Transcripts
1. Introduction: W. Hi, guys. Do you want to learn how to make fast characters with
a clean workflow. Welcome to the Release
Characters for Game cures. My name is Daniel
Da Costa and I have over 13 years of experience
in the TD world. I currently work as a
TD character artist for Vander Games
at California USA, and I will be your
instructor during the cures. In the third part of the course, we're going to focus
on the hypo process. We're going to
create the complete character from the sphere, and we will scoop
the head, torso, arms, legs, feet, later, and do all the fine detailing. We will have the hypo
ready for the next steps, where we're going to make the T. So if we want to do a
quality and fund project, this is the ideal cures for you. So come with me and let's rock.
2. Meeting The Character: Well, guys, welcome to
our first video here, this eres, this will be the character
that we're going to do. And this is the first
part of the ques. The cures will be
divided in two parts. This first one we're
going to make the hypo. But when I say hypo, have some parts that
we're going to make on the second es, for
example, the hair. Eye lash, the hair
and the fader here. So we'll be done in
the second course because it is done when
we are doing the tissure. So second curse, we're going
to make the red pool g, open DUVs, and
make the tis sure. And this first course, we're going to make this part here that it's the high poly. So we're going to
start from a sphere, and we're going to start
blocking out the body, the head, the face, and then
we're going to refine adding the clothes, and then we're going to
refine part by part. So how you can see it, this is a character more clean, more as, but it's a character that requires a good
technique, for example. So it's something more like assasin scrit,
something like that. It's a good reference too. But I'm talking about anatomy. And we'll be a cool character. So We're going to see all
the parts step by step, how to tiscope the hands, how to detail and the
hands, for example, we have the feet here, the nails, the latter. This part here, we're going
to make on the tissure, in the tissure to apply
the fact of ropes or not. Maybe we can make other aspect, but well, It's a great course. And just to remind you any
question that you have, will be a please help you and
answer you. So let me know. And it guys, let me get started or is and see
you in the next lesson.
3. Starting the skull: Hello, guys. How are you doing? Well, finally, we're going
to start semi realistic. It's realistic, but
it's semialistic. It's kind of similar with
Dale and Gata four game. So we can call it of realistic, but into the realistic world, we have different subjects. But we're going to try to make
something on this visual. And we're going to pace. We're going to use as a
reference these guys here. This character was done this version from
Rafael Rossetti. I think it was done two
than eight. Yeah, yeah. It's 200 weight. Yeah. Well, let me
see, the number 2008. Yeah. Whoa, my God
did a long time. And we're going to try
to make a red sign. And here we're going
to go to this anatomy. This guy here is from ***. So this is exactly anatomy. So this guy here. As
this anatomy here. So we're going to try to
make something like that. It's not a likeness, but we're going to use
it as a reference, and we're going to
start trying to block. So the secret for this
character will be this feeling. It's a tall guy. But the anatomy here is tm extremly important. But it's not tremly
realistic anatomy. It's a mix set with a semi realistic little bit of stylized and realistic anatomy. So we're going to try to bring this feeling
out this feeling. It's realistic, but in the
same time, it's not realistic. So this feeling is extremally awesome
and very hard to get. But, well, I'm
here to teach you, and I love love this challenge. So let's go. Let's to
challenge our self. Let's to challenge ourself,
yeah. And let's go. So here, I brush. Let me go to initialize
the rush pros. I like to click on initialize the brush to
increase the Comvas here. And I'm going to reduce
the gradient map. Range Set 20. The first thing, what we're going to
do is let me see, bring Sphere pres Let me
select the urine material. We can use Yeah, can be disciing all
these meta caps here. I have download that from
Internet from Zbrush Central. And let me active
the perspective. It's not the cared perspective. Let active the
symmetry, preference, quick save, delete
the quick save. Okay. Let me set a different color here
can be more this way. Yeah. So let's go. Let me use this spot this spot. Yeah. Let me make just
a very fast base. Tm active make polymat
base ma the heat. Um acti dynamis here. I'm going to use a low
resolution to dynam. How I say you, I
don't like to work with realist with
a high resolution. So here I'm going to try to find the egg shape to the head, similar with egg shape
and a helmet too. So something like that, and here the jaw line. So let me see here, the jaw line and
the helmet shape. I school shape to,
it's mark to mark. It. Let me see. We are working with
more African style, so we're going to try to bring this ethnic
and this feeling. So we have the month,
more concave convex. I think it's concave or concave. Let me use the hy policy
here. I'm just blocking. Let me create this
strong landmark to the jaw. Let me see here. I can use the hypolsy
here too of this part. That's okay and here I
have this protuberance. I'm going to make more stylize
this guy. So I have this This filling here.
Let me search here. Let me on Internet here. And basically, we have the cranial and the difference
between the ethins. African Asean and uropal. So basically the male African, we have the distance here, it's not to score here. It's more on this way. So let me bring
here. That's okay. Let me like this guy here. Smart to get this feeling only. We have this shape here. More or less, it is not a role. It's not a specific role. Here we have the
iot perspective, of co, and this goma
here more or less. So Let me just mark
it a little bit. Just grade this little
landmark. L et me see here. Yeah, try to bring this way. Yeah. Let me bring
the zygomatic here. Let me cut to dial directional direction
and diagonal here, more or less, and here we
have the temporalis region. So how you can say just
marking to c this effect. And basically we
have this shape. So let me see here, this part. Let me check. I'm going
to school effect because, shape because it's easy
to adapt that then. In my opinion, of, then we can change
the elements here. Let me select the frontal the frontal bone
here, frontal sku. Sorry. Let me select. I like to create the
things from cranium. Extremely awesome
and very helpful. Of course, it's
just the beginning. I think that this part
here we could bring more up up this w. Yeah. And this part here
too, the Zigmat, region landmarks, this
part of the jaw line. So it's just to mark very fast. Let me try to bring
this part here. The nose. This part
here of the head, I think it's let me check
here this part to the aisles. It's a little restrained yet, but don't worry, it's
normal, the first moment. Have all this region
more in front. It's not to make. Of course, it's cool, but we are just playing
a little bit more. Let me pass this port here. So let me check. Yeah, can we let me cross
the resolution. Let me mark. Let me see here. The zygomatic landmark here. Remember it's just to mark. Then we're going to
refine it. Here the nos. Let me see here. The teeth think this region it's more wide it's different. Nodes here too. So
let me see here. This part two. Let me use
the high polish here. It's I need more wide
information here. Let me check. It's better. Let me add this
landmark here too. And remove these guys
here. That's okay. This part of the month. They de mash. This
first landmark. Let me check here y. I'm just playing a
little bit with that. To create this first structure, very simple and easy. It's just a landmark. Let me check here. This part. Let me mark this region
here. Same thing here. And we could make a
lot of things here, but it's not the objective. It's just to mark and
get this overall shape, then we're going to
fill all these things. Let me see here. Yeah,
I think that's okay. Let me make different,
something like that. I don't know this
structure here. It's not good for
me. Happy with that. Let me try to mark this
region here, yeah. Try to increase this part here, yeah. Now it's better. So that's okay, guys, in my opinion, that's
okay this part. Let me see here. Just
create this landmark here. The t landmarks to
play a little bit. D. That's okay. Let me fix this part here too. This region more or less. Let me see. Yeah. That's okay. It's not perfectly,
but it's to get this over idea.
That worked well. Try to create this landmark
here. I think that's good. A That's okay. This part time following
the school reference yet. We could use this clay polish if we want to bring
this feeling. But that's okay for now, it's just this first
blocking blockage. I think we can have
this part this way and here maybe out. Yeah. This part here of the Zgomaic. Mark your too. Yeah. The sky here,
something like that. Let me use the hy polys here. That's okay. Just to mark it. Let see here. L
et me check here. Yeah, can be. That's cool. This is the first
part, very ugly, but it's not to get a likeness. So now from this point,
we can continue. Let me just bring
this part here, this volume. Now it's better. This simple shape. Let me s that and
concept two brush. And let me set her name, or can be one. Warrior, the line
01. That's cool. In the next video, we're going to continue where we're going to start blocking the other
parts of the structure. And we're going to use
this simple base mesh to create the at structure. It's an inch process. Let me select this guy here, for example, line,
this part Yeah. It's going well, the side it. Yes. That's cool. This is structure is good. Let me I think we can make
something more this is Ms angle and the nose part
here can be more large. Yeah. M D. Yeah, I think it's better. Yes, let me check
from this angle. This structure here. Let's go. See this angle here. Yeah. That's okay. So how you can see the s
it's done, this first part. It's a initial process. Let me set here. Let me work with skin. Can be here. Because we
have the low polygons, we have this resolution, but don't worry about that. It's just first step. Let's go. Let's continue
in the next video.
