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These are the user uploaded subtitles that are being translated: 1 00:00:06,600 --> 00:00:06,900 All right. 2 00:00:06,900 --> 00:00:08,266 I hope that you're having fun with your character. 3 00:00:08,266 --> 00:00:11,833 I think we're tracking pretty well, and I think the character as well is shaping up nicely. 4 00:00:11,833 --> 00:00:14,833 So it is time to move on to the next stage of the process. 5 00:00:14,833 --> 00:00:20,266 Now, in this set of steps that I'm giving you for, you know, the design with a story, they're very, 6 00:00:20,266 --> 00:00:24,933 very specific and they're a very limited set of tools that I would recommend that you use. 7 00:00:25,133 --> 00:00:29,800 So before I jump into the core of this lesson, which is volume, adjustment and transition, 8 00:00:30,000 --> 00:00:35,100 I want to give you a quick rundown and essentially do a recap of the processes that we've done so far. 9 00:00:35,100 --> 00:00:36,766 So let's go ahead and jump straight. 10 00:00:36,766 --> 00:00:40,433 That's right. So I want to do a quick recap with this very simple sphere in ZBrush. 11 00:00:40,433 --> 00:00:43,166 And just to show you how simple this is. 12 00:00:43,166 --> 00:00:47,633 So I'm going to start by let's just go ahead and type them here. 13 00:00:47,633 --> 00:00:51,266 So the first thing we did was the blocking, 14 00:00:51,333 --> 00:00:51,666 right? 15 00:00:51,666 --> 00:00:55,000 So the blocking is equivalent to what we have right now here. 16 00:00:55,000 --> 00:00:57,000 So this sphere is the blocking. 17 00:00:57,000 --> 00:00:58,200 Let's just go ahead and put it there. 18 00:00:58,200 --> 00:01:02,066 I'm going to press shift S and then bring it here for the second one. 19 00:01:02,066 --> 00:01:06,833 Now, the second step is to adjustment, 20 00:01:06,900 --> 00:01:07,566 right? 21 00:01:07,566 --> 00:01:13,033 And that basically means that you take your blocking and you can have multiple ones, obviously. 22 00:01:13,133 --> 00:01:15,233 And let me just select a move brush. 23 00:01:15,233 --> 00:01:17,800 And this is kind of like the idea, right? 24 00:01:17,800 --> 00:01:24,100 These are the type of tools that we use doing the adjustment, maybe the move topological as well. 25 00:01:24,166 --> 00:01:27,266 So let's do something random. Doesn't have to be anything. 26 00:01:27,266 --> 00:01:30,533 It's just to do a quick recap of the process. 27 00:01:30,533 --> 00:01:32,400 All right. So these would be adjustment. 28 00:01:32,400 --> 00:01:34,200 So let's go ahead and place it there. 29 00:01:34,200 --> 00:01:37,600 Shift S for the next one. 30 00:01:37,600 --> 00:01:44,100 Then we move on from that second adjustment to the sketch definition. 31 00:01:44,166 --> 00:01:44,733 All right. 32 00:01:44,733 --> 00:01:46,366 And this is sketch definition. 33 00:01:46,366 --> 00:01:50,400 What we did before, I was just try to give these a little bit more of a shape. 34 00:01:50,400 --> 00:01:54,900 So I'm going to use the dam standard brush to 35 00:01:55,100 --> 00:01:58,200 carve here into this model. Maybe we need more resolution. 36 00:01:58,200 --> 00:02:03,700 So don't be afraid of adding more resolution if you need to at this point just to define things 37 00:02:03,700 --> 00:02:08,600 a bit more, you know, these sort of things like that. 38 00:02:08,666 --> 00:02:10,966 All right. So this is the definition. Again, it's nothing. 39 00:02:10,966 --> 00:02:14,466 This is not nothing in particular, but it is this is the process, Right. 40 00:02:14,466 --> 00:02:18,633 Is defining these adjustment basically. 41 00:02:18,633 --> 00:02:20,400 And then we can also use the smooth brush. 42 00:02:20,400 --> 00:02:27,500 So very limited set of tools mostly is the standard brush as well, the dam standard and smooth brushes. 43 00:02:27,500 --> 00:02:29,366 And obviously if you need to, 44 00:02:29,366 --> 00:02:34,100 you can add more resolution as well as using or adjusting things with the move brush. 45 00:02:34,333 --> 00:02:36,033 But this is basically the sketch definition. 46 00:02:36,033 --> 00:02:38,866 So you start defining the ideas that you have in your head. 47 00:02:38,866 --> 00:02:40,266 So let's leave it there. 48 00:02:40,266 --> 00:02:45,300 So shift s and now we're jumping into the fourth one. 49 00:02:45,366 --> 00:02:51,200 Let’s do it with a green color here, which is the volume adjustment. 50 00:02:51,300 --> 00:02:55,766 And also this is kind of like the same thing, but I'll call it transitions as well. 51 00:02:55,766 --> 00:02:57,600 And I'll show you what this means in just a second. 52 00:02:57,600 --> 00:03:01,000 So let's take these this sphere again. 53 00:03:01,000 --> 00:03:06,000 And what I'm talking about adjustment of the volumes is basically the same thing 54 00:03:06,000 --> 00:03:08,100 as we did before with the adjustment. 55 00:03:08,100 --> 00:03:14,433 But this time we need to make sure that whatever we have in our sketch or in this blob is actually working. 56 00:03:14,433 --> 00:03:17,066 So I will just go ahead and make sure that 57 00:03:17,066 --> 00:03:22,500 everything in terms of the volumes, the big primary shapes is working. 58 00:03:22,566 --> 00:03:27,800 So let's say this is kind of like a quick refinement just to make sure maybe this is more of a square. 59 00:03:27,900 --> 00:03:32,200 The distance between these line and the this section could be better, right? 60 00:03:32,200 --> 00:03:36,966 So I will spend the time just doing these little tweaks with the move brush, move topological, 61 00:03:37,033 --> 00:03:38,200 just adjusting things. 62 00:03:38,200 --> 00:03:41,400 And if you have multiple things or like multiple layers, 63 00:03:41,400 --> 00:03:45,900 definitely this is the time to do it just to make sure that everything is working nicely. 64 00:03:46,066 --> 00:03:51,600 Now the transition is probably the most important part of this stage because it is the ultimately 65 00:03:51,600 --> 00:03:53,300 the sculpting side of things. 66 00:03:53,300 --> 00:03:59,033 So that transitions just means that I'm going to go ahead and select something like the clay brush, right? 67 00:03:59,100 --> 00:04:06,700 It just means that you have this very sharp let's say let's go ahead and also add another subdivision level. 68 00:04:06,800 --> 00:04:11,700 You have these very sharp lines, those markings, which is just the way that it works. 69 00:04:11,733 --> 00:04:15,333 And that's how we define the sketches by marking things in. 70 00:04:15,333 --> 00:04:18,400 Again, if you're doing some sort of like anatomy, you could have done the same thing. 71 00:04:18,400 --> 00:04:22,600 Just carve into the muscles and the different muscle groups and that's it. 72 00:04:22,600 --> 00:04:23,066 Right? 73 00:04:23,066 --> 00:04:27,400 But now in this section in transition, I'm just going to go ahead and slowly start 74 00:04:27,400 --> 00:04:32,366 building volume so that this let me do a different color here. 75 00:04:32,500 --> 00:04:34,500 Let's just do it with a dark acme. 76 00:04:34,500 --> 00:04:38,266 So let's say these line right here or this crevice 77 00:04:38,266 --> 00:04:42,600 and let's say these other crevice here, they're just like the markings of the sketch. 78 00:04:42,600 --> 00:04:47,533 So I'm going to concentrate on do a transition so that it feels integrated with the rest. 79 00:04:47,766 --> 00:04:53,333 That is the whole point of this lesson to concentrate on the areas that we need to transition 80 00:04:53,333 --> 00:04:59,700 between one, let's say, crevice and another volume to make sure that everything is working nicely. 81 00:04:59,700 --> 00:05:05,933 So I'm using the clay brush again and also the smooth brush just to smooth things out like so. 82 00:05:06,000 --> 00:05:07,600 And I'm going to concentrate on this area again. 83 00:05:07,600 --> 00:05:12,800 This is absolutely nothing, but it sort of gives you an idea. 84 00:05:12,900 --> 00:05:14,400 So it's just about building volumes. 85 00:05:14,400 --> 00:05:18,600 But we already have the blocking. We already have the main areas. 86 00:05:18,600 --> 00:05:23,300 So we don't have to really build that right, because that's already there. 87 00:05:23,400 --> 00:05:27,900 So we don't have to, let's say, put too much thought into it. 88 00:05:28,100 --> 00:05:33,666 We can just concentrate on this very repetitive and almost therapeutic 89 00:05:33,733 --> 00:05:37,400 action of adding or subtracting volumes. 90 00:05:37,400 --> 00:05:38,733 So that's pretty much it. 91 00:05:38,733 --> 00:05:41,566 Let's see, that makes a difference. 92 00:05:41,566 --> 00:05:46,200 So if you compare the bottom area with the top one, in fact, let's just extend it 93 00:05:46,200 --> 00:05:51,333 a tiny bit more so that is more obvious from that camera angle and you kind of see that 94 00:05:51,333 --> 00:05:57,200 there is a nice transition between those, you know, high and low points. 95 00:05:57,300 --> 00:06:00,900 We just a little bit of volume, whereas the top one is just the markings. 96 00:06:00,900 --> 00:06:02,300 So this is going to be a lot more evident 97 00:06:02,300 --> 00:06:05,500 when we actually started with the character, especially around the face. 98 00:06:05,500 --> 00:06:10,000 So I just wanted to give you that sort of like step by step so that you have there as a reference. 99 00:06:10,200 --> 00:06:10,500 All right. 