Edit mode, add three loop cuts here 98 00:04:08,210 --> 00:04:10,640 so we have four pieces. 99 00:04:10,640 --> 00:04:12,450 Then, with the Edge Selection, 100 00:04:12,450 --> 00:04:14,380 let's select these three loop cuts here. 101 00:04:14,380 --> 00:04:15,330 Press V. 102 00:04:15,330 --> 00:04:17,090 Then they will be separated. 103 00:04:17,090 --> 00:04:19,680 And now, if you select everything and press F, 104 00:04:19,680 --> 00:04:21,510 all the open holes will be filled. 105 00:04:21,510 --> 00:04:23,510 That means if I move them apart from each other, 106 00:04:23,510 --> 00:04:25,590 you can see that there's a face inside. 107 00:04:25,590 --> 00:04:28,040 And this is the case, also, for all the other elements. 108 00:04:28,040 --> 00:04:31,720 Then simply press P, click on Separate By Loose Parts, 109 00:04:31,720 --> 00:04:33,860 and now we have these four elements. 110 00:04:33,860 --> 00:04:36,340 And of course we can right-click, 111 00:04:36,340 --> 00:04:38,860 Set Origin, Origin to Geometry. 112 00:04:38,860 --> 00:04:40,400 I don't care about the thickness 113 00:04:40,400 --> 00:04:42,060 of all these objects right now. 114 00:04:42,060 --> 00:04:44,660 For now, I just wanna quickly build the basic shapes 115 00:04:44,660 --> 00:04:48,270 from the front, and then we can adjust everything. 116 00:04:48,270 --> 00:04:49,340 Then we need the legs. 117 00:04:49,340 --> 00:04:52,190 For that, let's grab one of these objects up here. 118 00:04:52,190 --> 00:04:53,570 Let's rotate this, actually. 119 00:04:53,570 --> 00:04:57,330 And here's a quick tip to work with mirrored objects. 120 00:04:57,330 --> 00:04:58,540 Make sure, with Shift + C, 121 00:04:58,540 --> 00:05:00,510 that the 3D cursor's in the center. 122 00:05:00,510 --> 00:05:02,910 Hit Shift + A, add an empty object. 123 00:05:02,910 --> 00:05:04,320 Could be any object but an 124 00:05:04,320 --> 00:05:05,770 empty object won't be rendered, 125 00:05:05,770 --> 00:05:06,780 so it's not in the way. 126 00:05:06,780 --> 00:05:08,410 Move this to the scene_helpers. 127 00:05:08,410 --> 00:05:11,240 Call this mirror, and then, on top of this object, 128 00:05:11,240 --> 00:05:13,750 let's add the Mirror Modifier, 129 00:05:13,750 --> 00:05:17,530 and here, add the mirror object as mirror object. 130 00:05:17,530 --> 00:05:19,330 The cool thing now is that we can move 131 00:05:19,330 --> 00:05:21,970 this around freely, and according to the position 132 00:05:21,970 --> 00:05:25,320 of the mirror object, this object will be mirrored. 133 00:05:25,320 --> 00:05:26,540 And here we do a similar thing. 134 00:05:26,540 --> 00:05:29,330 Let's create one object, scale it down 135 00:05:29,330 --> 00:05:32,110 to roughly this, a little bit wider, I think. 136 00:05:32,110 --> 00:05:34,340 Then go to Edit mode, add one loop cut here, 137 00:05:34,340 --> 00:05:37,630 press V, select everything, F to fill in the holes. 138 00:05:37,630 --> 00:05:40,700 Press P, By Loose Parts, and then for these two, 139 00:05:40,700 --> 00:05:42,970 let's set the origin to geometry. 140 00:05:42,970 --> 00:05:44,417 Then, in order to get the arms right, 141 00:05:44,417 --> 00:05:46,090 select the scale_reference. 142 00:05:46,090 --> 00:05:47,010 Shift + D. 143 00:05:47,010 --> 00:05:48,780 Let's isolate this for a second. 144 00:05:48,780 --> 00:05:50,600 Press Slash on the Numpad, 145 00:05:50,600 --> 00:05:53,370 and let's quickly remove the loop cuts here, 146 00:05:53,370 --> 00:05:54,440 which we added. 147 00:05:54,440 --> 00:05:56,430 With the Edge Selection, select the loop 148 00:05:56,430 --> 00:06:00,180 and press Control + X to quickly dissolve these. 149 00:06:00,180 --> 00:06:01,560 And we have one down here. 150 00:06:01,560 --> 00:06:03,840 So we have, again, the eight parts. 