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All right.
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I hope that you're having fun with your character.
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I think we're tracking pretty well,
and I think the character as well is shaping up nicely.
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So it is time to move on to the next stage
of the process.
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Now, in this set of steps that I'm giving you for,
you know, the design with a story, they're very,
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very specific and they're a very limited set of tools
that I would recommend that you use.
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So before I jump into the core of this lesson,
which is volume, adjustment and transition,
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I want to give you a quick rundown and essentially
do a recap of the processes that we've done so far.
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So let's go ahead and jump straight.
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That's right. So I want to do a quick recap
with this very simple sphere in ZBrush.
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And just to show you how simple this is.
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So I'm going to start by let's
just go ahead and type them here.
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So the first thing we did was the blocking,
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right?
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So the blocking is equivalent
to what we have right now here.
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So this sphere is the blocking.
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Let's just go ahead and put it there.
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I'm going to press shift S
and then bring it here for the second one.
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Now, the second step is to adjustment,
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right?
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And that basically means that you take your blocking
and you can have multiple ones, obviously.
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And let me just select a move brush.
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And this is kind of like the idea, right?
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These are the type of tools that we use doing
the adjustment, maybe the move topological as well.
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So let's do something
random. Doesn't have to be anything.
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It's just to do a quick recap of the process.
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All right. So these would be adjustment.
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So let's go ahead and place it there.
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Shift S for the next one.
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Then we move on from that second
adjustment to the sketch definition.
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All right.
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And this is sketch definition.
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What we did before, I was just try to give these
a little bit more of a shape.
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So I'm going to use the dam standard brush to
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carve here into this model.
Maybe we need more resolution.
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So don't be afraid of adding more resolution
if you need to at this point just to define things
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a bit more, you know, these sort of things like that.
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All right.
So this is the definition. Again, it's nothing.
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This is not nothing in particular, but it is
this is the process, Right.
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Is defining these adjustment basically.
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And then we can also use the smooth brush.
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So very limited set of tools mostly is the standard
brush as well, the dam standard and smooth brushes.
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And obviously if you need to,
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you can add more resolution as well as using
or adjusting things with the move brush.
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But this is basically the sketch definition.
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So you start defining
the ideas that you have in your head.
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So let's leave it there.
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So shift s and now we're jumping into the fourth one.
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Let’s do it with a green color here,
which is the volume adjustment.
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And also this is kind of like the same thing,
but I'll call it transitions as well.
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And I'll show you what this means in just a second.
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So let's take these this sphere again.
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And what I'm talking about adjustment of the volumes
is basically the same thing
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as we did before with the adjustment.
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But this time we need to make sure that whatever we
have in our sketch or in this blob is actually working.
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So I will just go ahead and make sure that
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everything in terms of the volumes,
the big primary shapes is working.
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So let's say this is kind of like a quick refinement
just to make sure maybe this is more of a square.
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The distance between these line
and the this section could be better, right?
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So I will spend the time just doing these little tweaks
with the move brush, move topological,
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just adjusting things.
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And if you have multiple things
or like multiple layers,
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definitely this is the time to do it
just to make sure that everything is working nicely.
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Now the transition is probably the most important part
of this stage because it is the ultimately
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the sculpting side of things.
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So that transitions just means that I'm going to go
ahead and select something like the clay brush, right?
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It just means that you have this very sharp let's say
let's go ahead and also add another subdivision level.
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You have these very sharp lines, those markings,
which is just the way that it works.
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And that's how we define the sketches
by marking things in.
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Again, if you're doing some sort of like anatomy,
you could have done the same thing.
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Just carve into the muscles
and the different muscle groups and that's it.
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Right?
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But now in this section in transition,
I'm just going to go ahead and slowly start
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building volume
so that this let me do a different color here.
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Let's just do it with a dark acme.
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So let's say these line right here or this crevice
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and let's say these other crevice here,
they're just like the markings of the sketch.
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So I'm going to concentrate on do a transition
so that it feels integrated with the rest.
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That is the whole point of this lesson
to concentrate on the areas that we need to transition
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between one, let's say, crevice and another volume
to make sure that everything is working nicely.
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So I'm using the clay brush again and also the smooth
brush just to smooth things out like so.
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And I'm going to concentrate on this area again.
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This is absolutely nothing,
but it sort of gives you an idea.
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So it's just about building volumes.
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But we already have the blocking.
We already have the main areas.
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So we don't have to really build that right,
because that's already there.
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So we don't have to, let's say,
put too much thought into it.
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We can just concentrate on this very repetitive
and almost therapeutic
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action of adding or subtracting volumes.
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So that's pretty much it.
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Let's see, that makes a difference.
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So if you compare the bottom area with the top one,
in fact, let's just extend it
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a tiny bit more so that is more obvious
from that camera angle and you kind of see that
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there is a nice transition
between those, you know, high and low points.
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We just a little bit of volume,
whereas the top one is just the markings.
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So this is going to be a lot more evident
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when we actually started with the character,
especially around the face.
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So I just wanted to give you that sort of like
step by step so that you have there as a reference.
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All right.
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So with those out of the way, let's
go ahead and move on to the character.
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So I'm just going to hold control
and N to clear that example.
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And here we have our characters.
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So this is where we left off from the previous lesson.
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The yellow color is the ones that I sort of assigned
this body paint to.
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So I know which ones have already adjusted.
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But it is, you know,
this is exactly the same thing as we did before.