100 00:06:10,500 --> 00:06:14,366 So with those out of the way, let's go ahead and move on to the character. 101 00:06:14,366 --> 00:06:18,633 So I'm just going to hold control and N to clear that example. 102 00:06:18,633 --> 00:06:20,733 And here we have our characters. 103 00:06:20,733 --> 00:06:23,333 So this is where we left off from the previous lesson. 104 00:06:23,333 --> 00:06:27,466 The yellow color is the ones that I sort of assigned this body paint to. 105 00:06:27,466 --> 00:06:29,833 So I know which ones have already adjusted. 106 00:06:29,833 --> 00:06:33,333 But it is, you know, this is exactly the same thing as we did before. 107 00:06:33,333 --> 00:06:39,233 So I went ahead and did the whole adjustment, the sketch adjustment throughout the entire character. 108 00:06:39,300 --> 00:06:42,266 And I'll walk you through everything that I did in just a second. 109 00:06:42,266 --> 00:06:44,633 So let me just give you again the comparison the before and after. 110 00:06:44,633 --> 00:06:51,266 So I'm going to drop this in the canvas shift as move this around and I'm going to bring in the final version 111 00:06:51,266 --> 00:06:52,066 that I have. 112 00:06:52,066 --> 00:06:52,400 All right. 113 00:06:52,400 --> 00:06:56,466 So it looks a lot more detail. And you know, from this distance of the camera, 114 00:06:56,466 --> 00:07:00,833 it almost feels like it is already polished and ready to go. 115 00:07:00,833 --> 00:07:04,033 But I assure you, it is still very sketchy. Right. 116 00:07:04,033 --> 00:07:06,900 And I'll show you what I did for every single piece. 117 00:07:06,900 --> 00:07:09,900 Again, I'm not going to let you hang in there. 118 00:07:09,900 --> 00:07:12,166 I'm going to give you all the processes and everything. 119 00:07:12,166 --> 00:07:14,233 It's just that there is a lot of repetitive action. 120 00:07:14,233 --> 00:07:17,666 So in an effort to sort of like save some time, I kind of like 121 00:07:17,666 --> 00:07:22,533 did it this way, but I'm going to cover everything if I, you know, use a different technique. 122 00:07:22,533 --> 00:07:24,900 But for the most part, it's just more of the same. 123 00:07:24,900 --> 00:07:28,666 All right. So let's go back to this guy. And so, yeah, this is what we had at the beginning. 124 00:07:28,666 --> 00:07:30,500 And let me just show you the next step. 125 00:07:30,500 --> 00:07:35,866 So the next step was this The green color is little things that I added. 126 00:07:36,033 --> 00:07:36,766 All right. 127 00:07:36,766 --> 00:07:40,700 So the first thing that you might notice is that this piece right here 128 00:07:40,700 --> 00:07:43,800 is different from the previous one, which is this one. 129 00:07:43,800 --> 00:07:48,733 Okay, So that the main difference is go into solo mode, this is before and this is after. 130 00:07:48,833 --> 00:07:53,366 I decided that this section that I did in the previous lesson wasn't really adding anything to it. 131 00:07:53,366 --> 00:07:54,966 It was just like a random design. 132 00:07:54,966 --> 00:07:59,466 So I just got rid of it by simply undoing the history and clean it up. 133 00:07:59,633 --> 00:08:03,300 And I also try to make the corners a little bit sharper. 134 00:08:03,300 --> 00:08:06,900 But that's just move brush and you know the undo history basically. 135 00:08:06,900 --> 00:08:07,966 So that's the only thing. 136 00:08:07,966 --> 00:08:13,233 Now this section here as well in the center, let me show you this is before. 137 00:08:13,300 --> 00:08:19,600 So this is this part here that, you know, it's pretty much the only area that you see. 138 00:08:19,666 --> 00:08:22,566 And it's you know, I wasn't sure about like the design. 139 00:08:22,566 --> 00:08:28,566 So I decided maybe this is an important area that needs to be covered, kind of like a hard surface 140 00:08:28,566 --> 00:08:34,433 metallic area with some padding that protects the sternum or of this guy or something like that. 141 00:08:34,666 --> 00:08:36,366 So I just went ahead and did that. 142 00:08:36,366 --> 00:08:40,866 So this is what I did, actually, I split it into two pieces. 143 00:08:41,066 --> 00:08:44,166 So this is the original right? 144 00:08:44,166 --> 00:08:45,166 This is what we had. 145 00:08:45,166 --> 00:08:49,766 So I just applied at the subdivision level and I cut it up into three pieces. 146 00:08:49,766 --> 00:08:52,400 So this is three pieces using the panel loops. 147 00:08:52,400 --> 00:08:59,466 And then I took the same bits that I created and then duplicated as a second layer. 148 00:08:59,533 --> 00:09:03,366 And let me just show you to create this sort of shape. 149 00:09:03,366 --> 00:09:06,633 Again, these are all things that I've covered in the past. 150 00:09:06,633 --> 00:09:14,300 But just to be 100% sure that we are getting it, I'm just going to do it here as a quick reference as well. 151 00:09:14,400 --> 00:09:21,466 So let's some as remesh this with symmetry. 152 00:09:21,566 --> 00:09:23,266 I think I must have done it. 153 00:09:23,266 --> 00:09:23,466 Yeah. 154 00:09:23,466 --> 00:09:30,000 So sorry there's rotate it like that so that we can actually have symmetry bit less than this. 155 00:09:30,066 --> 00:09:37,266 All right so let's assume that this is the, that sort of neck or sternum piece with dynamic subdivision. 156 00:09:37,266 --> 00:09:40,233 And we also had thickness 157 00:09:40,233 --> 00:09:42,533 something like that, right? So that's what we had. 158 00:09:42,533 --> 00:09:45,466 So I went ahead and use the polygroups. 159 00:09:45,466 --> 00:09:49,966 So let's start this off. I use symmetry as well. 160 00:09:50,000 --> 00:09:52,200 Let's assign a group here. 161 00:09:52,200 --> 00:09:57,933 So now we have three poly groups, still a single sided mesh and a strong double off, on. 162 00:09:57,966 --> 00:09:59,033 Sorry. 163 00:09:59,033 --> 00:10:00,600 So yeah, we have three different polygons. 164 00:10:00,600 --> 00:10:05,666 I went to the panel loop section that I covered before, so in the Edge loops, 165 00:10:05,733 --> 00:10:08,266 panel loops, and that basically creates that. 166 00:10:08,266 --> 00:10:12,233 And I obviously changed the thickness, so it was a bit thicker. 167 00:10:12,233 --> 00:10:12,733 There we go. 168 00:10:12,733 --> 00:10:18,033 So that is done and then we can go ahead and Polish and then maybe Polish by groups or by features 169 00:10:18,033 --> 00:10:25,600 that is all those sliders are from the deformation palette anyway, so polish by features 170 00:10:25,700 --> 00:10:31,300 and also with the move brush, I just went ahead and, you know, adjusted it as well. 171 00:10:31,366 --> 00:10:31,633 All right. 172 00:10:31,633 --> 00:10:32,633 But that's about it, right? 173 00:10:32,633 --> 00:10:36,233 So we have these dynamic, let's remove thickness. 174 00:10:36,233 --> 00:10:37,233 We have this portion. 175 00:10:37,233 --> 00:10:42,633 And if you want to sharpen things so that it looks more like a hard surface, you can click on clay polish. 176 00:10:42,700 --> 00:10:44,800 And that definitely sharpens things up. 177 00:10:44,800 --> 00:10:47,033 And in this case, I think it is working fine. 178 00:10:47,033 --> 00:10:51,233 And you can also, you know, duplicate and continue. So this is the second step that I did. 179 00:10:51,233 --> 00:10:54,700 So I duplicated this, turn off dynamic. 180 00:10:54,700 --> 00:10:59,200 This time I hit everything but the top polygroups right? 181 00:10:59,400 --> 00:11:01,533 So again, these three poly groups 182 00:11:01,533 --> 00:11:06,033 and I also removed parts of it just to make it more interesting in terms of design. 183 00:11:06,233 --> 00:11:11,500 So I went ahead and did all of these and as well as something at the bottom 184 00:11:11,600 --> 00:11:13,966 and on the side as well. 185 00:11:13,966 --> 00:11:15,766 Now you can do it with a bit more care, right? 186 00:11:15,766 --> 00:11:22,700 If you're doing something simple, delete hidden, dynamic, thickness, and bring back everything. 187 00:11:22,800 --> 00:11:25,766 And there we go. So that's roughly what I did. 188 00:11:25,766 --> 00:11:28,900 So as you can see, it is more of the same. That's what I was talking about. 189 00:11:28,900 --> 00:11:33,100 That is a very repetitive thing, is doing the same action over and over. 190 00:11:33,100 --> 00:11:37,066 And you can build a lot of complexity just by duplicating bits and pieces. 191 00:11:37,066 --> 00:11:40,300 If you want to do more, you can just duplicate that one, maybe, 192 00:11:40,300 --> 00:11:46,133 maybe inflate things just so that they move away a little bit. 193 00:11:46,200 --> 00:11:54,400 Let's just move it as well with the gizmo like so and let's go ahead and delete something else. 194 00:11:54,500 --> 00:11:55,666 Delete hidden. 195 00:11:55,666 --> 00:11:57,966 And now we have this section. 196 00:11:57,966 --> 00:12:00,900 So. So yeah, this is very, very simple. 197 00:12:00,900 --> 00:12:03,566 But when you look at it, it is a very complex object. 198 00:12:03,566 --> 00:12:08,633 And of course, we haven't even gone to the process of adding details or, you know, cuts or 199 00:12:08,700 --> 00:12:10,033 dents or anything like that. 200 00:12:10,033 --> 00:12:14,300 So that is the whole point, right? So that's what I did with this one. 201 00:12:14,300 --> 00:12:16,300 Now, with this one, there's nothing new. 202 00:12:16,300 --> 00:12:21,600 Actually, I would say with the jacket, there's nothing new with the vest. 203 00:12:21,666 --> 00:12:24,600 I went ahead and I did more of the same. So I use the H.R. 204 00:12:24,600 --> 00:12:30,366 Giger cutter to essentially go through the process of marking the these areas. 