4. Blocking the Head: So continuing here, guys, you're going to make
something more generic. It's kind of the head. It's not necessary
to be a likeness. So just let me check
this face here. It's good. So well, and here, remember, we are
just blocking the first part. So it's not necessary, we got the correct shape and
correct elements. But here what are going to
do is try to bring the neck. And invert the mask. I need to inflate it
a little bit more. It's not inflate, it's the thickness need
to be more intense. And here, basically
what I'm going to do is try to bring the neck. Yeah, to the neck. Let
me update the mash. Or for this part, I can
create a poly group, but I can do it then. The neck, it's more
diagonal this way, for example, that's okay. Let me see or ize on this way. And remember that guys a
little more strong gu, so we need to try to
bring this feeling. We will need to try to
bring this feeling. But of course, it's very early. This first parts
necessarily have to make very very
commonly the things. Let me check here, the pectoralis, more or less
this sion to the pectoralis. Basically something like that. L et me check here. The muscles here, the tropas. So let me check. This is the base early. First blockage. Then
we can reorganize it. It's the first blockage. Remember that. And what
are I going to do now, it's a M subdivisions,
dynam resolution. Because I let me move a
little bit and apply. Because I want to
start strike to bring the, the regions here. I can add here to
simulate the os. Act transparence,
turn on transparence. Let me turn of symmetry
to more or less here. Use the Mwalt, Tiv symmetry, aga That's okay. More or less on this way. Yeah. Let me check
here yeah and be here. Let me try to
organize some things. For example, here, I
have the zygomatic, and here I have the muscles of the master to create the jaw. Here I'm going to try to add
try to add more elements, more muscles here to
create this shape. Let's go and let me update the mesh. Here
we have the lips. Let me try to correct
the lips from this part, here we have a rb Colo Coli. It's more or less on
this way, for example. Let me see. And here the nose. We need to fill this
part to the mash. I can use the clay to fill the spar and remove this shape. Let me try to fix the spart. Let me see here in
this direction, and here I can remove and try to find the
correct shape here. Yes, the ss part a little more
strange, but don't worry. Here, also, I can try
to add the elements. The b cool cool here too. I'm going to try to
the correct elements. Here I have the
temporalis. Mosco I can add. So the first part, it's very strange, so
don't worry about that. Here I have the
nose on this way. Let me try to organize
that, something like that. Yeah. Let me try to bring a little
bit more of the shapes here. This first moment,
it's very normal. Let me add a little of
volume here to create the aisle lit, something like that. Have this shape. It's very narrow at. Strange, but don't worry. And here, we have the zygomatic
and this part here too, it's a little more clean. This part. Let me
update the mesh. Same thing here. The tin. Let me try to make
this connection. We need to bring the We need to bring the ear yet.
But don't worry here. We are just blocking. I'm just blocking the parts just to get the correct shape. I'm going to add more
volume to the mouth. Let me see. Yeah,
something like that. The jaw line on this
way here, maybe. Something like that. Let me
try to mark this part here. Yeah, that's okay. Maybe the, this part I can
move up a little bit more. This part here,
remember the cranium, mark to this way, and
here I need to try to bring to out this part. So let me see here. This region may be
too big to inflated. Let press control
they're going to return. This shape here maybe. Let me check. I think
on this way here. Then we're going to reorganize
it, so don't worry. How this part of
this region here? Let me turn on the
back face mask. P d mash here. Let me see. So let me
try to fill this part. Let me check P mesh. Let me see here.
That's okay for now. The nose here it's a strange. Let me try to mark it. To mark this sport. So let me see here. Yeah. Of the sport here. Let me create the wings here. So date the mesh again. Here I'm going to try
to create the landmark. Let me check here. So we need to
organize this part. The first moment,
it's very ugly, it's normal have all this
shape, not wrong shape. It's strange, but don't worry. We're going to fix it and we're going to get
a good result. That's okay for now.
Let me see here. I'm just blocking
yet. Remember that. It's just a block edge. Let me see here. Try
to bring this shape. Yeah, it's very strange
yet, but no problem. Let me try to organize
this part first. And let me move. Let me up this part here. I created this this shape. So that's okay here and I need to change the structure here. So let me see. Maybe here more in front. So yeah, this first part
strange, but that's okay. No problem. It's okay. Let me see other reference. Let me try to bring the nose
more close to the mouth. Yeah. And out this part here we need, try to to cut this part here
more or less in diagonal. Let me bring a little bit the jaw line, the
zygomatic line. Here have the
ailes, that's okay. Let me move a little
bit, out of the spart. Let me check here to this part. Just to organize a bit the planes of the head,
it's a little better. Here more or less
to, let me move. Let me date a little
bit more here. The nose. Again, this nose seems a little strange,
but no problem. Remember, it's just
the first blockage, it's a lot of strange. Then we need to try to find
the correct shape to it. L et me check here. The the mesh. This part here, it's a little strange
yet, but that's okay. How strange. Let me
try to find the move. Let me check here. Yeah. Make this landmark and try to bring the landmarks
of the lips here. So let me see here. P the mash again. This is the inferior lips. And here have the superior lips. Let me check. Let me see. Let me use the hypolgy
on this part here. Here we're going to
add volume and here we're going to remove
a little of volume. Let me see here. P the mesh. Remove a bit to
this part here too. Add two volumes here
today, the mesh. Let me use the hyp polish
here today the mash again. So the lips are too
big, but no problem. Something like that. Yeah. Let me here the hypolsh again. Here we have this
landmark of the bone. Let me check. That's okay. L et me see this part here. Yeah, that's okay for now, but of course, we need
to fix this elements. But that's okay for now. Let me see here, the io region. Let me see here, try to find something
that makes sens, very very early Nitch process. Let me check here this
part. That's okay. Remember, it's the
first moment here. This traditional cuorlo, the process it slowly
and different. Let me update this
mesh here too. The nos wings, it's
more on this way here. Same thing on this part here. L et me see example
here more this way. Yeah, it can be. Something like that. Let me
try to bring the year here. Let me check. Let me see here. Rotate that. The first moment, how I say you, it's more to block the things and try to find the element. So it's not easy. It's not. Beautiful. It's very ugly in this first moment,
but don't worry. So let me make different
this structure here. And this part here. Yeah. So the challenge
now it transform it into something useful. It's not beautiful, but
something that seems good. So let me bring this part here. Yeah it's a little
better. Let me move. So this is true to it's a
little strange, but no problem. Let me try to bring
more volume here. Date mesh. Let me to
fill this part here too. So let me check. So Let me update the mesh again and try to organize
the things here. So have the mouth here too. Let me mark a bit more, and here I'm going to mark
the birds of the lips. Yes, it's not good yet it's
a intense and strange. But it's okay for now. Let me try to fix the ports. Let me use the
hypols just to mark the polish port and
same thing here. With this part the region. Let me check here. Let me try to mark here too. Let me see. This part, it's
very strange yet. But that's okay.
5. Continuing blocking the Head: Let me check here. I'm going to try to
add a little bit more zigomtic on this region. Let me see this part. Yeah, I think I need to fix some other parts to
organize better it. Let me create this landmark
here. Of the year. No, no make sense now. It's a little messed
and too strange, but it's the first shape. Let me check here. No, I'm going to keep
off this landmark. Yeah. Very strange
yet, but we works. We'll be good. Let me use the hypolsh to polish
this part a little bit. These lips are like cosmic f. I don't know, some
B has pit him. How this struct can change here. Let me play now of the shapes. Let me cut this part here too. The lips can be. Let me move this part and try to
create a better formation here. Yeah. This connection here too. So let me play with that. Let me see. Let me use the
hylysy here and here too. This line here too. Let me check to this
direction. It's better. So how I say you I'm trying
to find the elements. Yeah. S. But I think that with
this exazur ate part here, it's good to I don't know. I like that this shape. Let me see. Because we have this landmark.
I don't know if it's. For me, I think it works well. Let me continue from
this part here. Yeah. Let me check it. This first part here. I'm going to try to
bring more elements here to pull it a little bit. Try to bring this viso. Let me see here. Yeah,
it's a little better. Here, let me remove a little bit of element
to create this variation. That's good too, and the secret will be the
Ailes information here. If we make it correctly, you're going to have a good
idea about the element. I need to make it to
organize these parts. So let me check here. Try to create the elite. Maybe I need to extract that. So let me see here and
add the more volume here. That's here the same thing. The c of the mouth. That's k. Let me try
to bring it here. The lips. Let me try to remove
this part a little bit. Try to pass this back part. Let me try to this part here. Let me check. Yeah, it's a
little difficult to detach. Let me move back. Sport. I
can remove here a little bit. To simulate the lips
here too. L et me see. Here the same thing.
Here have the donuts. Check here more or less. To strong, but that's okay. Yeah. That's okay. This first overall
shape. Let me see here. Use the hypols here again. I'm trying to fix it. And here, let me
remove a little bit of this landmarks too strong. So yeah, it's better,
a little bit better. Let me try to move up a little
bit this part here too. The Zigomt region,
more or less here. The here, Let me see here this part they're
going to bring out, move out a little bit. Joe line two too much. Let me see yeah. F control. This way can be. From this angle,
it's going well. Of course, we need fix the nose and all the
stuffs, for example. Let me just try to organize the nose a little
bit, these landmarks. So let me make a mask
and try to organize that let me see here. Yeah, it's a little better. Then we're going to
refine it so don't. And here I need make
this whole too. I am trying to fix
that to normal. But here it's doing things. But, well, that's okay. Let me try to fix that. Let me flate this
part a little bit. Let me remove this part
a little bit here too. A better. Let me fl again, how I say you to organize then. So let me see, work with reference, so
this adaptation on fast. In this situation, here we
have this protuberance. It's different, for
example, the nodes. We have something
like that. This way. This structure,
something like that. But I'm going to make different. I'm going to make something
more more like that. Check from this angle. It's going wow. Let me see. Here it's kro sphere. And then we need to work
better on the nose. But it's going well. We
need to fix this part yet. Always work with reference,
this structure here. Lips on this way.
