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- [Zach] In this video,
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let's finish up the modeling process
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of the Cubic World human character
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by adding the color and the details.
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Now, before we continue with
adding the details to the face,
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let's actually add the
colors here already,
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which I think makes it
easier for us to decide
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where to place the details.
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So, let's start with a skin color here.
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I'll just call it 'male skin',
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pick the diffuse shader here
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and let's pick a skin color,
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something like this.
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And let's drag and drop
this on all the elements,
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which should have the skin color here,
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and the neck,
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and the rest on the other side
will be mirrored, of course.
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So we don't have to do
this stuff on this side.
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Then I wanna have a brownish sweater.
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So let's duplicate this material,
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call it 'male sweater'.
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Pick the diffuse shader here,
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and give it like a
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slightly reddish, brownish color,
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something like this.
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And then put it on all the parts
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which should have this color.
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For the pants, let's use a dark gray.
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And a similar tone for the shoes here.
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Call it 'male shoes', diffuse.
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And maybe make it a
little bit more brownish
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darkish brown gray,
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something like this
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for the shoes.
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Yeah, now I think we can imagine
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the character much better.
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And now let's add the
additional details to the face.
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Let's grab one of the
mirrored elements here,
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Shift + D.
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And what you can do,
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you can open up the reference object,
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make it selectable,
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and add like three loop cuts.
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And I think in this case,
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let's move it down a bit more
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towards the center of the head.
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And then you can take this
as reference for the eyes.
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Scale this down,
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move it over here.
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So the eyes for a Cubic character
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consists out of three main parts.
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We have like the eyelids here.
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Let's duplicate the skin color here,
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duplicate this and call it 'skin two'
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and make it a bit more
reddish in this case,
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something like this.
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Then Shift D, duplicate this,
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make it smaller and thinner
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and make this pretty long.
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Here, let's just call it 'black'.
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It's one of these default materials
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which we can use for anything,
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which is just pure black.
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And the last one is
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another duplicate, very small,
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which I like to place
somewhere here on the eyes.
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Duplicate the color,
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call it 'white',
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and make it perfect white.
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And then we have this reflection here.
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Maybe let's remove the gradient here,
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which makes the eyes
look a bit more alive.
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And I don't use this
general specular color
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because it would just
highlight the entire eye,
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which wouldn't help here.
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Then it's grab the neck,
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Shift D, duplicate it, and place it
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somewhere here at the middle line,
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give it the 'male skin two' color.
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Maybe let's scale it a bit wider,
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a bit down and in edit mode let's
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slide this here down a bit.
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Something like this.
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And for the mouth, let's
duplicate this part,
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place it somewhere here,
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Shift D, duplicate this,
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put it to the inside, and from this one,
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let's remove the mirror modifier,
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and actually make sure that this is
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perfectly in the center here.
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Then let's scale this down a bit.
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Move them a bit to the outside,
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and to the inside,
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so it's not flickering around.
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And of course we can scale it a bit wider.
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We leave the color with
a secondary skin color.
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Then Shift + D, scale it
thinner and also not so high.
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Move this back to the
inside and a bit smaller.
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Something like this.
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Then with Shift let's select one eye,
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press Control L and link the material
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because this one should be just black.
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When the characters open up the mouth,
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then we have this black inside.
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Then let's grab one of these here,
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Shift D, scale it a
bit longer, a bit wider
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and not so thick.
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And these should become the
ears which I place is roughly
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at the height of the eyes.
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And a bit more to the
back here on the sides.
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Then we need some eyebrows, Shift D.
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They should be a bit wider, a bit thinner.
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Something like this.
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Maybe the entire eye part can be moved to
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the inside a bit more.
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Then this one here, let's
call it, 'male hair',
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the material and give it, I don't know,
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brownish yellowish color,
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something like this.
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So last thing we do here,
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let's add some hair,
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Shift D, duplicate this
add the male hair color,
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and here let's create one object here.
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Well, that's good, right?
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(laughing)
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Scale this down.
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Then create another one,
which we make a bit higher.
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This one let's, do not make so high.
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And then another one, which
we place somewhere here,
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which goes up here, then make sure that
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they are not intersecting
too much here on the sides.
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Then let's create another
one for the top part.
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So like for the hairstyle,
you can go pretty crazy
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create whatever you like.
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And maybe in this case,
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I don't want to have these wide hair,
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this should be pretty tight to the head.
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Maybe the ear could be a bit bigger.
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And let's add a tiny detail
here, let's scale this down.
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Which makes the hair look
a bit more interesting.
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Something like this here.
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So maybe the entire face part
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could be moved down a tiny bit.
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And if you like, you can also
move the hair up a bit so,
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he has a bit of a forehead.
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But yeah, these are tiny details,
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which you can play around with.
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Then let's duplicated this
one, make it a bit wider,
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scale it down to shape a belt.
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Let's duplicate the material.
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Make it dark brown.
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And duplicate another cube,
place it somewhere here
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to form the buckle.
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Let's call this 'male metal'.
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Make it brighter, and in this
case we add the specular color
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so it's reflecting a bit.
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Yeah, then let's disable
the reference object,
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and let's have a look.
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Maybe the legs could be
a little bit wider here
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and maybe the arms as well.
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Then let's scale the shoulders up a bit.
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So some small adjustments here
and that's pretty much it.
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So of course you could now
shape everything in detail
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for hours but I don't want to
make this video any longer.
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So now you have a good understanding
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on how to create the shape.
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Now to finish this model
up, select everything,
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first of all, press Control
A, and apply the scale.
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Then, Control A, visual geometry to mesh,
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to apply all the modifiers.
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Then select one of these objects here
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with everything selected, press Control J
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to merge everything.
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Then with Shift C, make sure
the 3D cursor is down here,
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right click Set Origin,
Origin to 3D Cursor.
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Then go to edit mode,
select everything, press U,
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and Reset the UV Map.
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So, we have the nice edge gradients here.
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And then of course you can go
in here and adjust the colors.
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Maybe this looks too red,
this a bit more dark.
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Maybe the mouth is too low here.
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So with L you can select
the different parts here
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with Shift L you can de-select some.
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Then let's move this up a
bit and so on and so forth.
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And yeah, now you know how
to create a human character
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in the Cubic World style.
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And in the next video, I
will show you how to turn
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a basic human character into yourself.
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See you there.
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And of course, if you want
to keep this character,
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don't forget to save.
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