205 00:12:30,600 --> 00:12:34,166 But if I zoom in, obviously you see that this is still pretty sketchy. 206 00:12:34,166 --> 00:12:40,200 If I need to, I can subdivide these because this one has subdivision levels and just add more. 207 00:12:40,200 --> 00:12:43,800 Don't be afraid of if you are at this point, need more resolution to define things. 208 00:12:43,800 --> 00:12:48,066 Don't be afraid to do it right. So this one has 1.1 million. 209 00:12:48,066 --> 00:12:50,766 This is not going to be the final topology by any means. 210 00:12:50,766 --> 00:12:55,800 It's a nice topology, but you know, it has areas that doesn't really, really work. 211 00:12:55,866 --> 00:12:57,800 So we're just going to tackle this after. 212 00:12:57,800 --> 00:13:02,500 But the whole point of this previous step was to sketch and define. 213 00:13:02,600 --> 00:13:06,166 So that's what I did, just a bunch of lines, just manually adding them. 214 00:13:06,166 --> 00:13:08,166 Nothing fancy here. 215 00:13:08,233 --> 00:13:09,833 These one, this strap. 216 00:13:09,833 --> 00:13:14,800 I use the same technique with the topology brush, so more of the same. 217 00:13:14,900 --> 00:13:16,066 That was pretty simple. 218 00:13:16,066 --> 00:13:24,066 Now these ones I did this kind of like a some pockets, the pockets are done with the with the same brush 219 00:13:24,266 --> 00:13:30,900 so let's actually use that one and I'll show you what I did because you want to do something similar. 220 00:13:30,966 --> 00:13:35,200 But again, it's more about the technique rather than the actual object that I created, 221 00:13:35,200 --> 00:13:36,400 but I'll cover it anyway. 222 00:13:36,400 --> 00:13:42,166 So for this, I went ahead and let's do a tiny, tiny pocket here. 223 00:13:42,266 --> 00:13:44,933 I use this to create the base. 224 00:13:44,933 --> 00:13:49,766 So this is a tiny pocket and then went ahead and did that, then click somewhere else. 225 00:13:49,833 --> 00:13:52,866 Let's go ahead and split unmask points. 226 00:13:52,866 --> 00:13:57,566 So now I have this piece that I can go ahead and uncrease everything and then increase 227 00:13:57,566 --> 00:14:03,300 the maybe the thickness just with the actually, let’s keep it simple. 228 00:14:03,300 --> 00:14:04,800 So I'm going to hide everything. 229 00:14:04,800 --> 00:14:10,900 But the first or the top group and then at thickness like so 230 00:14:10,966 --> 00:14:11,633 there we go. 231 00:14:11,633 --> 00:14:14,066 So that is the pocket. 232 00:14:14,066 --> 00:14:16,766 That's the base at least. 233 00:14:16,766 --> 00:14:19,233 And then for the top bit, I'll just duplicate it. 234 00:14:19,233 --> 00:14:21,533 So let me assure you. 235 00:14:21,533 --> 00:14:29,133 So what I did was to apply this and let's go ahead and duplicate that, go to the lowest observation level, 236 00:14:29,200 --> 00:14:35,933 and then use the selection tools to isolate just the top portion like so, delete hidden. 237 00:14:36,033 --> 00:14:39,600 So now we have this bit that we can just give it a single poly group. 238 00:14:39,600 --> 00:14:43,933 So again, more of the same, just reusing a mesh that we had like let's say 239 00:14:43,933 --> 00:14:49,100 the equivalent to duplicating one of the blocks, cutting out some pieces, and then then 240 00:14:49,200 --> 00:14:54,400 you have another piece and then we can use dynamic to change the thickness a bit. 241 00:14:54,466 --> 00:14:58,800 And that's for the top maybe actually let's remove these bit as well. 242 00:14:58,800 --> 00:15:03,666 And if you want to make something a bit more interesting, right, than just a square pocket 243 00:15:03,733 --> 00:15:04,800 like these, 244 00:15:04,800 --> 00:15:10,466 you can totally use something like slice curve something else that we've talked about in the past. 245 00:15:10,466 --> 00:15:12,200 We can just slice it. 246 00:15:12,200 --> 00:15:17,300 We cannot slice it because we don't have, we have subdivisions, so let's cut that up 247 00:15:17,400 --> 00:15:19,866 and we can slice it like so, right. 248 00:15:19,866 --> 00:15:26,233 And we can hide everything but that delete hidden and then we can do a quick Zremesher as well. 249 00:15:26,333 --> 00:15:29,200 Maybe a lot less than that. 250 00:15:29,200 --> 00:15:32,400 Then we go something like this that works fine, so dynamic. 251 00:15:32,400 --> 00:15:35,166 And then you see we have a more interesting pocket. 252 00:15:35,166 --> 00:15:36,166 So that's the idea, right? 253 00:15:36,166 --> 00:15:40,666 Like just to, to follow the process and to follow the techniques that I gave you before 254 00:15:40,866 --> 00:15:44,100 that we've been talking about in terms of blocking and adjusting things 255 00:15:44,100 --> 00:15:48,600 and just generating things or other volumes based on what we had. 256 00:15:48,700 --> 00:15:52,000 So that's what I did for those pockets. 257 00:15:52,100 --> 00:15:52,966 Nothing else. 258 00:15:52,966 --> 00:15:55,533 Let's move on to the next stage now. 259 00:15:55,533 --> 00:15:58,833 The green once again are pieces that I added new to them. 260 00:15:58,833 --> 00:16:01,800 The blue ones are new techniques that I'm going to cover in just a second. 261 00:16:01,800 --> 00:16:07,100 So let's say these this area right here is just another belt. 262 00:16:07,200 --> 00:16:13,000 So the bell was it, you know, the original that we created with the with that technique. 263 00:16:13,100 --> 00:16:19,233 So I just went ahead and duplicated this delete the top and bottom of the kind of like the poly loops 264 00:16:19,400 --> 00:16:21,333 so that I can make something smaller. 265 00:16:21,333 --> 00:16:26,700 And then I just added a couple more edge loops using the Zmodeler so that I can move this away. 266 00:16:26,933 --> 00:16:30,866 But that's it. That's just using the, the move brush to, to move it around. 267 00:16:30,866 --> 00:16:33,666 And I think I added one of these. I can remember. Let me just, just check. 268 00:16:33,666 --> 00:16:37,666 Yeah. So I just took this bit, duplicated it and that's it. 269 00:16:37,666 --> 00:16:39,900 We have it in there but that's it. 270 00:16:39,900 --> 00:16:41,533 There's nothing new to that. 271 00:16:41,533 --> 00:16:46,600 Now, I did spend quite a bit of time with the hands or like converting the hands into the, the gloves 272 00:16:46,833 --> 00:16:50,033 because I think I decided that yeah, this guy is going to be 273 00:16:50,033 --> 00:16:54,433 kind of like MacGyver, like a repairer of all sorts of like sci fi stuff. 274 00:16:54,433 --> 00:16:59,766 So it made sense to, to have like some nice, tough working sort of gloves. 275 00:16:59,833 --> 00:17:02,533 So let me go into solo mode with the hands 276 00:17:02,533 --> 00:17:05,300 just because I want to show you that even though it looks cool, 277 00:17:05,300 --> 00:17:07,933 I think, I think it looks cool from the distance. 278 00:17:07,933 --> 00:17:12,166 It is super sketchy, right? So I still have the same 279 00:17:12,266 --> 00:17:13,200 topology. 280 00:17:13,200 --> 00:17:17,366 The only difference, though, is that I decided to combine a few poly groups. 281 00:17:17,366 --> 00:17:24,266 So if I compare it to this one, what I did was isolate the poly groups because I just had too many, 282 00:17:24,333 --> 00:17:29,133 auto group, so that I can just hide that easily and then work on 283 00:17:29,133 --> 00:17:33,633 this, let's say to add this around. 284 00:17:33,766 --> 00:17:38,266 So this was easier to just isolate it them like that so you can decide whether or not you need that. 285 00:17:38,366 --> 00:17:39,866 But that's what I did, really. 286 00:17:39,866 --> 00:17:45,700 I went ahead and find a nice pattern and started defining those areas. 287 00:17:45,800 --> 00:17:47,466 So there's kind of like padding around. 288 00:17:47,466 --> 00:17:54,933 And then after cutting through with these brush, just to define, let's say that the design of the glove, 289 00:17:55,000 --> 00:17:59,800 I went ahead actually let's give it a full yellow color so that it's not distracting. 290 00:17:59,900 --> 00:18:06,000 So I went ahead and changed to another brush, this standard brush, and I use it slightly more intensity. 291 00:18:06,000 --> 00:18:07,533 So I'm just going to increase that. 292 00:18:07,533 --> 00:18:11,900 And I went ahead and basically redefined those edges 293 00:18:11,900 --> 00:18:16,366 so that it looks more like a padding section. 294 00:18:16,366 --> 00:18:20,866 Yeah, you can see a pretty prominent version of what I just show you in here. 295 00:18:21,000 --> 00:18:24,300 So yeah, that's, you know, that's a pretty simple way of doing it. 296 00:18:24,300 --> 00:18:28,633 And I also did some cuts in here to indicate, you know, a bit of 297 00:18:28,733 --> 00:18:29,166 the all 298 00:18:29,166 --> 00:18:36,233 wear and tear or maybe the memory folds that have been created over time, but the rest is more of the same. 299 00:18:36,300 --> 00:18:40,766 Now, the only difference, which is these green bits, these are new. 300 00:18:40,766 --> 00:18:42,933 What I did was the same technique of extracting. 301 00:18:42,933 --> 00:18:48,433 So I use the masking brush to on the hands, just mask an area. 302 00:18:48,533 --> 00:18:48,966 Right. 