This direction. The jaw line, you have
this structure here. Se as that on this way. Let me check here, something like
that. Let me check. Yeah. And here we need to
try to fit this transction. It's a little better. Let me see the jaw line here. I can use the high polish
to Here the same thing. Here to. The, it's going
out, this part two. But maybe the I'm a little
confused here with the part. This part, maybe we need
more volume proportion, but I need to take care
about the front angle. We need to take care about that. It's not so good, or maybe it's more
on this angle here. Maybe let me check. Yeah, something like
that. It's better. Let me try to find
this structure here. Here we have the
sternocleidomastoid. This direction. I'm just marking to to have my own g line. That's cool. Here we have sigomatic more
or less on this region too, and here ends this part
of the the io region. I'm trying to put more
inner this region. So let me see, It's good. It's better. Let me use the hypolsy here too. Check here. So let me see. Yeah, I have all
this structure here. Let me see here, all this
structure. That's okay. Of course, we need to
fix some parts yet. I'm trying to fix it and
organize it a little bit. Let me see here. That's good. Maybe this This region
here too more in front. Let me keep on this way
and the IO information, it's trembling parts,
so we need to fix that. Let me see here. More diagonal. Then when we fix
this part of the O will be more easy to
identify the other parts. For now, it's a complicated,
that it's normal. Let me try to bring
volume here a bit. So, that's okay. Let me date the mesh, and same thing with
this part here. But maybe here. Let me move a little bit, and I need make the
fiens different. For example, I need may make
the fins here, for example. The fi the region. The landmark here. So here more or less. Let me remove this part here. That's okay. So how you can
see this initial process, its verb seems a little
complicated, but it's normal. So let me remove here
too a little bit. And let me fix the parts. Let me see from the
side, that's okay, p mesh. And that's better. So let me see here. That's k and here we need
t to bring the volume to. For example here. Yeah. Can try to create a little more. The better thickness
to this part here too. It's a little better. For example, let me
bring the aisle here in this part needs to
be in of this one, so I need invert it. Let me use the control. And let me hold control here, the mask lasso here and
I can make this mask here and try to bring this part more move this part or move this
this region here in front. Yeah, that's okay. Let me update, not
necessary to update for now. It's going well. Let me see this part here, have all this The nos here that we can start playing
with this region here. Let me update here a little bit. But they not smooth
a little bit. I can use the hypolgy, also. And start creating this nos. Here it's too strong. Let me mark a little bit more. Let me see here,
creating this variation. And that's for now. Yeah, it's not perfectly, but it's on initial point. Let me use the inflate here, this part to mark
a little better, and mark the nos here too, this part and that's cool. Let me use the hypolosy here too to mark this region,
region here too. It's better Let me see here. Yes, it's better decomposition. My opinion, of course. So let me check. So how you can still have
this new expression, new feeling, it's better. So it's externally important. We always work
with these shapes. Let me just bring here the same thing and use the
policy to mark the elements. So let me see here. That's okay. Then we need to fix
better this part. So that's okay. Yeah, it's going well. Let me use the hypols here to tomorrow tops
the year here too. So this part here, this transition to, let me pols. Try to move back. And this part will be better. On this way. Yeah. Just
changing the shape. So like that, can be. Let me check. Yeah,
can be on this way. Yeah. That's cool. So let me save that. Of course, and the next video, we're going to
continue with guys.
6. Finding The Shapes: And while guys continuing here, we need to remember why I'm not adding more
resolution Because we need to remind that we're going to have
the complete body. And here, for example,
the complete body. Me, Daniel, I don't
like to work with a lot of resolution in the first
moment for the full body. For example, I like to work more with low resolution and going
to blocking part by part. But well, I'm going to
try to improve the head, basically try to
finish the head, the overall blocking and have a good sideway correctly shapes. Then I'm going to start
blocking the body. And here, how you can see, we have this different
face, for example, here it's more
like I don't know, it's different and
here we have more like African or more like black. And here it's more like
an Indian Indian knot. It's more like, yeah, Indian. Something like that. Nobles, it's different. The positions, for example, have more this way here,
something like that. This protuberance
here, it's different. It's very easy to
change these things, but I'm going to keep something
like that. I like it. Well, I'm going to try
to solve the io region. In my opinion, if we
solve this region, all this region here, basically the other part to make the other
parts of the model, it's very very easy. So how you can see
this type destin. For this IO zero, have a fin. This part is more
finen together here. So I'm going to try
to bring this idea. Of course, we could make
work of zero measure, but for this moment, I don't want to make it. I want to work
different for now. It's not work different. Basically what I going to do it's block first
out the structure, and then I going to
use this z mask to refine and finish the over idea. But it's not time
to do that now. So let me move the mask. Let me see here. Let me reset the pivot and to
move. Something like that. But let me check this sport. Let me see here. I don't know. Something like let me move this part a little
bit and now try to now try to move this region. And to this way here. Of course, we can, for example, add the other
way to work on that. But let me test. I think the aisles are
a little too big too. Let me try to fix it. It's just a test. Let me see here this part. Basically, It's
something like that. Let me try to reduce this part
and here we have this gap. The end of the eye it's
more or less here. Let me try to fix that. This part here too, add the volume
here and I need to fix that. So it's normal. So now it's a destructor.
It's a little better. Of course, we need
to rework on that. We could work different, may make these parts separated. I don't know, it's an option. And let me see here. Because I have a low information
yet, low resolution, so it's a little more
difficult to add things, but well, let me move this guy. Let me rotate that nine degree. Try to set it or less. Let me move from this way. So this process, how I
say you I spend more time in this region because
it's necessary. In my opinion, of
course. Let me see. Let me try to work of the mask so and work
on the eyelashes here. Move back. So I'll this
part spend more time. L et me check here
mark on this way. Let me vert here and
make the same thing. Let me check, try to
create this this landmark here. L et me see. I can be have
created poly group. This part here now
make two sense, let me remove to
have this gap here. Let me check the formation. We have this landmark here. Basically here we
have a volume two. Et me see. Yeah. Let me try to fix this part here, the side of the aisle. Something like that,
maybe and here the thing. Organize L et me check
low resolution yet, so don't worry about that. Let me use the hy policy here. Probably I want to add more resolution to
make this structure. Let me see here. Here I have it's this
volume together here. Let me create that. Have this structure a
little more interesting. So let me check, create this part here. And the landmark the
same thing here. The structure, but take care
about that, not too strong. Just to mark the things. L et me check very calmly, Let me organize the
the month here too. This way. Let me use the hypols again and
again and again. Let me check here. E the hypolsh. I want to
this part very clean. For example, on this way. Same thing on this
part very clean. So let him put I I
will add is Mile, but I will not to do that. I'm going to make
something more more Angry. The lips here and here. Let me check this part. Let me use them standard, hold out and create
this structure here. Let me check. Yeah, I can be Let me separate a little
bit this part here. It's a little more
difficult, but that's okay. Let me try to
organize on this way. Yeah, Let me invert this port. I'm just organizing this way because then to make the
repology will be better. That's okay. These eyes here in my opinion,
is not so good. Let me break a bit, maybe something like that, but I can divide it then. The nose here landmark
at bit on this way here. It's a allow information to make the strong landmarks,
but that's okay. Let me bring this volume here. Let me test. Let me try to bring
this landmark more strong here to create
this variation. Let me see the
nose it too large. Let me change a
little bit this part. Better. It's okay. Let me see the protuberance. Yeah, can be on this way. Zygomatic and this
part more in front. We basically have all
this part more in front. Et me see this part here. Yeah. Let me make different
make the month to create a specific character here. I can bring this part of the month back and keep
this leap in front, for example. Have
different aspect. So let me see here. Let me cut here this igomatic
idea to mark more strong, to have this strong landmark, Let me maketh here, this part. Create this aspect
here too. Let me see. Mark these elements to
create this aspect. Maybe if I want to
make something angry, I can cut here this part, but I going to make different. Let me see. Let me see this guy. I think we could make
this division here. Maybe we'll be
better. Let me see. Yes, and let me try
to organize the line. It's not the line, but the
information here of the nose. So let me see this part more in front of this part in front. Here maybe more volume
to Let me check. So let me see, yes it's better. Let me set this region
mark this way and here. So it's better. It's better. Part we need to fix yet. Let me create this landmark. Let me check this part
here, this volume. Let me increase a little
bit of the resolution. Too much. L et me set
more or less on the here. Then we can reduce that. I think it's too strong now. Let me press con contro Z, and I think this is
structure here it's okay. Just create these
shapes here to check. Yeah. That's okay. Press control. Et mark it here, something like that. Let me see. This volume here,
this structure here. It's a little better. And I am trying to create
something that makes sense. Yes, a little better. Add to volumes here on
this part of the head. This part it's more flat. So let me see
something like that. It's better. Let me create a volume here
to have this MDs curved, a little bit curved. Let me see here. Changing the aspect
of the cranium. Be on this way. Then we're going to
fix this part again to Let me see here. Need reference from back part, but that's okay for now. Let me move here and create
this division of the neck. Here basically have the clavic then we're going to
work on this part. Et me structure this region. It's going well. Let me
mark a little bit D line. Yeah. Let me add this lio
volume to organize better. This connection. I think we
can create the year now. Let me organize this party here, fix this party here. Just to create the transition more interesting to
the digital line. Let me see. Then we need to fix the neck. Let me see. He is a more strong guy. Maybe then I get it too. It's a little different. I don't know. Maybe this part. We need more volume, like that. Maybe this part here to fin. Yeah, I think something
like that, it's better. Make more sense. This way here. And mark a little bit this part. Let's go. And we're going to continue
refining this region. I think we need more
information here on this part. And it's just it in my opinion. We need more resolution. But the overall structure, it's okay for me in my opinion. We just need to fix
the other elements. Let me add more volume on this zero part
here a little bit. The donut effect. Yeah, it's better, detail. How you can see have
this expression, most. Let me add more volume here. This part and smooth again. Change the light direction. That's good, the
overall structure. Let me use the dum standard
just to mark the contrast. Let me check here. Yeah. So let me bring
this way the mesh, de created this
aspect of the skin. And here same thing. Let me remove volume
here and add again. So let me check. Yes. And here, let me try to find
something that makes sense. Let me use dumb standard again. To mark that. Let me see here. Let me. Yeah, something like that, it's okay for now. Here we have these
little volumes. That's okay. I don't know yet. Struct I need to fix
and think about that, but this part here
I'm enjoying it. It's a mix about
a lot of things. Let me create this landmark
Mt here to the tan. L et me see,
something like that. It's okay. The lip. I can mark here or
here on this way, for example, Ma more
on this part here. Yeah, maybe it's
better. Let me check. Leap information. It's a little out. So let me see. This part. This way here this landmark.