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So I went ahead and did the whole adjustment,
the sketch adjustment throughout the entire character.
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And I'll walk you through everything that I did in
just a second.
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So let me just give you again
the comparison the before and after.
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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
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that I have.
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All right.
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So it looks a lot more detail.
And you know, from this distance of the camera,
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it almost feels like
it is already polished and ready to go.
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But I assure you, it is still very sketchy. Right.
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And I'll show you what I did for every single piece.
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Again, I'm not going to let you hang in there.
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I'm going to give you all the processes and everything.
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It's just that there is a lot of repetitive action.
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So in an effort to sort of like save some time,
I kind of like
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did it this way, but I'm going to cover everything
if I, you know, use a different technique.
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But for the most part, it's just more of the same.
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All right. So let's go back to this guy. And so, yeah,
this is what we had at the beginning.
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And let me just show you the next step.
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So the next step was this
The green color is little things that I added.
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All right.
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So the first thing that you might notice
is that this piece right here
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is different from the previous one, which is this one.
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Okay, So that the main difference is go into solo mode,
this is before and this is after.
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I decided that this section that I did in the previous
lesson wasn't really adding anything to it.
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It was just like a random design.
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So I just got rid of it
by simply undoing the history and clean it up.
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And I also try to make the corners
a little bit sharper.
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But that's just move brush
and you know the undo history basically.
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So that's the only thing.
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Now this section here as well in the center,
let me show you this is before.
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So this is this part here that,
you know, it's pretty much the only area that you see.
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And it's you know, I wasn't sure about like the design.
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So I decided maybe this is an important area
that needs to be covered, kind of like a hard surface
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metallic area with some padding that protects
the sternum or of this guy or something like that.
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So I just went ahead and did that.
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So this is what I did, actually,
I split it into two pieces.
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So this is the original right?
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This is what we had.
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So I just applied at the subdivision level
and I cut it up into three pieces.
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So this is three pieces using the panel loops.
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And then I took the same bits that I created
and then duplicated as a second layer.
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And let me just show you to create this sort of shape.
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Again,
these are all things that I've covered in the past.
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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.
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So let's some as remesh this with symmetry.
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I think I must have done it.
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Yeah.
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So sorry there's rotate it like that so that we can
actually have symmetry bit less than this.
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All right so let's assume that this is the, that
sort of neck or sternum piece with dynamic subdivision.
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And we also had thickness
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something like that, right? So that's what we had.
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So I went ahead and use the polygroups.
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So let's start this off. I use symmetry as well.
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Let's assign a group here.
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So now we have three poly groups,
still a single sided mesh and a strong double off, on.
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Sorry.
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So yeah, we have three different polygons.
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I went to the panel loop section that I covered before,
so in the Edge loops,
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panel loops, and that basically creates that.
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And I obviously changed the thickness,
so it was a bit thicker.
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There we go.
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So that is done and then we can go ahead and Polish
and then maybe Polish by groups or by features
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that is all those sliders are from the deformation
palette anyway, so polish by features
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and also with the move brush,
I just went ahead and, you know, adjusted it as well.
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All right.
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But that's about it, right?
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So we have these dynamic, let's remove thickness.
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We have this portion.
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And if you want to sharpen things so that it looks
more like a hard surface, you can click on clay polish.
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And that definitely sharpens things up.
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And in this case, I think it is working fine.
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And you can also, you know, duplicate and continue.
So this is the second step that I did.
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So I duplicated this, turn off dynamic.
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This time I hit everything
but the top polygroups right?
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So again, these three poly groups
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and I also removed parts of it
just to make it more interesting in terms of design.
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So I went ahead and did all of these
and as well as something at the bottom
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and on the side as well.
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Now you can do it with a bit more care, right?
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If you're doing something simple, delete
hidden, dynamic, thickness, and bring back everything.
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And there we go. So that's roughly what I did.
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So as you can see, it is more of the same.
That's what I was talking about.
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That is a very repetitive
thing, is doing the same action over and over.
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And you can build a lot of complexity
just by duplicating bits and pieces.
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If you want to do more,
you can just duplicate that one, maybe,
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maybe inflate things
just so that they move away a little bit.
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Let's just move it as well with the gizmo like so
and let's go ahead and delete something else.
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Delete hidden.
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And now we have this section.
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So. So yeah, this is very, very simple.
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But when you look at it, it is a very complex object.
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And of course, we haven't even gone to the process
of adding details or, you know, cuts or
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dents or anything like that.
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So that is the whole point, right?
So that's what I did with this one.
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Now, with this one, there's nothing new.
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Actually, I would say with the jacket,
there's nothing new with the vest.
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I went ahead and I did more of the same.
So I use the H.R.
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Giger cutter to essentially
go through the process of marking the these areas.
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But if I zoom in, obviously you see that
this is still pretty sketchy.
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If I need to, I can subdivide these because this one
has subdivision levels and just add more.
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Don't be afraid of if you are at this point,
need more resolution to define things.
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Don't be afraid to do it right.
So this one has 1.1 million.
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This is not going to be the final topology
by any means.
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It's a nice topology, but you know, it has areas
that doesn't really, really work.
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So we're just going to tackle this after.
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But the whole point of this previous step
was to sketch and define.
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So that's what I did, just a bunch of lines,
just manually adding them.
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Nothing fancy here.
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These one, this strap.
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I use the same technique with the topology brush,
so more of the same.
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That was pretty simple.
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Now these ones I did this kind of like a some pockets,
the pockets are done with the with the same brush
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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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