303 00:18:48,966 --> 00:18:54,333 And then went to the extract, click on extract and accept and that's how I created this bit. 304 00:18:54,400 --> 00:18:58,166 And then I polished it with Polish slider and the Polish by groups. 305 00:18:58,166 --> 00:18:59,766 So pretty straightforward. 306 00:18:59,766 --> 00:19:02,700 It's just, you know, when you start adding things on top of each other, 307 00:19:02,700 --> 00:19:08,833 it becomes a lot more complex and it looks that is very polish, but it is not, it’s a separate object. 308 00:19:08,933 --> 00:19:13,233 This is what I have and it's a it's a pretty dense mesh, but it's okay. 309 00:19:13,233 --> 00:19:16,533 We don't need to have any perfect mesh at this point. We're still sketching. 310 00:19:16,533 --> 00:19:21,100 Just remember that always have that the back of your head that we can make changes, 311 00:19:21,100 --> 00:19:25,600 we can destroy things, rearrange things in any way that we want. 312 00:19:25,633 --> 00:19:30,666 Now, one thing that I want to mention before we move into the adjustment of the transitions, really 313 00:19:30,733 --> 00:19:36,000 is that for this specific example, this section right here, this padding 314 00:19:36,000 --> 00:19:42,900 for the gloves, I use a very interesting technique that hopefully is going to make sense in just a second. 315 00:19:42,900 --> 00:19:46,133 So because I have these very sharp markings 316 00:19:46,133 --> 00:19:51,500 and that's another reason why the previous lesson is so important to be able to mark things out. 317 00:19:51,600 --> 00:19:54,533 I was able to mask things very easily. 318 00:19:54,533 --> 00:19:58,700 So let me give you an example of what I did, actually. 319 00:19:58,700 --> 00:19:59,800 Let's do it in here. 320 00:19:59,800 --> 00:20:05,766 So keep an eye on all these section right here, and this is pretty much what I used to extract. 321 00:20:05,833 --> 00:20:09,700 So if I go ahead and do that manually, right, I can do that. 322 00:20:09,700 --> 00:20:16,600 So masking all of that and, you know, might not take too long, but it's not going to be perfect. 323 00:20:16,700 --> 00:20:19,466 And, you know, but it will take time. Right. 324 00:20:19,466 --> 00:20:22,000 And if you have something a bit more complex, it will take time. 325 00:20:22,000 --> 00:20:27,300 However, if you have done the markings or the definition of the sketch properly, you know, 326 00:20:27,300 --> 00:20:34,133 very sharp lines and all of that, we can take advantage of a tool called the Transpose Smart Mask. 327 00:20:34,200 --> 00:20:39,900 So when I click on that and that is basically a gizmo, right so you see it's kind of like a transpose line, 328 00:20:39,966 --> 00:20:41,000 but it's really, really cool 329 00:20:41,000 --> 00:20:45,600 because what it allows you to do is click on a surface by holding control and click and drag. 330 00:20:45,600 --> 00:20:48,100 So I'm going to click here Holding control, 331 00:20:48,100 --> 00:20:52,833 click and drag, and you'll see that slowly start generating this mask. 332 00:20:52,900 --> 00:20:56,133 But it's going to stop whenever he finds a very harsh line. 333 00:20:56,133 --> 00:20:58,966 So this is super easy to use. 334 00:20:58,966 --> 00:21:03,466 So I'm just going to stop here because it's kind of like spilling around the finger, right? 335 00:21:03,500 --> 00:21:04,733 So I'm just going to stop before it starts 336 00:21:04,733 --> 00:21:10,000 spilling around there and then I can just keep it using this tool to add to this mask. 337 00:21:10,066 --> 00:21:13,966 So if I hold control, click and drag, I can start adding another mask. 338 00:21:13,966 --> 00:21:16,866 And if I press shift is just going to add to the previous one. 339 00:21:16,866 --> 00:21:19,733 So I'm just pressing control and shift to add to this one. 340 00:21:19,733 --> 00:21:21,600 Then fix this one around here. 341 00:21:21,600 --> 00:21:24,933 So control, click and shift to add to it. 342 00:21:24,933 --> 00:21:30,366 And that's how basically once you have your sketch defined like we did in the previous lesson, 343 00:21:30,433 --> 00:21:33,833 things like these become like really, really simple 344 00:21:33,900 --> 00:21:34,566 at this point. 345 00:21:34,566 --> 00:21:36,433 Let's just leave it as it is at this point. 346 00:21:36,433 --> 00:21:41,933 I will just go with the masking brush and just manually refine the borders maybe, 347 00:21:42,000 --> 00:21:43,833 but it just takes a lot of the 348 00:21:43,833 --> 00:21:49,366 you know, a lot of the time that you would spend if you were to sort of like mask these by hand. 349 00:21:49,466 --> 00:21:53,500 And then, yeah, just once you have these one, you can refine the mask a little bit if you want to. 350 00:21:53,500 --> 00:21:58,366 So and then use the extract and that's how you come up with all these pieces. 351 00:21:58,466 --> 00:21:58,800 And again, 352 00:21:58,800 --> 00:22:03,833 if you layer things that's going to, you know, that is going to make it look a lot more interesting. 353 00:22:03,900 --> 00:22:10,400 But that is the idea even more of the same is just about trusting the process really bit by bit, 354 00:22:10,400 --> 00:22:15,166 you're going to start seeing a big difference in the way that you approach things and the quality 355 00:22:15,166 --> 00:22:20,433 that you produce because it is a much more structured way of building things. 356 00:22:20,500 --> 00:22:26,933 All right, So the blue ones, the only thing that I did artists like tubes around it because I think 357 00:22:26,933 --> 00:22:33,233 this is going to be like some kind of protection, but I want to make it like a hard letter maybe. 358 00:22:33,233 --> 00:22:34,933 So just want to show you how I did 359 00:22:34,933 --> 00:22:39,766 this one is the same thing, the same technique that I use for these sections right here. 360 00:22:39,866 --> 00:22:42,433 So basically what you can do 361 00:22:42,433 --> 00:22:46,933 let's go ahead and select this and let's clone it so that I can show you what I did. 362 00:22:47,166 --> 00:22:51,966 And I'm also going to remove that, isolate this, delete. 363 00:22:52,133 --> 00:22:54,366 Okay. So this is what we had in the previous lesson. 364 00:22:54,366 --> 00:22:59,133 So I wanted to add those that extra borders so you can do this in a few ways. 365 00:22:59,133 --> 00:23:03,900 You can, for instance, isolate this poly group, you know, give it up, poly group 366 00:23:03,900 --> 00:23:08,500 like this, and then you can use the panel loops and then just split it or duplicate these, 367 00:23:08,533 --> 00:23:13,600 delete the rest and just leave the green one at a bit of subdivision levels and, you know, inflate. 368 00:23:13,766 --> 00:23:16,333 So there's many, many ways of doing the same thing. Right. 369 00:23:16,333 --> 00:23:18,966 What I did, though, was to add tube. 370 00:23:18,966 --> 00:23:23,166 So I'm going to select the twos and here it is. Right? 371 00:23:23,166 --> 00:23:24,000 So this is what I did. 372 00:23:24,000 --> 00:23:25,466 I just started doing this. 373 00:23:25,466 --> 00:23:28,266 Well, I didn't do that, but this is something that you can do 374 00:23:28,266 --> 00:23:32,466 by the way, if you do this and it's not attaching to the surface. 375 00:23:32,466 --> 00:23:34,633 I think I covered this before, but it is in the picker. 376 00:23:34,633 --> 00:23:40,000 You can just change these to constant from oneZ to continueZ, and that way 377 00:23:40,066 --> 00:23:43,933 it sort of follows around and you can just extended like so. 378 00:23:43,933 --> 00:23:48,366 But obviously this is very tedious. So that's not what I did, but that's how it looks. 379 00:23:48,366 --> 00:23:52,066 So what I did, if I turn off dynamic, this is a single sided mesh. 380 00:23:52,066 --> 00:23:56,833 I went to the stroke palette and in here under the curve functions, 381 00:23:56,933 --> 00:23:59,566 you have this border poly group and crease edges. 382 00:23:59,566 --> 00:24:05,033 So I can click on frame mesh and ZBrush is going to frame whatever the mesh is open. 383 00:24:05,100 --> 00:24:09,766 So I can use not only the tube brush, I can use any curved brush and you know, 384 00:24:09,833 --> 00:24:14,866 define the size with my brush size, click on it and then click and that's it. 385 00:24:14,966 --> 00:24:18,500 That's the technique. Now for the neck of the character. 386 00:24:18,500 --> 00:24:21,733 I use the same technique, but I also added multiple poly groups. 387 00:24:21,733 --> 00:24:23,333 So let me just show you how that looks. 388 00:24:23,333 --> 00:24:28,100 So if I take these one and let's just do something like this 389 00:24:28,200 --> 00:24:31,766 and then just go ahead and do auto groups, there we go. 390 00:24:31,766 --> 00:24:36,966 And let’s actually hide these so that it doesn't create an extra one 391 00:24:37,033 --> 00:24:41,566 if I do the same thing because I have all these switch enable I'm going to turn of border 392 00:24:41,566 --> 00:24:47,500 so that it doesn't create anything in the open space or the open geometry and the crease. 393 00:24:47,500 --> 00:24:48,633 I just don't have any crease edges. 394 00:24:48,633 --> 00:24:54,900 But we have poly groups, so I click on frame mesh and you see creates one along each part of the mesh. 395 00:24:54,900 --> 00:24:58,800 So I can just click once, click outside, remove my mask. 396 00:24:58,800 --> 00:25:01,233 And now we have an interesting piece, right? 