Let me check. Yeah, something like that. Can be more strong
lips like a black guy. And these volumes
here now make two s. Let me organize ale bit. Let me move to see on this way. And let the mark
again a little bit. This part and
something like that. It's coming from this part here, and we can break it So
that's okay for now, we can then organize it. Calls now have aww information, Law resolution, so now
it's not the idea. And the lips too
strong to to big. Let me re here. But I confess to you
that I have enjoyed it. So let me see here. How I can do that, maybe on this way and here
and reduce this volume, but I going to break
the main idea that I want L et me see here. Yeah, I think I'm going to
work with something like that. Let me check here. Something like that. Then I'm
going to organize it again. Let me fill this part here. Yeah. And here. Let me use the dumb standard to break this part a little bit. And this part a bit too
That's okay. It's a mix. This first part,
it's going well. I bring this landmark here
of the lip a little bit. This landmarks, the nose here. This part, it's very
strong, going well. The nose here maybe
more volumes. More strong here. That's good. We need to fix this part
of the year basically to get the final version of the destructure
of the character, so we're going to make
it in the next video. Let me select. So how you
can see have this aspect. It's going well. L et
me set white color. Is going well, the O M
scheme six, good to five. When we use this sad miss a lot of cavity,
but no problem. Let me change the
light again here. L et me add the Wax review. I like to work with Wax preview. Render properties, and
active Dax preview and use more or less 15. Yeah, I can be. I can choice a color more
or less this way. So, let me check the sche again. And it's going well. The
simple structure yet. Remember, it's just
simple structure. Very cool. We need to organize the ear to have the
correct blockage. Just let me organize this
part here of the nose. Maybe remove this
region here. Yeah. Maybe we'll be better for me, read the model here. Yeah, it's not good yet. Yes. Now it's more clean. It's a simple thing, but I can read better the model here. Yes. The overall structure,
how you can see. From this point, we're going to continue organizing
the elements. So this part here, it's a little retrange yet. This part seems that it's a little retran I don't know about this
transition. It's better. Yeah, I think
something like that. I don't know the know it's
It's too strange yet, but well, then we're
going to fix that. Let me check from this angle. We can move back a little bit. Yeah, this part,
it's very intense, but that's okay for now. This structure. L
et me check here. Yeah, for now, it's going well. And the next video,
we're going to continue.
7. Adding Accessories: Well, guys, basically, here we're going to
continue the character. What are going to do now,
let me use here it's solo. Let me apply a new
hoy git. Let's go. What I'm going to do work on the on the ears. Let's do that. What are going to
try to do here. It select the region. This region here maybe
or something like that. Yeah. In front. Let me remove this part here and here too. Let me see here. Yeah. Let me da increase
a little bit the mask, create a poly group, that's cop. What are I'm going to
do now, it's duplicate the head and create a copy, so now I can isolate the
years and hidden close holes. I have this base mash to store and here I can
make the same thing, but inverse it and
delete Did close holes. Now I can move a bit the port. And fix this region
here, for example. Let me see on this
part here too, this side without the ear. Let me check here. Let me try to find a
better fit here to fit better with the
other That's okay. I think that this part here I need to remove a
little bit too or just use the move move brush. Here I have more curve because
the Zygo mat and he inner. Yeah. T we'll be better. Let me organize this
part. D match to. And for this, this character, are going to make
the More smell. Let me see. Something like
that can be this way. Let me find the shape here. Let me check this part here. Something like that can be I prefer work on this way because it's
more clean and fast. My opinion, of course,
so it's better. Let me move a little bit to the sport or move
this guy to this way. Yeah, I can be. Let
me update the mesh. Other thing that
I was looking to reference and I
have this guy here. This part, I like it. I'm going to try to
reproduce maybe here. I'm going to try to
remove a little bit this part, bring volume here. And here I'm going to remove a little bit this
part here and here, I'm going to bring volume. To create the noise and this
variation. That's very cool. I can reduce a little
bit more this part, but this transition need
to be very very clean. So let me try to check that I can use the high
polish for the first moment, then I can increase
this transition. Let me just check
that we can so. C so, I can use the
hypolsy here too. Let me create this variation. Let me see here. M to this
way here. Let me check. Yeah, something like that. I can so a little bit more and here bring
more volume too. L et me and create
this variation here. So let me check this part. Maybe here. Let me check to break
this this flat part. But of course, need to make ss. I don't know about that. Let me bring more here maybe. And try to remove a
little bit of this part. This part, come here to create
this different nos here. Let me see more here. And so I'm playing
with the shapes now. Let me check here. Yeah, it's better. I have
more Seems that I have this more nat and this nos
here is very good for me. This protuberance. This little bamp here. I can make the same thing here. I think I can
reduce a little bit the sigomt to this part here and I can smooth a
little bit of sport to. Same thing here, I can
smooth a little bit, and create this variation here. Let me check. Let
me see here too. H Let me see, this little. It's clean up. Let me bring a little of the Zigo
matic here. Landmark. Can you use the hypolsy here. I create this aspect. Clean. Yeah, I
think it's better. Of, I need to destruct it a bit. Let me see here. Same thing here. Add
the more volume. Et see the frontal.
It's going well. We have this little
variation here and we can play a
little bit with that. Let me use the standard to
create these landmarks here. I can create the wrinkles
ale bit of wrinkles here. Going here more or
less. Let me see. And move a little bit. Same thing on this region here. I can mark a bit more strong, but then I can smooth that. Move a b and try to define
a bit better this part. This transition here.
Yeah, it's better. I think for now is it for
the heat. It's not easy. It's kind of it's done, but it's more like we have
a good good nos here. Let me bring this volume here. Yeah. So let me create
this variation here. So let me see here. And we can play a little
bit of that, just playing, enjoying the process, to
create some variations here. It's it to understand that. Let me move a little
bit more and more no ends Dam standard to mark
here a little better. This part of the
sternocledomsoid Musco. Here this landmark to Let's see. Of course, take care to not make a lot of nos and bring
a strange shape. We need to take care
about that, too. So here we're going to return. Yeah. That's okay. That's cool. For the face, I need more resolution
to finish the scuptor. Let me see about the
eyebrows. I don't know. Maybe I'm going to
make it only on the process may or
without eyebrows, pint that. I don't know yet. So t extract that Sept. When I have this part of the
socket here, very large. I like to make small io
brows because in my opinion, this fit better make
more sense to the model. Oops. Let me return here. Use the X symmetry. And let me move it
or less this way. U, and try to create this this noise effect. My lit the side. The hidden Mr out. That's okay. I think that's okay. I
move up a little bit. No can be on this way. Dyna maybe. Let me check here dam standard. Let me see here. Oops. Just to represent that it's
not correct I wrote here. It's just to represent that. Let me add black color. Ob, RGB, Let me see here, the standard without RGB, Standard brush, RGB, object. Yeah. Maybe to black, let me set more or
less on this way, maybe colorful object. Yeah. To block hot. Something like that.
Maybe it's better. Yes, it's a little better. I have this different aspect and remember, it's
not a likeness. We have this one here.
It's so cool too. I think I can add
this element here, maybe. I don't know. Let me depend on rink. And try to bring to the
nose or to the lips. Let me scale that. Let me see here,
something like that, or not, it's different
we have this this way. Let me check here. I think that I'm going to
make some Let me use the in deformation inflate,
something like that. Here, for example, I co
remove this this part. And it seems that we have
this other part here. It's very very crazy. Let me check that No, I don't know yet the best way. I'm just testing. I have
something like that here too and let me scale different
scale different not. Let make different scales,
something like that. Maybe we'll be better
or just to decide. Let me test or the lip. Let me check that. Now it's time to play a
little bit of the things. We can test. No. I think that I going
to keep to the nose, but I going to make morphine. This process here.