151 00:06:03,840 --> 00:06:06,260 Then right-click, Set Origin to Geometry 152 00:06:06,260 --> 00:06:07,620 so it's in the center here. 153 00:06:07,620 --> 00:06:09,540 Now let's hit Slash one more time. 154 00:06:09,540 --> 00:06:12,990 Rotate this and move this up to the shoulders here. 155 00:06:12,990 --> 00:06:14,860 Maybe let's scale it down a little bit, 156 00:06:14,860 --> 00:06:17,360 and then move it up to this position, 157 00:06:17,360 --> 00:06:19,010 and this will give us, now, 158 00:06:19,010 --> 00:06:21,250 roughly the lengths of the arms. 159 00:06:21,250 --> 00:06:23,500 So here we have the center of the arm, 160 00:06:23,500 --> 00:06:26,210 and here, if we add two loop cuts, 161 00:06:26,210 --> 00:06:28,490 we will have a reference for the hands. 162 00:06:28,490 --> 00:06:30,430 So the hands roughly starts here. 163 00:06:30,430 --> 00:06:32,310 Then we have the main hand part 164 00:06:32,310 --> 00:06:33,750 and the fingers over here. 165 00:06:33,750 --> 00:06:35,300 So let's grab one part of the leg, 166 00:06:35,300 --> 00:06:36,870 Shift + D, move this over. 167 00:06:36,870 --> 00:06:38,720 And by the way, don't worry if the colors 168 00:06:38,720 --> 00:06:40,770 on the mirrored side look a bit weird. 169 00:06:40,770 --> 00:06:42,540 Later on, when we apply everything, 170 00:06:42,540 --> 00:06:44,100 it will look correct. 171 00:06:44,100 --> 00:06:45,840 So here again, let's scale this up, 172 00:06:45,840 --> 00:06:49,710 make this a bit thinner, scale this so we have the lengths, 173 00:06:49,710 --> 00:06:51,410 'til this loop here. 174 00:06:51,410 --> 00:06:54,180 Then go to Edit mode, add roughly one cut 175 00:06:54,180 --> 00:06:57,070 at the center and one cut somewhere here, 176 00:06:57,070 --> 00:06:59,420 and again press V, right-click, 177 00:06:59,420 --> 00:07:02,470 select everything, F, P, By Loose Parts. 178 00:07:02,470 --> 00:07:07,200 And then let's recenter the origin: set Origin to Geometry. 179 00:07:07,200 --> 00:07:09,250 So we have one part for the shoulder 180 00:07:09,250 --> 00:07:11,030 and two parts for the arm. 181 00:07:11,030 --> 00:07:12,530 So you can basically imagine that 182 00:07:12,530 --> 00:07:15,550 these two parts here are the entire upper arm. 183 00:07:15,550 --> 00:07:17,630 So let's scale these down a bit, 184 00:07:17,630 --> 00:07:21,090 and maybe let's move everything a bit closer to the body, 185 00:07:21,090 --> 00:07:24,090 and I think these two we can scale up a little bit. 186 00:07:24,090 --> 00:07:27,940 So then let's add the feet down here, Shift + D. 187 00:07:27,940 --> 00:07:31,240 Add one cube over here and make it roughly stand 188 00:07:31,240 --> 00:07:33,220 on the green line here. 189 00:07:33,220 --> 00:07:36,733 Shift + D, add another cube, make it a little bit longer. 190 00:07:37,970 --> 00:07:41,110 Then rotate it roughly something like this. 191 00:07:41,110 --> 00:07:44,150 And in Edit mode, let's grab one of these edges here. 192 00:07:44,150 --> 00:07:46,420 Press double-G to slide this down. 193 00:07:46,420 --> 00:07:49,210 And I think we can make it a bit thinner. 194 00:07:49,210 --> 00:07:51,310 Then let's add the hands. 195 00:07:51,310 --> 00:07:53,500 Again, I grab one of these elements, 196 00:07:53,500 --> 00:07:54,940 make this a bit flatter. 197 00:07:54,940 --> 00:07:58,500 Scale it so that it roughly fits inside here, 198 00:07:58,500 --> 00:08:00,460 until this loop cut here. 199 00:08:00,460 --> 00:08:03,250 Scale this down a bit, then another piece. 200 00:08:03,250 --> 00:08:05,170 Scale it a bit smaller. 201 00:08:05,170 --> 00:08:06,950 You can bend this a bit down. 202 00:08:06,950 --> 00:08:10,000 And in Edit mode, let's slide this down a bit, 203 00:08:10,000 --> 00:08:14,000 maybe this one up a bit, this one a bit to the side, 204 00:08:14,000 --> 00:08:17,270 and I think both also more to the inside 205 00:08:17,270 --> 00:08:19,750 so it has more the shape of the fingers. 