397 00:25:01,233 --> 00:25:03,366 So that's just something else that I wanted to cover. 398 00:25:03,366 --> 00:25:05,900 I want to make sure I covered that. 399 00:25:05,900 --> 00:25:08,566 And there we go. 400 00:25:08,566 --> 00:25:11,700 So that's the only new thing for this one. 401 00:25:11,700 --> 00:25:15,000 And finally, this is what I came up with. 402 00:25:15,000 --> 00:25:19,200 The only new things after I just went through and added some details 403 00:25:19,200 --> 00:25:23,133 or not details, But, you know, the finding the sketch was this bit here, 404 00:25:23,133 --> 00:25:25,633 which is using the same technique that I showed you before. 405 00:25:25,633 --> 00:25:29,100 So extracting piece, giving you thickness and that's it. 406 00:25:29,100 --> 00:25:33,766 And I'm thinking that these will be like a holder for like not a gone by 407 00:25:33,766 --> 00:25:39,233 some kind of like device that I'm that this guy will use for as a mechanic or something like this. 408 00:25:39,300 --> 00:25:42,600 But I'm not going to do that right now. I'm just going to concentrate on the character. 409 00:25:42,600 --> 00:25:45,366 And later on, we'll see what we can add in there. 410 00:25:45,366 --> 00:25:50,566 So this is just kind of like where the thing will sit or how it's going to attach to this. 411 00:25:50,666 --> 00:25:51,833 Yeah, to this belt. 412 00:25:51,833 --> 00:25:55,933 Then as I thought that this guy could be, 413 00:25:55,933 --> 00:25:59,800 you know, a mechanic or something like that, I thought like some kneepads. 414 00:25:59,800 --> 00:26:03,066 If he has to sort of like kneel down and just work under a shape 415 00:26:03,066 --> 00:26:05,366 or something like that, it would be very handy to have that. 416 00:26:05,366 --> 00:26:09,200 So I just added a couple of spheres and pushed them in. 417 00:26:09,200 --> 00:26:10,366 This one is just blocking. 418 00:26:10,366 --> 00:26:12,233 There's nothing complicated about these. 419 00:26:12,233 --> 00:26:15,166 It's just this sphere that I pull and push to generate that. 420 00:26:15,166 --> 00:26:21,166 And then I went with the dam standard and just cut it up just to generate some more interesting details. 421 00:26:21,266 --> 00:26:27,033 These sort of like straps that I'm hoping to add a kind of like a custom buckle when we get to detailing 422 00:26:27,100 --> 00:26:27,833 later on. 423 00:26:27,833 --> 00:26:32,666 It's essentially that is just be more of this topology brush. 424 00:26:32,733 --> 00:26:39,633 So just clicking and adding pieces like this right so that's how I did those pieces. 425 00:26:39,700 --> 00:26:46,366 And also the last thing is this one that I should have also made it green. 426 00:26:46,466 --> 00:26:54,700 I also duplicated the boot what I had as a dynamesh I think duplicate it then cut it up in that area. 427 00:26:54,800 --> 00:26:59,800 So I use the slice to just cut it up in pieces similar to what we did during the blocking. 428 00:26:59,900 --> 00:27:05,900 And then you just did a quick redynamesh and generated that sole of the boots. 429 00:27:05,900 --> 00:27:07,633 But that's it. 430 00:27:07,733 --> 00:27:08,033 Oh yeah. 431 00:27:08,033 --> 00:27:09,333 And this bit as well. 432 00:27:09,333 --> 00:27:14,633 So it's the same thing I just went ahead and use the dam standard brush to cut through this, 433 00:27:14,700 --> 00:27:20,300 but everything is very sketchy so hopefully you can see that there's no, there's no real definition. 434 00:27:20,300 --> 00:27:22,800 We will have to, you know, if we want to maintain these later 435 00:27:22,800 --> 00:27:28,733 on, we'll still have to come through and refine it later, but I think that covers it. 436 00:27:28,800 --> 00:27:30,733 Let me just do a quick check. 437 00:27:30,733 --> 00:27:32,466 Oh, and the eyes . 438 00:27:32,466 --> 00:27:34,033 So that was the last thing. 439 00:27:34,033 --> 00:27:34,233 All right. 440 00:27:34,233 --> 00:27:37,000 So the eyes are just a couple spheres. 441 00:27:37,000 --> 00:27:39,300 So four spheres to be precise. 442 00:27:39,300 --> 00:27:44,000 And those figures are just in there so that I can I went ahead and manipulated 443 00:27:44,033 --> 00:27:49,966 the eyelids a little bit so that, you know, they fit nicely into their into the face. 444 00:27:50,066 --> 00:27:51,833 That is about it. 445 00:27:51,833 --> 00:27:54,600 One thing that you can do that is quite, quite cool. 446 00:27:54,600 --> 00:28:00,700 Let me just do it in here, ZBrush has this macro that comes with ZBrush which is called the append eyes . 447 00:28:00,800 --> 00:28:04,533 So you can click on that and ZBrush is going to append a new sub tool 448 00:28:04,533 --> 00:28:09,100 that has two spheres with, black color and the toy plastic enable. 449 00:28:09,100 --> 00:28:12,133 So this is a macro that comes with ZBrush. You can have it. 450 00:28:12,133 --> 00:28:18,133 So I use that one is just a very quick way of, you know, having a couple of cities or the eyes enable 451 00:28:18,133 --> 00:28:24,366 local symmetry and preposition that, hold control and reposition that at the back and that's it. 452 00:28:24,366 --> 00:28:26,433 That's how I created those eyes . 453 00:28:26,433 --> 00:28:29,266 But you can do that with the normal spheres. 454 00:28:29,266 --> 00:28:30,166 All right. 455 00:28:30,166 --> 00:28:34,100 So with that long intro, hopefully that covers everything. 456 00:28:34,100 --> 00:28:38,700 I you notice that the thing that is here on top of the arm I haven't covered that 457 00:28:38,700 --> 00:28:43,233 or haven't changed or define any of that because that's going to be more of a hard surface bit. 458 00:28:43,300 --> 00:28:45,900 So I just want to show you different techniques when we get to that. 459 00:28:45,900 --> 00:28:51,733 So I'm just going to leave them as it is and let's go ahead and turn off all the poly paint. 460 00:28:51,833 --> 00:28:57,133 So we kind of like judge the character as, you know, as a whole thing. 461 00:28:57,233 --> 00:28:59,833 And now that we have these, we're going to move on into the transition, 462 00:28:59,833 --> 00:29:01,833 which is the whole point of these lesson. 463 00:29:01,833 --> 00:29:05,666 And for this by the way, you can use the clay brush or the clay builder brush. 464 00:29:05,666 --> 00:29:10,200 I have them here as my you know, my go to brushes, but you can use the clay builder, 465 00:29:10,200 --> 00:29:12,200 brush the clay tubes as well. 466 00:29:12,200 --> 00:29:16,200 I just think the clay one gives you a lot of control once you have the blocking ready 467 00:29:16,200 --> 00:29:21,500 and once you have the markings, you can alternatively use the clay builder brush. 468 00:29:21,500 --> 00:29:27,300 But it is something that I would use in an area that I haven't defined or that I'm trying to define 469 00:29:27,400 --> 00:29:29,100 just with the clay brush. 470 00:29:29,100 --> 00:29:29,933 Hopefully that makes sense. 471 00:29:29,933 --> 00:29:30,366 But you know, 472 00:29:30,366 --> 00:29:35,700 I think the clay brush works better in this environment that we have something a lot, a lot more defined. 473 00:29:35,966 --> 00:29:40,866 So I want to select the face going to solo mode and let's actually duplicate 474 00:29:40,866 --> 00:29:46,766 so that you can have a record of those that difference and with this clay brush. 475 00:29:46,933 --> 00:29:49,333 I'm going to start refining that transition. 476 00:29:49,333 --> 00:29:51,700 So this is what I mean about the transitioning. 477 00:29:51,700 --> 00:29:55,266 So let me get closer here and mark it down. 478 00:29:55,266 --> 00:30:00,300 So the attention to this area, it's almost like I can very easily 479 00:30:00,366 --> 00:30:05,266 mark down or, you know, highlight these areas 480 00:30:05,366 --> 00:30:07,000 of the face. 481 00:30:07,000 --> 00:30:10,433 So it's very easy to recognize those. Let me just show you right. 482 00:30:10,433 --> 00:30:14,033 And the idea is that if you need them, then you leave them there. 483 00:30:14,033 --> 00:30:19,200 But if you don't, you can just go ahead and blend them and play with the transition between one volume 484 00:30:19,200 --> 00:30:21,066 or one shape and the other. 485 00:30:21,066 --> 00:30:23,733 So I want to use these blue to indicate what I'll try to do. 486 00:30:23,733 --> 00:30:29,366 So this area right here, I'm just going to blend it a bit more so that the eyelid, it feels like it's 487 00:30:29,366 --> 00:30:34,300 transitioning nicely into this other protrusion or this area 488 00:30:34,533 --> 00:30:39,733 of the zygomatic arch, let's say, of this character, so that it creates a bit of tension as well. 489 00:30:39,733 --> 00:30:44,166 So it's going to go ahead and do that just by adding bits and pieces of clay. 490 00:30:44,166 --> 00:30:49,966 With the clay brush, you can also reduce the intensity a bit so that you can have more control over it. 491 00:30:50,066 --> 00:30:53,700 And then you also use the smooth brush to smooth it out. 492 00:30:53,700 --> 00:30:58,633 I'm going to use the smooth peaks that I showed you in the previous lesson, 493 00:30:58,733 --> 00:31:00,733 but that's basically all there is to it. 494 00:31:00,733 --> 00:31:00,966 Right. 