Something like that. I don't know yet. No a hap of this this vise, maybe Let me test. Maybe I'm going to
make different. Let me append something
different. I don't know. I'm not a hap of this this vis, but let me think about it. Let me append this fear. And I going to create
this shape here. Can be Let me remove
that and make this way. That's okay. Let me go to
adaptive skin, DCD one, o to dna pew, DCD two, maybe L et
me check or D one. One, it's enough, make polymaD. I can turn off this guy. Return here symmetry and it's
not necessarily symmetry. It's just I can just
remove the lips. Using the modular. And I can make
something like that. If the previews
move, that's okay. Bring this deep here. Yeah. Let me increase
this dynamic division 23. Yes, can be. What
I'm going to do now, it's append that to the CN. That's okay and now I'm
going to move here. Let me scale that and
tried to fit it here. Let me see the lip here. Something like that. M R, press. Yes, maybe it will works. I'm going to add more or
less on this part of the lip because if you put your
finger into your mouth, you can see that it's possible
to make these things. So It's very scared and
in my opinion, y Bad. Well, I don't know why they
do that, but that's okay. Let me make something like
that. More or less here. I don't know if we'll
be good or not, but for now it's okay. Let him select this part. This part, let him
move up a little bit. Yeah. We just set it here. No, I prefer on center. Let me scale to test. Maybe it's better or not. Yeah, I think it's better. Make mores. Something like that. Not on this way here. Let me change the thickness
yet, inflating negative. This way, I can be here. Yeah, that's okay for now. Then we can change it, so this is the cop. Let me a pend other thing here that it's cylinder to simulate the teeth is with the
mouth a little bit up. Let me just try
to set it more or less here. And here. Let me check transparence. Rotate here. Let me duplicate that. This will be the inferior teeth. This will be superior teeth. Something like that. Just to represent something. Let me check if it works or not. That's okay. So let me
move more or less here. Or just this on here. No. Yeah, I can be on this way. Let me select a different, maybe a different scans to it. Yeah, I can use the RGB M
RGB object to dip object. This guys here the same
thing object and few object. So let me see. I'm return to this MCA six. Better. Let me check here and try to figure out this part and select to
hear this part here. Let me see. No. I got
to keep on this way. L et me fix this
region here. Yeah. So that's cool, how you can
still have this visual. Well, I think is it, try to mar a bit this
part here of the neck. I think that we need more
contrast on these parts, but don't really
going to get it then. So let me just move a
little bit this part here. Thing, just creating
some or not, Let me check, but I have
this this contrast here, so for me, it's good. Let me see. That's okay. So is it? And I confess you that
I don't know if I wanted the black color, Let me set the white color. Let me set black color. Object. Few object. I don't know sees that make more sense with this contrast. I don't know, then we can
play a little bit with that. Let me reduce the
fickness of the ring. Set disposition. Not test. Yeah. Then we can remove it. It's just test. Same thing with these guys. D used the inflate. Let me select these parts
and apply the inflate. W. I think it's better. So let me move this region. Or just make a mask
and flat it too. Think now it's
better. And, is it?
8. Sculpting The Ear: Let's start doing the year. That's good. Let me create this
volume here to the year. The first part it
make the whole here. Yeah, we need to fix that. Well, we're going
to start with that. Let mark the hook fish
shape that it's this one. Here. This is the hook fish. Here we have more
volume usually. Let me see. Then we can fit this part here. And here I need
reduce this part, here we have the y letter, and this part here is we have more volume, this part here. Here I need to remove a
little of volume to the mash, et mark that this part part here to and here, let me try to bring this shape and then I'm
going to try to fix it. Usually we have this
this shape here. This part it's not inflated, but it's more large and ally we have this connection here. Something like that. Fast, bring out this region, this region here too,
this this shape. Let me see here. Can
use the hypos here. More or less, it's not a rule. Here I can mark this letter. It's, something like that. Let me mark here yes. Now we need to start
organizing this this part. It's very early process. We need to organize
a lot of the part. Let me date the mesh. I'm not happy with this shape, so I can try to change it. Yes, I think it's better now. Let me see the reference always. He will have a peak here. Let me make it. Of course, here's
more stylize it, so we need to take
care about that. And this port, it's
different to Oh. Let me mark this region
here. Seems good. I like this shape. It's not this shape, but it does affect wrinkle seems
a little wrinkle. Here we have this this part. Try to fit that. Put the dimension. I
can try to fit it. Yeah, mark it here and creating these landmarks. Yeah, it's very cool. I don't know if we could make something like that, but no. Let this part here, and here we're going to
create the y letter. That's cool. Let mark this p and bring out And I'm not happy with this
this part of the year, so let me make different. I want to something
more like that. Yes. But here also seems
that it's too inflated, and I don't like that too. Let me cut this part, maybe. And here create this effect. Yes, maybe co scale a
little bit this way. Seems that it's a little better, more on this way here. Let me check that going to rotate it a little
bit the pivot and try to Let me see here,
something like that. I can activate this local sm and try to esce on
this way a bit. So it's better. Yeah. I'm not happy with the year yet. Maybe the overall shape. I'm not happy with that. P de mash. I need
to inflate this parted and cut here probably. Yes, a better. This part, I need more volume. Let me move something like that. From this angle, it's okay. Yeah, now it's better. Let me select the composition to check the
composition. It's good. Let me check here. Yes. Now that's okay. That's cool. Let me see the reference
a little bit more. Yes, that's cool. Of course, it's just the blockage in show. So we need fix some things. Let me see this part here, for example, this region here, I need this feeling. I can also add more resolution. This part here, I can bring more volume and remove a
lia volume from this part. Here. I do not add a lot of things because remember we need to make the topology. So try to make more
clean shapes, always. Let me see this port. Here, I have more volume two, but I can reduce it make
different this part then. Let me bring here this little volumes Let me make more clean
this part here. Morphine. Let same thing
with this part here. Let me check. Yeah, we need to
fix this part here yet to divide the bad this
part and move this region, something like that to
create this better feeling. Until here more or
less. That's okay. So we have this better
interpretation. Let me use the inflate here too. Of course, Dam standard to
make more clean the sports. And he ends here more or less. So we can smooth that. Yum. Now we need of
this part together with the at the same
with this one here. Something like that. M diagonal. Yeah. Maybe I can move down
a little bit the year. More back. Yeah. Let me see. No, I think I can move up or just increase
change the size. Yes, I think that
it's enough here. Then I can change it if I want, make a strong year different. Merge all the sports, but for now, that's okay. Let me see here. We have more mark this sport. Well, that's okay. I think that's okay for now, et use the inflate here. Create this here. Then I need to mark it again and use the inflate here too. Yes, this part here need to be very marked. Now it's better. The overall structure. Here we could play a lot
with that, create elements. Things here and here and
here, but that's okay. I think this is enough. And we're going to continue
in the next video, but how you can see have this overall shape and part by part are going
to increase in it. See you guys in the next video.
9. Starting Guideline: And while guys continuing here. I have done some changes. I have moved out spart a
little bit. Move it back. Let me just show
you. So basically, I had this protuberance here
and I was not liking it. I decided to just use
the move a brush. Move a little bit of the
nose here, for example, this one and move a wit
and repulse the things. So Idcide to make that. Now, what I going to try to
do it block It's not block. It's just at the
rest of the body. Because I don't
know I'm not a heap just with the head here. So for me, the
structure it's done. Basically, what we
need to do is refine, for example, the ear
and all the stuffs. But before I do that, I'm
going to try to add the body. And let me select
the e brow here, and maybe I'm going
to try to find a different shape. I don't know. I am trying to
keep the Mo visual because how I make a lot
of female characters, usually, I try to
reproduce that, so I'm going to try to
make different here. L et me see here and something more aggressive. Maybe
we'll be better. So let me check here. Yeah, I can be something
like that. Not too much. I think I going to work. Something like that. It's good. And let me try. Let me load here and
dt. Let me import. I'm going to import the
image reference. Concept. No, it's here. I move
this guys to concept. And I'm going to bring this one. And I'm going to add to
spot light. That's okay. L et C props again and
reduce the opacity. Let me check more
or less the size. Im going to try to bring
the size proportion. It's more or less,
so let's do that. I can pound the icphee. Let me bring here. And what I'm going to do is try to I have apply a dynamic and I'm going to
try to create the rib shape. So let me turn off the spottyd and turn off the dynamic brush. Basically, we have
this shape of the rib. Let me remember that
use the hy polish here, so basically have this shape. Yeah. And here basically,
it is the neck. We are we going to
place the neck? It's something like that. And here same thing. I can use the hypolsh. Let me check here. Yeah, it's not necessary
to be perfectly. It's more to represent. Let me try to use this
position more or less. Let me use other madcap just to check and see the elements. Yeah, I think can be
something like this pose. More or less. And let me go to document
and set Qt camera. So now if I miss the position, I can just click
on Kuston again. And let me try to organize that. This is true more or
less on this way. Yeah. Let me duplicate that, and here we're going to have
the, the pelvic region. It's something like that. Let me return to the skin shape or these other
madcap skin can be. So here it's a posit, basically have this shape. Let me make a different, something like that.
Let me see here. I can be something like that. It's just to mark
it, so don't worry. And here I can
bring information. Yeah. Let me use the hy polish. So, yeah, I can be on this way this shape here
more or less. Yeah. It's more to represent the
thing, so don't worry. Let me invert and try to
bring more the sport. The rib cage. Yeah. It's just analogy now, but that's okay. Let me move back a little
bit more or less here. More or less on this way. Somehow I can try to
bring the structure. The structure to fit that and break some
parts, of course. Let me see here. Yeah. I can be on this way. Here I have the ribs part
and here the abdomen. Let me try to pose
this port here. It's all together sport. So basically, here
we have the abdomen, it's kind of the abdomin
region. Something like that. It's just a landmark. Let me check that. Yeah. It's something like that. L et me try to fit it. Then, of course, we
need to organize it. So let me try to keep more
diagonal of this part, and I am using I'm working
with without the perspective, so I need to fix it too. But don't worry. Let
me see the struct. Yeah, it's going well.