206 00:08:19,750 --> 00:08:20,980 Should be pretty simple, 207 00:08:20,980 --> 00:08:24,050 so I don't model individual fingers here. 208 00:08:24,050 --> 00:08:25,100 Then Shift + D. 209 00:08:25,100 --> 00:08:30,100 From the top, make it a bit smaller and not so wide. 210 00:08:30,370 --> 00:08:32,540 And this should become the thumb. 211 00:08:32,540 --> 00:08:35,863 Scale it down a bit and place it somewhere here. 212 00:08:38,760 --> 00:08:41,360 And let's make the front part a bit thinner. 213 00:08:44,300 --> 00:08:46,080 And I think, in general, the hand 214 00:08:46,080 --> 00:08:49,100 we can also shape a bit more in this direction. 215 00:08:49,100 --> 00:08:52,200 Let's enable X-ray and slide this one up, 216 00:08:52,200 --> 00:08:53,870 and move this up here, as well, 217 00:08:53,870 --> 00:08:56,003 and maybe make this a bit thinner. 218 00:08:57,510 --> 00:08:59,280 Something like this. 219 00:08:59,280 --> 00:09:02,950 So now we have all the major objects for the character. 220 00:09:02,950 --> 00:09:06,000 The only thing that is missing are some smaller details, 221 00:09:06,000 --> 00:09:09,400 like here, at the face, and I wanna add a belt over here. 222 00:09:09,400 --> 00:09:11,210 But before we add these, you can see 223 00:09:11,210 --> 00:09:13,380 that the proportions are not correct. 224 00:09:13,380 --> 00:09:16,050 The character's way too thin, and also, 225 00:09:16,050 --> 00:09:18,260 the arms look a bit thin compared 226 00:09:18,260 --> 00:09:20,410 to the other elements of the character. 227 00:09:20,410 --> 00:09:22,250 So let's adjust this a bit. 228 00:09:22,250 --> 00:09:26,040 So let's disable the two scale_references here 229 00:09:26,040 --> 00:09:28,160 so we can better get an understanding 230 00:09:28,160 --> 00:09:29,810 on how everything feels. 231 00:09:29,810 --> 00:09:32,480 And let's get started to adjust the proportions 232 00:09:32,480 --> 00:09:33,313 from the side. 233 00:09:33,313 --> 00:09:38,080 So this one here should become the hips slash the butt. 234 00:09:38,080 --> 00:09:40,000 Then let's move this one here, 235 00:09:40,000 --> 00:09:43,960 and I tried to recreate the shape of a real character 236 00:09:43,960 --> 00:09:46,250 we have the butt stands out a bit more, 237 00:09:46,250 --> 00:09:49,530 and then it is more shaped like an S-curve here, 238 00:09:49,530 --> 00:09:50,363 at the back. 239 00:09:50,363 --> 00:09:52,810 So let's scale this up again, something like this. 240 00:09:52,810 --> 00:09:56,490 Then I would move the neck a bit more towards the back here. 241 00:09:56,490 --> 00:09:59,340 Maybe let's move the head a tiny bit to the back, 242 00:09:59,340 --> 00:10:02,270 then the entire arm area I would 243 00:10:02,270 --> 00:10:04,930 also move a bit further to the back here. 244 00:10:04,930 --> 00:10:07,320 Then let's scale this one down here a bit 245 00:10:07,320 --> 00:10:10,750 by pressing S, Shift + Z to exclude the z-axis. 246 00:10:10,750 --> 00:10:14,280 Scale it down a bit and move this one more to the back, 247 00:10:14,280 --> 00:10:15,760 and the feet, as well. 248 00:10:15,760 --> 00:10:18,530 And then let's scale everything a tiny bit longer 249 00:10:18,530 --> 00:10:19,800 so it's intersecting. 250 00:10:19,800 --> 00:10:21,750 Especially up here, it's important 251 00:10:21,750 --> 00:10:23,780 that all the parts are intersecting a bit, 252 00:10:23,780 --> 00:10:26,160 because later on, when the character is bending, 253 00:10:26,160 --> 00:10:28,753 then we don't have these wide-open parts here. 254 00:10:31,750 --> 00:10:34,140 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, 267 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, 278 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 294 00:12:25,860 --> 00:12:27,050 and the details. 295 00:12:27,050 --> 00:12:30,186 And as always, don't forget to save. 23183

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