495 00:31:00,966 --> 00:31:04,233 And this again, this is more repetitive, even more than before, 496 00:31:04,233 --> 00:31:08,733 just because it's a lot of like little, little tweaks like I'm doing right now. 497 00:31:08,766 --> 00:31:14,633 But I want to try to do this, this first section kind of like in real time so that you can see. 498 00:31:14,700 --> 00:31:19,433 And what I'll do is I'll jump into a time lapse with the with the face 499 00:31:19,500 --> 00:31:24,733 so that you at least can see that I'm literally using the same technique, nothing else, 500 00:31:24,833 --> 00:31:29,733 just to refine this and for the rest, for the body it’s not as organic. 501 00:31:29,733 --> 00:31:33,600 So refining the transition is not as important. 502 00:31:33,600 --> 00:31:36,200 Step is more about like the. 503 00:31:36,200 --> 00:31:37,433 Yeah, the polishing later on. 504 00:31:37,433 --> 00:31:43,233 So I would say that these refinement of these transitioning is the most important way 505 00:31:43,300 --> 00:31:46,066 when it comes to organic surfaces like these. 506 00:31:46,066 --> 00:31:47,566 In this case. 507 00:31:47,566 --> 00:31:51,900 So a lot of smoothing, a lot of pulling and pushing geometry. 508 00:31:51,900 --> 00:31:53,166 Same thing here. 509 00:31:53,166 --> 00:31:57,666 How these and this is something that I will have to figure out as well as I do it, 510 00:31:57,866 --> 00:32:00,033 which is something that I really like doing anyway, 511 00:32:00,033 --> 00:32:02,466 which is try to figure out how this would actually work. 512 00:32:02,466 --> 00:32:08,866 So there is a bit of a tendon or something that will pull down this eyelid, 513 00:32:08,966 --> 00:32:13,200 but how is it going to integrate with the top of the other eyelid? 514 00:32:13,200 --> 00:32:18,100 These are the questions that I ask myself when I'm playing around with the transitions again. 515 00:32:18,166 --> 00:32:19,600 All right. So hopefully this makes sense. 516 00:32:19,600 --> 00:32:22,100 And another thing that I would say is 517 00:32:22,100 --> 00:32:27,766 remember that when we are dealing with 3D is as important to subtract volume as well as adding. 518 00:32:27,766 --> 00:32:34,366 So, there are certain areas that I will just push holding the alt key instead of adding. 519 00:32:34,466 --> 00:32:39,333 And let's see, for example, this area right here, I want the eyelids sort of like blend a little bit more 520 00:32:39,566 --> 00:32:41,233 here at the top 521 00:32:41,333 --> 00:32:42,300 you see is, 522 00:32:42,300 --> 00:32:46,966 you know, ultimately pretty subtle stuff because we already figured out the rest. 523 00:32:46,966 --> 00:32:51,966 And that's why when we did the blocking I mentioned, that is one of the most important steps 524 00:32:51,966 --> 00:32:58,333 of the entire process, because if we get the blocking right, these next stage is just the braces. 525 00:32:58,433 --> 00:33:03,500 You don't have to spend any of your energy figuring things out in terms of the big shapes 526 00:33:03,500 --> 00:33:08,800 because you know that they're working and you can just spend your time and your energy 527 00:33:08,966 --> 00:33:14,666 just playing around with the volumes, adjusting the transition so that it looks a lot more polished. 528 00:33:14,733 --> 00:33:19,133 And that's one of the keys, I think, of this whole process that 529 00:33:19,133 --> 00:33:23,800 once you figure out the main areas, the details and what I'm doing right now, 530 00:33:23,800 --> 00:33:28,700 the transitioning becomes really, really fun and, you know, an enjoyable process. 531 00:33:28,800 --> 00:33:31,266 And this is what I would call the sculpting part. 532 00:33:31,266 --> 00:33:33,033 The rest is more about 533 00:33:33,033 --> 00:33:38,566 I mean, it does have a bit of a sculpting, but it involves a lot more of the technicalities 534 00:33:38,666 --> 00:33:45,033 of, you know, extracting a mesh or deciding whether or not to use a poly group, that sort of thing. 535 00:33:45,100 --> 00:33:49,600 So whatever I cover in the previous lessons, I believe they're a little bit more technical, 536 00:33:49,833 --> 00:33:55,400 but they're all fall within those four pillars of sculpting that I cover in the at the beginning. 537 00:33:55,500 --> 00:34:01,933 So this is more about like the traditional sculpting of just strokes and adding volume, subtracting volume, 538 00:34:02,133 --> 00:34:03,566 smoothing things out. 539 00:34:03,566 --> 00:34:08,066 So hopefully you can see how this you know, this process, 540 00:34:08,066 --> 00:34:12,500 this is structured approach to sculpting can be very beneficial. 541 00:34:12,600 --> 00:34:13,133 But Yeah. 542 00:34:13,133 --> 00:34:15,800 So I think that is a process. 543 00:34:15,800 --> 00:34:20,933 Let me just give you a comparison going between the previous one and this. 544 00:34:21,000 --> 00:34:23,266 So this is the original one. 545 00:34:23,266 --> 00:34:25,166 This is what I just what I just added. 546 00:34:25,166 --> 00:34:30,166 So again, pretty subtle, but pay attention to the top area here around the corner of the eye. 547 00:34:30,266 --> 00:34:34,766 So this is before and this is after, before, after. 548 00:34:34,966 --> 00:34:39,000 And it doesn't have to be 100% the clay brush. 549 00:34:39,000 --> 00:34:45,400 You can also use the standard brush and it's just reset it in case I have used or change the settings a bit 550 00:34:45,466 --> 00:34:51,233 and I'll use this one just to, to bring back some of the important landmarks that I had before. 551 00:34:51,233 --> 00:34:53,333 So now that I have a nice transition. 552 00:34:53,333 --> 00:34:59,200 I can go back and maybe refine this, you know, this area right here. 553 00:34:59,300 --> 00:35:02,166 And the same thing here for the top. 554 00:35:02,233 --> 00:35:05,400 So again, it's just about playing with the volumes. 555 00:35:05,400 --> 00:35:05,733 Yeah. 556 00:35:05,733 --> 00:35:08,833 And you know, this is another area that I would have spent some time 557 00:35:08,833 --> 00:35:13,600 maybe with the Clay brush pushing things in and, then pushing things back on. 558 00:35:13,700 --> 00:35:18,100 That's just transitioning between those crevices that I marked in the previous lesson. 559 00:35:18,100 --> 00:35:22,666 So same thing here, just adding a bit of volume, smoothing more of the same. 560 00:35:22,666 --> 00:35:26,400 So very repetitive action. But it is quite fun. 561 00:35:26,400 --> 00:35:33,000 So I would encourage you to spend as much time as you need to during this, you know, this process. 562 00:35:33,066 --> 00:35:34,466 But it shouldn't be that long. 563 00:35:34,466 --> 00:35:41,566 It shouldn't take that long in terms of, you know, I would say a day or two maximum 564 00:35:41,666 --> 00:35:47,233 in this process if you want to, I would spend maybe like a couple more hours on this 565 00:35:47,333 --> 00:35:49,866 just because, again, when you figure out everything else. 566 00:35:49,866 --> 00:35:52,800 So this should be l pretty simple. 567 00:35:52,800 --> 00:35:56,100 But if you enjoy the process, by all means, you know, take your time. 568 00:35:56,100 --> 00:35:58,500 Just make sure that you're not 569 00:35:58,566 --> 00:36:02,366 detailing anything just yet because things might change. 570 00:36:02,366 --> 00:36:06,666 So, yeah, I think I'm going to leave this one here and then going to a time 571 00:36:06,666 --> 00:36:11,166 lapse where I'm going to finish the transition and the volume adjustment of the face. 572 00:36:11,233 --> 00:36:15,300 One more thing that I'm going to say before I jump into the time lapse is that if you need to 573 00:36:15,300 --> 00:36:21,833 right now I have 837,000 points with dynamesh of 728, 574 00:36:21,900 --> 00:36:26,100 but I'm probably going to be adding a bit more resolution 575 00:36:26,100 --> 00:36:28,800 redynameshing so that I can, you know, smooth things out 576 00:36:28,800 --> 00:36:32,266 a little bit more and then refine with, you know, with more detail. 577 00:36:32,266 --> 00:36:36,700 So feel free to do so if you need to just add resolution. 578 00:36:36,700 --> 00:36:40,033 And yeah, just define the transitions. 579 00:36:40,033 --> 00:36:48,133 I would say another thing just before I jump in a time lapse is to when you're doing things like, like folds 580 00:36:48,233 --> 00:36:49,700 or wrinkles like, like 581 00:36:49,700 --> 00:36:54,633 large wrinkles for skin or any type of skin, just pay attention in the way 582 00:36:54,633 --> 00:37:00,600 that you envision the character or your creature to, let's say, open the mouth or have an expression. 583 00:37:00,866 --> 00:37:06,566 And that will create those memory forms of memory folds you know, 584 00:37:06,633 --> 00:37:11,433 not everything is going to be the same thing as a human face, right? 585 00:37:11,500 --> 00:37:14,466 Because in this case, I'm doing kind of like a character creature. 586 00:37:14,466 --> 00:37:21,333 But even though it has a face that, you know, has a couple of eyes and I'm trying to make it, 587 00:37:21,333 --> 00:37:28,733 I try to add traits of human or yeah, human characteristic is still going to be a unique thing. 588 00:37:28,733 --> 00:37:31,100 So I need to figure out how that works. 589 00:37:31,100 --> 00:37:34,200 And that's what I'm thinking about the flow of this folds. 590 00:37:34,200 --> 00:37:37,966 And when the character opens the mouth, what happens? 591 00:37:37,966 --> 00:37:44,433 What tendons, what muscles are playing a part in that behavior, All of that good stuff. 592 00:37:44,500 --> 00:37:49,300 So that is all of these that I'm mentioning that comes into play 593 00:37:49,300 --> 00:37:51,966 in this specific step, which is the transition. 