Remember, he's a guy. So let me see about this
part here where we have the external oblique and the other part of the let
Sims Dorsey and the Pelvic. Let me see an
anatomical reference. So usually you have
this part together. So let me try to block that, something like that, just
to represent better. This part, something
like that. Yeah. I Just to try to
find the elements. I'm trying to mark that. Let me make it more like shorts. Something like that. Let me see the side reference. I have Mr dion. Then I
need to fix these regions. Whether that's okay for now. Let me check here. Let me see how this structure
probably here it together. For example, this way. I just mark to got the shapes, but I'm going to press contro
and keep this this idea. Same thing here. Let me bring more volume
to create the gluts shape. Let me check here. Create the spine region. L et me use the shift. I'm going to hold shift. Yeah. That's okay. It's
not perfectly yet. Of course, this part is
more on the way here. Yeah. The parts large. L et me see it. Or
something like that. Yeah, maybe we'll be better because then we're
going to look to have the lat simus
doors for comes here. I going to keep this shape. No problem. Let me try to
this region here maybe. Yeah, maybe this
structure and then we're going to need
to organize it. But for now, we're going
to keep on this way. For example. Let me see
here. This structure. Nitch point. Remember that. Niche point. That's okay. L et me see this element. Yeah. Well. That's okay. Let me see about
the other parts. Let me go to press
Z document, Qt. Yes, it's more or
less going well. For example, have
the destructor. Now I need to add the legs. Leg try to add other sphere. Can duplicate this
one, for example, and move up and select this
guy and use the history. For example here, and
press controls it turn off the symmetry and
bring this part, se dynamish. And here I can try
to bring the legs. Let me see about that. Can scale document Custom Yeah. Let me use the mirror. Let me see about that t
symmetry can hold control. Let me rotate a little
bit and scale this part. I'm marking it. Let me invert this guy and
try to repose it too because I want a better
structure to work. Let me organize this part here. It's not time yet to
work on the side, so don't worry about that. So let me try to fix
this little part here. Gastrocnemius, the knee tibia. So Let me see. Same thing here. Basically have more volume here and
here's more out. Of course, then we
need to ganize all it. That's okay. Let me in
and make on this shap. It's very ugly, so don't worry. Remember, it's just
the inch concept. Let me try to bring
this part maybe more on this way. We will be better. Let me remove this part
and hear the same thing. So let me try to bring
more this way. Yeah. We need to fix out part yet, just the blockage.
Don't forget that. Let me see here more or less
on this position. Okay. Add the volume here a
little bit, Gastros. Yeah. I go to duplicate that again like this guy
to his fear shape. And I going to try
to simulate the fit. Let me sit to the
center of the object. Let me see perspective,
scale this part. Let me try to simulate the feet. This is workflow
that usually I use. This is my workflow and I'm creating something from sphere. Of, it's di, but it's the life. Here I have this shape here. So let me move more or less
this way. Let me check. Let me remove this part here. This part here too,
this part here. Let me check. Day the mash. Let me see. Make more fin. Then we can use D the fit, we can use a base
mash. No make sense. We we make the fit from zero because we're going
to spend a long time just to get a normal fit, so no make sense in my
opinion, of course. So let me see here. Cut the part a little bit. Here you have the finger. So let me mark this part, and here we can
create the ankles. Let me just make a
little better. Yeah. Let me use the mir,
give symmetry. It's very ugly in this first
moment because remember, we are from sphere
all the things. So that's okay. And now we need to
make the arms too. But it's going well,
the first blockage, maybe then we're
going to change out this structure, so
don't worry about that. I think this part, maybe
I called merge it. No. I'm going to keep
this landmark here. Let me see here more
or less on this way. Yeah.'s better. So let me remove the quick save. Of course, delete Quick
save, save the project. T in the next video,
we're going to continue. Let me go first, P Z document, just to check the turn off the perspective.
Check the reference. Seems that this part is
stro this part of the leg. And more or less
this instructure. It's something similar,
and M cure too. But of course, we are
doing Let me see here. Yeah. We are doing likeness
Cara perfectly, but that's okay for now. Let me see this part here maybe. Yeah, maybe it's
better on this way. This way here. Let me see here, that's okay here. That's good. First blockage. Remember that. That's okay. Here we have the serratus and all these things that
we need to organize. Let me use the
hypolicy here and here to to create flat region. Yeah, it's a better. Here we have the clavico. So let me mark. It's not the final version. I am just marking to get an overall idea
about these things. Here we're going to have
the let Sims door sim or less. Y. That's okay. Let me ti perspective,
save again. And in the next video, we're going to continue blocking
how you can see when we need to construct let me
remove a little bit this part. Maybe will be helpful for us. When we need to construct
from spirits different. Let me select the te Yeah. That's okay. That's going
well. Let me say again. In the next vid we're
going to continue, we're doing all the
parts from I here. And it's not easy,
but it's possible. So see you guys in next Vero. Remember here is
just the gear line, and we're going to change it, we're going to fix the ports, we're going to find the silt. But on the first
in the first part, when we are starting from
from zero, without base mesh, I like just to block the things without without spend time with the correct shapes
and proportions because I prefer to have the full full
elements of the body, and then I going to work on it. So see you guys in
the next video.
10. Continuing Guideline: And continuing here, guys, we're going to add the arms, but let me just try
to fix this part. I don't know, maybe
something like that. Just to organize
this region here, or maybe I can make different, I can reduce this part. Can be just to align better than when we going to when we going to for
example, reduce that. For example, here we have
the pectoralis disposition. Yeah, something like that. But well, we're going to
organize it then, maybe. Let me say something like that. Let me check here. Let me see the sport. Organize more like short here. So let me cut the sport to try to place it correctly here. Now I can organize that. Let me see here.
So let me check. Yeah. It's better. Let me use the yolsh here too. Here we can bring volume
and use the yolsh. I'm not updating the dynam because I want to keep the poly. But I can dynam
make a difference. So try to align these parts And let me see here. Well, let me check this part. Here, we usually
have more volume here not to a lot of volume. Of course, let me try to
connect this part. Let me see. Create an overall idea. So this part here can
update the mesh, too. Let me use the auto gropes
first and update the mesh. I think it's too much
let me use maybe ATA. Let me see here. D D mesh. Yeah, I think it's
okay for this first moment. Yeah, it's better to work
in this first moment. Well, I think that's okay. Then we're going
to fix the parts. So for now, that's okay here. So let me use the
hy polish here. Probably we have this
little volume here. I don't know. I think
I can merge the spars, but I'm going to add
the Im going to add the here we have the ribs. But first, I'm going to
add the arms, for example. We cod cut here, for example, this structure, but well, it's not time now. And let me make different
maybe this way. Let me see here. Yeah. So let me check here. Demo mark strong landmark
here, it's better. For us, that's okay. I think that's okay here
we have the same thing, for example, this landmark
here of the gastrocnemius. Let me check the reference. I think it's on this angle. Has on this angle. Here basically have
the gastrocnemius here we have this
landmark, the sus. Basical on here. The part. How you can say we are
not studying anatomy. I'm just copying the things because it's not time
to study anatomy. Let me see here, the part e check here more or less to just a landmark.
Let me see here. Let me remove a little bit. That's okay. Then
we're going to fix it. Here we usually have
more volume this way. Just to mark it. Now I'm going to add it's not time to make
the element yet. It's not time to make
the details yet. So don't worry about that. Just trying to fit
the things. Yeah. Well, I think we can merge
this part of the legs. Let merge thou. I can update the mesh and
smooth this part here. So let me this transition. For example, here we
have this volume. This volume, and the cavity. So basically, what I'm
going to do is just to remove this a little
bit d sparge, and here I'm going to
bring more volume. Pate mash and smove. Just to create this transition. And here usually you have
volume about the sims. Musco. Here. A I'm just marking the things. Here seems that we
have this shape. Let me see. And here seems that we
have this landmark. Let me check here. Yeah, something like that, not perfectly, but it will work. Let me remove on
this region here. Usually, it's Ma, this part. A L et me update the
mesh, move this region. I'm just marking it. It's about the
final information. I'm going to add the knee here. I will make the arms, but I decide to make this part here
because I have enjoyed it. I decide to make it first. And here this part. Of course, it is not
the correct way, but I'm just marking it yet. Yeah. To the structure. Yeah, I have all
these other parts. It's just a simple landmark. And how I say you
have strong polygon, so it's very bad to
work on the symmetry. Then we need to fix that. This part usually
we have volume, but sometimes it's just
remove the volume here. So let me see. For just this landmark, we need to fix these
other parts yet. Let me see more or less here, maybe I don't know yet. Here we have the TB Musco too. I just mark it and
remove a little bit of this part to be more harmonic, and here same thing, and here we can remove a little bit to bring
the bone region. It's very ugly yet, but it's just the landmark and more strong part.
Here same thing. More circular, and here we can make the same thing
to this part here to. Then we're going to fix that. Let me remove here
and here this part. I'm just adding these
little volumes, then we're going to fix that. All this structure the
solos, That's okay. This part Let me try to reproduce a little
bit more, this structure. L et me check and
here we have this. It's this landmark
of the Muscles too. So how you can say
I'm just marking it. Let me see here. Yeah. Something like that. Let me bring marked this way. Yeah, too big yet, too strong, too big. Maybe we need to
fix these things, but that's okay for now. Yeah, very ugly. But that's okay for now. Then we're going to
organize the element. Let me just now add the
Let me see this part to. Let me see here. Yeah, maybe more on this here
we'll be better. D side we need to test it. And the legs, it's
a little strange. This part here. So well, we're going to fix it then. So let me see this part. Well, then we're going
to work on the legs. It's not time to work on it now. For example, It's not time now. We are just blocking
it very simple way. Let me just move the sport. For example here, we're
going to have the Musco, the hemi, for example here. Here. I'm just marking, but then we need to organize it. For now, it's just
this landmark. What are going to do
apend other sphere. And comes here and try to create the deltoid muscle mirror. Basically deltoid muscle
will have this shape. This shape here. Press control Z, T symmetry, of, we have this shape
on this angle here, it's something more like that. It's about that. So Let me use the hypolsy here. So I have this connection. But maybe it's something
more on this way. Yeah. Let me check. We can
look for the reference. Oh, let me get plan reference. For example, here, we
have this structure. More on this way. Seems that this part comes here. Yeah. And we can get this part
more or less here too. Something like
that. Let me check this other part
here. Same thing. I don't know. Let
me inflate that, move out a little bit. Maybe I want more strong eye. Let me check this part, for example, more or less here. Yeah, I think that's okay. Let me use the
zero dumb standard to create this landmark here. It's play off the Dotid. Let me see here. Let me check this part. Basically here we have it's the pectoralis that
we're going to bring, for example to this way here. This region more or less. For example, we
need to fix that. But first, I'm going to try
to add the other parts of the to check the destruct. Basically, this
something like that. So let me see. Yeah. I think that's okay for
now. Let me duplicate that. Well, we'll select this
other two sphere shape and try to find
the arm idea here. It's more or less on here. Yeah. Something like that. Let me check. L et me see
this reference here. Yes. Let me see here. And let me duplicate that. Try to set something like that. I don't know yet Let me see. I think this guy here we can we try to bring more this way. But of course, here we
have the de pectoralis. So on this part more or less, we need to organize that yet. Let me see the structor. No, yeah. I'm going
to keep something like something like that. Let me see here. Maybe. Let me check here
and I'm going to try to organize
different this guy. Try to make on this way. Yeah. And this way here
and this way here. Yes, it's a little strange, yet. Let me check this part. Try to bring volume here. Maybe. And we need to try
to find side with it. Usually have this
way and this way, try to make something like that. Yeah, it's better. So let me see here. So let me check this part. Yeah, maybe it will work. We need to organize better, of course, but it will works. Let me see here. Yeah, the hands now. Let me duplicate
that like this one. And return here to sphere shape. Remember, the feet and hence we're going to use base
math because no makes sense we spend time doing
hands in my opinion. Let me see something like that. Yeah. I can be let
me check here. Just break the structure here. Wow, wow, wow. This guy
here. Yeah, can be. Something like that.