594 00:37:51,966 --> 00:37:53,866 So think about those things as well. 595 00:37:53,866 --> 00:37:59,066 Think about the possibility of the design, making sure that things work 596 00:37:59,066 --> 00:38:03,566 so or at least that they could function in real life, even though it's a it's a creature. 597 00:38:03,800 --> 00:40:08,100 All right. So let's go ahead and jump into the time lapse now. 598 00:40:08,166 --> 00:40:08,400 All right. 599 00:40:08,400 --> 00:40:10,266 So that's it for this time lapse. Hopefully, you can see that 600 00:40:10,266 --> 00:40:13,566 these more structural approach of sculpting is something that is very helpful. 601 00:40:13,566 --> 00:40:17,466 It also helps you to avoid that sort of lumpiness or bumpiness in the surface. 602 00:40:17,466 --> 00:40:21,800 That sometimes is a very characteristic thing from someone that is just starting out with sea 603 00:40:21,800 --> 00:40:24,066 and just want to jump into details straight away. 604 00:40:24,066 --> 00:40:28,900 But, you know, doing it this way, you can really see the benefit of blocking things out, taking the time 605 00:40:28,900 --> 00:40:33,766 to make sure that the volumes, the primary shapes are there then moving into secondary, 606 00:40:33,766 --> 00:40:36,500 which is pretty much what we're doing, just playing around with the transitions. 607 00:40:36,500 --> 00:40:39,466 And you know ultimately polished to sketch later on. All right. 608 00:40:39,466 --> 00:40:42,733 So I'm going to show you the before and after so that you can compare basically what we did. 609 00:40:42,733 --> 00:40:45,666 And then I'm going to show you an extra technique so that you can 610 00:40:45,666 --> 00:40:50,266 work with the transitions or just the volumes in a surface that is less organic. 611 00:40:50,266 --> 00:40:54,633 Like it's not the face, something else in the body. All right. Let's go ahead and jump into it. 612 00:40:54,633 --> 00:40:54,900 All right. 613 00:40:54,900 --> 00:40:59,966 So if I actually I'm going to just go like this when I go into solo mode. 614 00:41:00,033 --> 00:41:03,900 So this is the one that I just sculpted and the previous one is this. 615 00:41:03,900 --> 00:41:10,466 So quite a significant change in of how these markings and those lines are working together? 616 00:41:10,533 --> 00:41:14,733 I think these as markings or indications of the details were really well. 617 00:41:14,733 --> 00:41:19,466 But when you spend time refining it, it sort of like feels more cohesive and more part of the same, 618 00:41:19,533 --> 00:41:24,133 especially when you had lots of different sub tools and then you just try to merge it. 619 00:41:24,366 --> 00:41:27,800 So I did spend a bit of time like figuring out the head part. 620 00:41:27,800 --> 00:41:30,200 So I wanted something pretty clean here for the back. 621 00:41:30,200 --> 00:41:34,700 That doesn't mean that we cannot just go on heaps of details all around if you need to, 622 00:41:34,800 --> 00:41:36,733 but I just wanted to concentrate. 623 00:41:36,733 --> 00:41:38,400 Let me just actually give you 624 00:41:38,400 --> 00:41:43,400 a very rough idea of what I was seeing in my head when I was playing around with these. 625 00:41:43,500 --> 00:41:50,400 So visually I kind of like want it to divide the face in two, this area. 626 00:41:50,400 --> 00:41:54,666 There's going to be relatively plain in terms of like wrinkles and things like that. 627 00:41:54,666 --> 00:41:58,900 And I'm just, you know imagine this to be more of our of our cranium, 628 00:41:58,900 --> 00:42:07,700 you know, bony areas, whereas this the at the bottom it has more, you know, more flesh and fat and wrinkles. 629 00:42:07,800 --> 00:42:11,700 So I just want to create that that bit of contrast as well here with the neck. 630 00:42:11,700 --> 00:42:14,266 But that doesn't mean that I cannot go and add a few details. 631 00:42:14,266 --> 00:42:19,233 So I'm just envisioning having some wrinkles around here as well and, 632 00:42:19,300 --> 00:42:24,400 you know, a few bumps and interesting patterns around here that I can play around with. 633 00:42:24,400 --> 00:42:27,600 And then extend throughout the rest of the face. 634 00:42:27,600 --> 00:42:29,066 How are we going to get to that later on? 635 00:42:29,066 --> 00:42:30,666 I just want to give you an idea of why 636 00:42:30,666 --> 00:42:35,966 I decided to focus on certain areas more than the than others alrighty. 637 00:42:35,966 --> 00:42:37,933 So that is about it. 638 00:42:37,933 --> 00:42:43,733 Let's go ahead and maybe use the gloves as an example, because they very sketchy as well. 639 00:42:43,800 --> 00:42:45,900 Yeah, let's use this one. 640 00:42:45,966 --> 00:42:50,266 What I can do though, is I want to delete oops, sorry about that. 641 00:42:50,266 --> 00:42:51,766 Delete this left one. 642 00:42:51,766 --> 00:42:54,666 Make sure that symmetries of delete hidden. 643 00:42:54,666 --> 00:42:58,266 And I'm just going to focus on this one and then I could just mirror and weld. 644 00:42:58,266 --> 00:43:00,333 So when it comes to the transition 645 00:43:00,333 --> 00:43:06,133 with a volume like this that it's a is less organic like let's say there's going to be less, 646 00:43:06,233 --> 00:43:11,866 you know, fleshy bits or folds, even though there's wrinkles and folds as well in here. 647 00:43:11,966 --> 00:43:17,466 What I would concentrate on doing is on refining things like these section right here. 648 00:43:17,533 --> 00:43:22,200 So let me just show you, you know, the topology is not great, but because we're just 649 00:43:22,200 --> 00:43:27,266 defining these and playing around with the transitions, I can just go ahead and divide this one more time. 650 00:43:27,266 --> 00:43:30,733 So I have 3 million polygons just in the hand, 651 00:43:30,733 --> 00:43:35,066 which is, you know, is is not bad, but it's maybe a little bit too high. 652 00:43:35,066 --> 00:43:37,633 So you can decide whether or not you want to do it this way. 653 00:43:37,633 --> 00:43:39,500 But I'm just going to do it like that. 654 00:43:39,500 --> 00:43:41,833 And again, it's not going to be the final anyway. 655 00:43:41,833 --> 00:43:44,866 So this area right here looks very lumpy and bumpy. 656 00:43:44,866 --> 00:43:46,533 So I'm going to start with a clay brush 657 00:43:46,533 --> 00:43:51,666 just adding volume around this area and then with a smooth brush, just refine that. 658 00:43:51,733 --> 00:43:55,033 So that's another way of playing around with the transitions. 659 00:43:55,033 --> 00:43:58,166 Just think about the material as well, right? 660 00:43:58,233 --> 00:43:58,900 Something like that. 661 00:43:58,900 --> 00:44:06,900 Maybe in here I will add a bit more volume and that sort of tightens these this crevices a bit more. 662 00:44:06,966 --> 00:44:08,400 There we go. 663 00:44:08,400 --> 00:44:12,966 And another thing that you can do is whenever you want to, you know, tighten in the area, 664 00:44:13,200 --> 00:44:18,300 you can either use the inflamed brush or you can also use something like the pinch brush. 665 00:44:18,366 --> 00:44:24,366 So if I use a pinch, yeah, you can sort of refine very quickly this, 666 00:44:24,433 --> 00:44:29,200 you know, these areas, this seems basically all day over the globe. 667 00:44:29,300 --> 00:44:33,733 And if you want to maintain a little bit more of the volume as you do this, as you refine it 668 00:44:33,733 --> 00:44:38,833 and sort of tight in these areas, you can totally go for a, you know, inflate. 669 00:44:38,833 --> 00:44:43,866 So let's say around this area, instead of using this to, you know, sharpen these 670 00:44:43,866 --> 00:44:48,666 and make it like really, really close together, I can use the inflate, which is going to 671 00:44:48,900 --> 00:44:52,200 do something very similar, but it's going to maintain the volume. 672 00:44:52,200 --> 00:44:56,700 So a little bit more I just going to bring those two edges closer to each other. 673 00:44:56,800 --> 00:44:57,166 All right. 674 00:44:57,166 --> 00:45:02,400 Let's go back with the clay again, because, for instance, this area, when I isolate it, 675 00:45:02,466 --> 00:45:05,400 I remember that I have like some problems for the fingers. 676 00:45:05,400 --> 00:45:09,600 I'm just going to add volume around these this pad. 677 00:45:09,600 --> 00:45:17,600 So I'm thinking that this area right here could be like a protective rubber or something for the glove. 678 00:45:17,700 --> 00:45:20,366 So that sort of stuff. 679 00:45:20,433 --> 00:45:21,500 All right. 680 00:45:21,500 --> 00:45:25,900 And you'll see it will be kind of like the same thing that I would have to do all around here 681 00:45:25,900 --> 00:45:31,233 just to make sure that it's nicely transitioning between one shape and the other. 682 00:45:31,300 --> 00:45:32,200 So it's cleaning this up. 683 00:45:32,200 --> 00:45:37,466 Really the difference between cleaning things up or polishing, 684 00:45:37,533 --> 00:45:41,100 you'll see later on when we get to polishing the sketch. 685 00:45:41,100 --> 00:45:44,300 But the main difference, I would say when you're working with the transition, 686 00:45:44,300 --> 00:45:48,833 if you want to think about this process as cleaning up things is that you're cleaning up 687 00:45:48,833 --> 00:45:53,533 as you sculpt, so you're cleaning up things, with sculpting, brushes. 