Press Control W, and now I going to
just move to sit, something like, can be. I used inflate
here and here too. Let me see here. It's better. That's okay. This part
more on this way. That's good. And let me check here and now this part here that usually it's until
here more or less. Of course, this part here, we need move to this way here. Yeah. So let me fix this part here. Yeah. So all the structure
need to understand that. So that's okay here. That's good. Of
course, It's a little. T close that it's kind of a
crap and I don't want that. So let me rotate
it a little bit. Yes. This part can
rotate to this w here. And side to this port. I don't know. I'm not happy
yet with the structure, maybe on this way more up. I don't know, something
like that, maybe. Well, let me see here. We try to find the
better sideway here. I know yet structure
maybe set the hands in here and on this w. Yeah. Better. This shoulder region,
I'm not happy. I don't know if
it's too small or I need more inflated region. Let me check here. Yeah, maybe on these
structures going better. Let me see here. That's okay. Of co, we need volumes and all
these things now, but that's okay. And this part, we need
connect here more or less. Let him select the tie. Yeah. F now, that's okay. F this god line, we need to try to organize and fix the things
because of course, we need to work on the structure
and all these elements. Let me see here,
create this part only. This region here. This part here too. This guy, let me move
up a little bit. Same thing here. This structure. This part
here just a little bit. It's better. This part here too. Let me use the clay built up
and create this region here. And then I'm going
to fix out sport. I call close the
month if I want to, but I will not do that. I'm going to close the
month in the under part. For example, I can create poly group here because then
we'll be better to work. And now I can use select
smooth a bit invert, and I for example,
close the month. And move a little bit. Look at the difference.
That's cool. But it's not time to do it now because we're
going to use the set, so we're going to
make this process in the end of the project. We need to fix the ear
yet, but that's okay. This is the first structure. Of course, we have a lot
of things to do yet. Maybe the shoulders. We need to move more
or less until here, this part, usually connect here. So let me select this part, and we can change the
poles here if you want. But it's going well. Let me see this guy here. I think we have more a
little more vogue, maybe. Let me check on this way. Yeah. Usually it's inflated, a bit more inflated. So let me select
the t and check it. Yeah, it's okay. Remember,
it's first stage. We need to block it correctly,
make a lot of change, but we're going to start
with this gd line and how you can sill have this
overall structure. Let me cut here this part to mark a little
better the glu here. Let me cut this sion
here and here too. Let me use the high polish
and here the same thing. Let me move here, this transition, and
this party here too. So let me see. It's a little box here. Yes. So, like that. Too much. Maybe y. And let me smooth th that. Just a little bit. That's okay. Just to mark it. Then we're going to
increase it or you guys. Here, it's just the
overall blockage. So the t again, because I can see in on on. I can see it on a unique mesh on Let me
move this part here, simulate the tripe here. Here we have the biceps
in this region usually. Let me move a little
bit on this part. And here I can try to pull
this part a little bit, and I can use the hyp
policy here a bit here too to make more square. This part, that's good. I can try to make more square
on this part here. Good. Just to mark a bit. The organize part by part. Yeah. That's okay. This
is the first part. Remember here I'm keeping this gap for me it's
better to work, for example, I call close here. But for now, I'm going
to keep this gap. Because then to
make the topology and the destructor it better. Remember, we are doing
a character for game, so we need to think on that. So let me see this part here. Yeah, can be better.
So is it, guys? In the next video,
we're going to continue? L et me check here. Yeah. Next, we're
going to continue. We're going to start our challenge and
refine these things, but I think we're going
to block the hair a little bit and maybe
change the head, some things, but it's
going well, very cool. So let me just check
this part here. Maybe br make this letter M. And change ale bit structure. Yeah. Maybe it's good. Let me use the hypolsh
a little bit here. Yeah. So yeah,
that's okay, better. So how you can see just
with simple movements, we can create this first shape. It's not beauty, but
it's going well. It will work. So see
you in the next video.
11. Starting The Torso: And well, guys, now it's time
to create different ways. You can play a little
bit with different ways, expression, heads, different
heads, if you want. Play a little bit
with the shapes. It's a good way. For example, you make
this little test, I think we can say, for example, we can play
a little bit with that. M different silts. You can test a lot about that. And have a little
bit of the shapes, break a little bit,
the structure. It's a good way to make different visuals,
different style. You can play a lot with that. Here basically is
what I'm doing. I am playing a little bit with the shapes and testing
different things. Let me this structure
here a little better. Let me now merge a width. Let me see if I can make
this this way here or not. Let me test this structure here, think that it's
better this side. I'm looking here a little bit. This structure. Well,
let me check here. Move back a little
bit this part. Yeah, it's better. Let me see. Yeah. I think that's okay.
Then we need to fix this part here too,
of this structure. Let me check this part the
year. Let me see here. Maybe more here. Let me move. This part here too. Et me check this
connection here. Yeah. Let me cut here, this part, and remove here a little
bit, Py the mesh. Linda. That's okay. That's good. David perspective. Of course. Let me s d because I can see all the other elements
with a more dark tone. Let me create this. Usually I have it's a
wrinkle here just a bit. Let me try to remove and
create this variation here. Then, of course, we
need to make thetas and all these things
here, so we'll be better. Yeah, before now, let me
select the teeth again. We have these two shapes. Shapes not two ethnis. Nos have changed. You can make a
Calcassian or other way. It's depend of you. Of course, et me see can be. I don't know. I think I could move out this
part a little bit in front. Let me see. No. Probably I going to
have this problem now. Let me destructor. Let me move here and here, just to check that.
Let me see here. It's a little better. No, I'm going to
keep on this way. Well, is it what are
you going to do now? It's merged together
with the dorsal, and we're going to start find ale bit about the ways and
improving it. Let me merge. That's okay. I can
use dynams again. This part of the ios, I need to fix it then. Let me crease at maybe 100.5. No, I going to keep
128. That's okay. Let me move this part, the connections here.
This transition. We have a connection here. This guy Here we have the clavicle and
the strong landmark here, the pectoralis. Let mark a little bit more
strong here. That's okay. This part the deltoid. Think that's okay.