688 00:45:53,633 --> 00:45:57,233 So that is roughly what I would do. 689 00:45:57,233 --> 00:46:01,733 Also, if you see like very prominent sort of strokes like these, maybe 690 00:46:01,800 --> 00:46:04,733 when I change the material so that you can see it a little bit better. 691 00:46:04,733 --> 00:46:09,233 So I have some strokes that I did just to indicate maybe some folds or some wrinkles, 692 00:46:09,366 --> 00:46:10,233 but they're pretty sharp. 693 00:46:10,233 --> 00:46:15,300 So at this stage I would also go with a smooth brush and because I have heaps of topology 694 00:46:15,300 --> 00:46:20,200 or heaps of resolution, I will just use the the smooth stronger 695 00:46:20,300 --> 00:46:23,866 just to make sure that I integrate these nicely with the rest. 696 00:46:23,966 --> 00:46:25,466 Alright, so I think that's it. 697 00:46:25,466 --> 00:46:30,366 Maybe let's go ahead and use the standard brush to add a bit of bumpiness here. 698 00:46:30,433 --> 00:46:34,266 Just a another definition of this edge. 699 00:46:34,266 --> 00:46:34,700 There we go. 700 00:46:34,700 --> 00:46:39,666 And then we can go back with the clay brush and these this is precisely what I used a clay brush for. 701 00:46:39,666 --> 00:46:42,333 So we have this stroke and then we have the rest. 702 00:46:42,333 --> 00:46:44,400 We just need to integrate it with the rest. 703 00:46:44,400 --> 00:46:49,566 So I just do a couple of these and then smooth that out and that is pretty cool. 704 00:46:49,633 --> 00:46:51,866 All right, so that's it. 705 00:46:51,866 --> 00:46:57,700 Remember for the gloves, I also have this other part or this other section that is a separate mesh. 706 00:46:57,766 --> 00:47:02,833 And in theory, if you wanted to, you could just split the gloves in on all these pieces 707 00:47:03,066 --> 00:47:05,966 and then just, you know, refine them separately. 708 00:47:05,966 --> 00:47:09,033 But I'm just going to keep it simple for now. 709 00:47:09,033 --> 00:47:14,566 And, you know, you can have as many tools or as many sub tools as you need to 710 00:47:14,666 --> 00:47:19,166 since at the end, which is going to combine everything and, you know, do a retopology 711 00:47:19,366 --> 00:47:24,133 or fixing things up, you know, in a very cool way with some techniques that I'm going to show you later 712 00:47:24,133 --> 00:47:24,766 on, of course. 713 00:47:24,766 --> 00:47:29,700 But for now, just concentrate on this, on just playing around with the transitions, making sure 714 00:47:29,766 --> 00:47:33,366 the whatever you added before, whatever those markings are, 715 00:47:33,366 --> 00:47:37,700 is, you know, they're working fine and the transition is also working. 716 00:47:37,700 --> 00:47:46,466 So just a quick recap/wrapping up this lesson here is a very good example of what the sketch definition is. 717 00:47:46,700 --> 00:47:51,333 So the sketch definition is cutting through the model, adding little bumps 718 00:47:51,333 --> 00:47:56,233 and volumes to essentially define certain areas. 719 00:47:56,333 --> 00:48:00,533 And then, let’s turn this off I will go with these markings 720 00:48:00,533 --> 00:48:05,100 or these sections that I created in the previous lesson with the clay brush 721 00:48:05,100 --> 00:48:11,266 and the smooth brush and refine it just to make sure the transitions are working. 722 00:48:11,366 --> 00:48:13,533 Remember this the previous markings are not 723 00:48:13,533 --> 00:48:18,600 details are just references for ourselves to create something else. 724 00:48:18,666 --> 00:48:24,200 The details, if you actually wanted to have let's you know let's do something like this. 725 00:48:24,300 --> 00:48:30,533 So if you actually wanted to have a a protrusion here that is a detail or 726 00:48:30,600 --> 00:48:35,100 something along the seam like this, you can do that afterwards 727 00:48:35,100 --> 00:48:37,833 or we'll do that afterwards when we get to detailing. 728 00:48:37,833 --> 00:48:43,933 But if you have something like this in the marking that is more about refining and polishing that area. 729 00:48:44,033 --> 00:48:44,733 All right. 730 00:48:44,733 --> 00:48:51,000 Another thing that you can do at this stage as well is just go over certain, you know, markings that you had. 731 00:48:51,066 --> 00:48:54,633 I think I've already done this, but let me just reset this. 732 00:48:54,633 --> 00:48:55,133 Let's say 733 00:48:55,133 --> 00:49:01,900 you have just got to do something quick in Sphere just to show you one more thing before we wrap up. 734 00:49:01,966 --> 00:49:03,800 So let's subdivide this. 735 00:49:03,800 --> 00:49:08,866 Let's say during the sketching definition you did something like this, 736 00:49:08,866 --> 00:49:14,233 just a bunch of wrinkles around the neck or behind whatever part of the body. 737 00:49:14,233 --> 00:49:17,200 Right? And you have these nicely done. 738 00:49:17,200 --> 00:49:22,600 And then you can just go with a smooth brush and start blending things a little bit. 739 00:49:22,700 --> 00:49:27,200 It is also a very good idea to obviously go with the clay brush 740 00:49:27,233 --> 00:49:32,000 and add a little bit of volume as you transitioning to those folds or into those wrinkles. 741 00:49:32,100 --> 00:49:33,100 Right. 742 00:49:33,100 --> 00:49:39,933 But also going with the standard brush and just add some little bit of just a bit of fat. 743 00:49:40,033 --> 00:49:43,733 I guess, if it is going to be an organic thing. 744 00:49:43,733 --> 00:49:44,600 And again, this is nothing. 745 00:49:44,600 --> 00:49:49,800 This is just a sphere, but you see that just adding a tiny bit of volume between those 746 00:49:49,866 --> 00:49:54,300 crevices with the standard brush really helps to sell the effect, right. 747 00:49:54,300 --> 00:49:55,900 So you see that sort of bumpiness. 748 00:49:55,900 --> 00:50:00,000 So if you have that in your character, you know, try to do that. 749 00:50:00,000 --> 00:50:02,466 Just double check. This is the 750 00:50:02,533 --> 00:50:05,866 yeah, this is the one that I've been working on. Cool. 751 00:50:05,866 --> 00:50:08,866 So what I'll do is I want to select the globe again. 752 00:50:08,866 --> 00:50:10,166 I'm going to solo mode 753 00:50:10,166 --> 00:50:15,633 and I'm going to switch to the previous resolution and you see there's not a big difference. 754 00:50:15,700 --> 00:50:18,500 I just use the larger resolution to be able to polish things a bit more. 755 00:50:18,500 --> 00:50:20,066 But there's not a huge difference. 756 00:50:20,066 --> 00:50:25,400 I can just go ahead and delete higher so I don't have that many polygons and mirrors and weld, 757 00:50:25,500 --> 00:50:29,466 so that we have both our hands back in play. 758 00:50:29,466 --> 00:50:33,900 And that's how I would refine the rest of the, you know, the rest of the character. 759 00:50:33,900 --> 00:50:39,166 One more thing is if you do things like this, let's say you did some strong markings 760 00:50:39,266 --> 00:50:43,700 around your jacket or a fabric like these, This seam might be a little bit 761 00:50:43,800 --> 00:50:44,400 too strong. 762 00:50:44,400 --> 00:50:50,733 You can go with the same technique that I just show you with a pinching brush and then just go over it. 763 00:50:50,800 --> 00:50:55,766 And that also helps you to refine and polish that that seam or that crevice. 764 00:50:55,833 --> 00:50:56,333 Okay. 765 00:50:56,333 --> 00:51:00,300 I think that is looking pretty good. 766 00:51:00,300 --> 00:51:00,566 All right. 767 00:51:00,566 --> 00:51:01,800 So that brings this lesson to an end. 768 00:51:01,800 --> 00:51:06,666 Hopefully, you can see how much progress we've made in just a few lessons from the blocking 769 00:51:06,666 --> 00:51:09,266 that we had something extremely rough, very sketchy, too. 770 00:51:09,266 --> 00:51:11,633 Something that is is still a very sketchy thing, 771 00:51:11,633 --> 00:51:14,633 but it's a it's a lot more powerful in terms of the visual light. 772 00:51:14,633 --> 00:51:17,600 You can already see the complexity of the character. 773 00:51:17,600 --> 00:51:18,666 So remember a couple of things. 774 00:51:18,666 --> 00:51:20,366 If you want to build complexity and build 775 00:51:20,366 --> 00:51:25,300 something that is that looks really, really cool, you know, with a lot of details is not about 776 00:51:25,366 --> 00:51:29,566 finding the, you know, specific alpha or specific brush that is going to do that for you 777 00:51:29,566 --> 00:51:34,433 is just taking the time of finding the major forms, the big shapes, 778 00:51:34,500 --> 00:51:39,066 set that up and then take the steps, you know, bit by bit and building things up. 779 00:51:39,233 --> 00:51:44,533 So, you know, if you have three layers like I have like the shirt or the jacket, 780 00:51:44,766 --> 00:51:48,866 then a vest on top and then the pads on top that sort of like builds that complexity. 781 00:51:48,866 --> 00:51:52,766 But it's all done very methodical bit by bit layering it up. 782 00:51:52,766 --> 00:51:54,733 So hopefully you can see the value of this approach. 783 00:51:54,733 --> 00:51:57,000 In the next lesson, we're going to take things a little bit further 784 00:51:57,000 --> 00:52:02,466 and start tweaking things and just polishing the sketch a little bit more before we finalize our sketch 785 00:52:02,533 --> 00:52:06,833 and jump into rendering. 80470

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