Let merge here two. This part here two. That's good. Then we're we're going to use the reference
to create these landmarks. Let me see here. I think I need to use
the reference then. To organize the things. Let me see. Let me
merge the deltoid. Let me just make
this movement here. Create this landmark. Let me remove here a little bit. Be we're going to bring
the pectoralis here, so we'll be better to
create this cavity here. I think I don't know. It's just a test. Structure a little
better on this way. Let me bring the deltoid down meres together with
the other part of the body, update the mesh, and
smooth this region. This transition here,
and same thing here. This part comes onto here. More or less, remember
is not a role. Let me divide here
fibers, the dotid. Let me check here. Let me see. You have it
kind of this landmark here. And we have these guys Lar press Control Z
Control Z and make something more like that. To start organizing
the shoulder here. Let me check. Same thing to this part. Remove here a little bit. Hold out to make this
landmark. That's okay. Let me see how this structure. Maybe we could
increase a bit. Yeah. And I'm going to try to
fix this first part first. Yeah. And we can start
marking the elements. Here we have the pectoralis. Here, the linea alba. Let me see more or less here. Let me check here. Here, we have the rib cage, more or less on this
part coming here. And more or less
here in the middle, we have the lat sims
doors division. C coming to this direction here. I'm just dividing it
to organize better. Here we have the the oblique. Let me mark it Pectoralis Limo Dorsey,
more or less here. And the oblique abdomen. And here have the part
of the Let me see here. Abi cage. So I'm trying to mark it just to find the element. Let me check here. M dig now. I'm trying to find it. I can make a little different. I don't know out spark
here, it's too big. Try to reduce a bit. It's better. Too exaggerated to. Let me make different this w. Now I need to remove
all these wrinkles here. Yeah. Of course, here
it's our symmetric, then we need to break it to. Let me see here. Hy polish can be or just
to remove this part. This connection comes here. It's here. Let me
try to find that. Let me see here. This division. Yeah not good here not so good. Let's move moralize on this way. Maybe. Let me optimize that. Let me see here this part, try to bring at bit. Usually this part, we can
see a little bit more too. Let me check. Yeah. Usually,
this part is more visible. Let me try to move this way
here and here the same thing. M n here. That's okay. Try to divide a little
bit more this part. Let me see. It's not perfectly yet, but don't worry and
basically here, we have the pectoralis
on this part. I'm going to try to bring
more tanks here on this. L et me see. L break
here a little bit. Let me continue adding it. Let me check. This part
it's too intense yet. But no, that's okay. Usually, we can break on
this way. Let me see. Test the shape. Let
me check too much. This part is more flat. Yeah, Let me check here. Now I need to find the
correct shape here, that it's a It's a
little difficult, but it's normal of this
first part, no problem. So we need to try to
find this element. Let me update the
mesh and I can move. Remember to mark
here the pectoralis. So let me mark
here a little bit. Same of this part. Let me check this
region. Let me see. Move at bit, not too. Recognize the things. Let me check here the landmarks. Strange yet, but
it's going well. L et me fix this part here. It's a strange. It's not good, of course, because
the first moment. We are blocking this part
maybe more up this region. Let me use the hyp policy here too to try to find the correct shape
for this first moment. Let me change this
shadow. That's okay. Let me remove this
part here too. Let me check here. Let me see. Let me move a little bit more. It's mash mash, but don't worry. Let me remove here a little bit to just find the shape for now. Let me try to fix
this cavity. Yeah. Let me see here, how where we can start
organizing things here. Let me check. This volume here a little
bit more on this way. Let me check this
part, this box. For now, very process. Let mark here. Et me try to bring
this shape here, just to organize a little bit more and remove here
a little bit to use the standard to mark L et me check and pass
these elements here. I don't like to much of
this disclay to make that. Let me return to
the Mica skin six. Don't worry, it's very ugly yet, but it's normal then. We're going to fix
it. Let me use them standard to create this
organized mesh here. We have the parts. Et me check this element that we need to start
organizing. Same thing here. Let me see. Trying to fix that. Et me organize the things. And try to fix the
first element. Let me break a bit to
the design of the guys. Let me see here. I think this one we don't
have or maybe we have. Basically we have this shape, so I need to try to find that. I find that. Yeah. Let me bring more volume here. M on this way. Yes, and here the same thing, then we need to fix that. Let me check here and here
we're going to remove a little bit and now I need to try to find the correct
elements again. Let me see how this part
here seems that it's. Then of course, I need to
the elements of reference.
12. Continuing The Torso: But here seems that I have
the rib gauge, for example, on the way here
coming to this part. I want to bring this
feeling here first. For example, to this shape, I think we will be better. And to mark here. So Let me see. How you can see it initial. It's a little difficult. It's normal because we need to try to find these elements, different elements and sees
that it's a more difficult, but it's normal for
this first moment, then we're going
to increase that. Here we have this line up. And here I want to try
to bring the shapes. This first moment, I'm
trying to bring the shapes. These little little landmarks. How this structure here then, I going to see correctly here, basically have its disguise
and we can try to fit it. But for now, I'm just
trying to figure out the blockage. This first moment. But of course that we have, for example, the
symmetrical shape. This bring a different
visual to the character two, it's a little
different, of course, because it's symmetrical,
so it's not too good, but we can just break it down. For example, this part here, seems that we have this
shape on this way. And we can try to
organize on this way. But of course,
here's not time to make this structure now. I'm just testing and
looking the overall shape. I'm not happy with this part. But how I say you, it's the first moment, it's the first blockage. The first blockage, it's
possible. We can make that. I theple here, but I
can make it then too. This structure may be here. I don't know if
it's to inflated. I could try to remove a
little bit to this part. Let me check. There was a hy polish
here too. Polly sheet. How I say you have a
lot of work until we got the final shape. We can break on
these lines if we want or different
these lines here. We not to make that. I think just this first
part here will be ou this contrast
here will be enough. I can use the hy polish
to call it to inflated. It's not inflated, but
it's to between things. Let me see here. Yes, it's better.
These connections here are not so
good yet, but well. L et me merge with the arm. We need to be pay change when we are creating
from this point because when you make only anatomy all the
time, it's very easy, but when you work with
different projects, it's not too easy because you make a lot of
different characters, it's not so easy to make that. That's okay this part here. That's okay to get this space. That's good here. You'll have the dealt. Let me cut here. This landmark here more or less. Of course, we need to
work separate that here, and here we have this part. So Let me try to organize
here a little better. This landmark this transition here is not good in my opinion. This part here is not good. Let me try to fix that. Yeah, I bring a bi. L et me check. Maybe then we need to fix that. Yeah, we need to continue
here. L et me check. This part, it's a little
strange, but no problem. Let me move a little
bit this part. Let me check. I think we work. Let me test this structure here. This different structure. L et me just test here. No. It's not going well. I think we need to fix this part here of the ti. I'm
not happy with that. We need to fix that. Let me move in front here a bit. This part and this part back. And this transition
here, Let me test. Let me see here. Let me mark this guy,
something like that. Let me check here. And Let me try to
organize a little bit better then we can clean it. Now we need to fix the
frontal part of this region. I'm trying to, we're going to organize. Let me check here. Yeah. Remember it's the
first blockage at D O. Let me see here. Yeah. Let me try to make
different this guy here. Yeah. Then we're
going to fix it. But it's going well.
It's strange yet, but don't worry guys. We're going to fix a wit. Same with the trapezius
going to this direction. Let me see here to this part. L et me organize it. Just block edge just blocking. Let me move a little bit. Ma this transition. No, I think it's
to fin this part. I'm not happy with that. Let me make a big block
here. Maybe we'll be better. First part. Let me guys here. The head maybe yet. Os here too. I think we need to
have this this shape. Let me see here. Yeah. Let me break a little bit
and make break this part. Let me. K. I'm a little messed
about in anatomy. But I'm just blocking. Then I'm going to try
to find the work with reference and try to
get a better reference. This connection
here, it's good to sometimes this transition
here it's important to. Y. Let me check here. Doing things. Yeah. Let me check to this way. It's better a bit. We're going to
continue work on it. I don't know. Maybe they had it. We need increase
it a little bit. Just going to make a test. Let me see. No.
Let me test here. Yeah, maybe something like that. And moving front a little bit. Yeah. Let's see like the eyes, move in front too, to fit with the body. Something like that
can be the eyebrow. Let's see. Yeah. The move, move out, not move in
front a little bit. Yes. The teeth can be. Let him this part
and a bit more. L et me check here. Yeah. I forget to activate
the symmetry of Let me try to use the mirror. No, it's not possible.
Let me see here. Et me at the symmetry and
make this landmarks again. Let me use the inflated holding out to open a little
bit this landmark. Yeah. Now it's better then
we're going to fix that. Yeah. Let me see here, polygon by
polygon to organize that. F out that's okay. Et me see Yes. Let me check the teeth. Yeah. That's okay for now. Let me hold this guy and hidden this guy too and we can work on this part here until
we get a better shape. Let me see. Continue
with this part. Let me check here. All this part of the
t ropasu comes here. Just to mark it. And we can have this this effect. Let me check. Try to remove it here a little
bit to keep it more clean. Mize it. And it's going better. Calm remember working
calmly, very calmly. We're going to get the result. Then I'm going to increase that. But how you can see,
it's better than four. I think this part
here is not so good. Let me just try to
break a little bit. This part here maybe. I don't like I It's
something like that. Break this part here. Let me move it. Yeah. No yet. Then I think I go to I going to work on it. It's something like that. I created the fibers of the pectoralis, like that. But we need to
work better on it, so press Control Z and keep
on this landmark here. This part here,
it's different too. Let bring more
volume Mars move a. More clean. Yeah. Here have the Nippo
Let me try to mark it. Just make a small landmark here and try to figure out that. Let me see here. L et me check. I want a more curve
at this part. And I can erase this
part again if I want. Yeah, then I'm going
to organize it again. I think it's not
good pectoral yet. I'm not happy with that. I don't know, then I
going to fix it again. But let me re think let me check here. Yeah. Think on this way. That's okay, and then
we're going to continue. So see you guys in
the next video.
13. The Process: And continuing here, guys, basically the overall structure, I confess you that I don't like of this overall structure, but when we are
creating for example, strong guys, strong humans, we have this this
more how can I say? Let me deal with this guy? We have more more strong
anatomy, for example. Let me show you, for example, if we just look to
this part here, we have this it's
messy mess mesh. But of course, here we
have just the blockout, and we need to follow specific concept or
specific reference. Because if we don't
do that, basically, we're going to try to make
different structures. For example, here we have one, two, three, here we
have one, two, three, but this part here it's
altogether, for example, to make that,
probably we will need to merge this region
here, for example. It's almost merge all this part and change the
overall structure. For example, we could do that
and change the elements, for example, to this part
here and make different. If we want just an example
to change the things. So it's possible, of
course, it's possible, and we can mark
this region here, then Mark create these
landmarks here too. And move and make
all this structure. But here we have the noise too. But we are doing it's
kind of a hunter, rib, something like that, and
more like not to human, it's more like this way, for example, it's it's market. And here we have the
ribge information, for example, on this part, here, we have all this noise landmark, For example, this way, let me move here, and let me move how this
part move up a little bit more on this way
here to this direction. So here we have this part, and here we have this one that it's a little strange because
here basically start, here we have the end, ABS. So this part need to start here. So why don't we check
the other reference to see that and
here is different, how you can see Yeah. I think this volume we
need moved out. Maybe. Let me just test it. Yeah. L et me see this guy here too. But here is different, for example, because
it's more tall. For example, in the middle. And this all this
volume here. It's here. So it's the pen of each project, for example, to let me move
here just for you see, have a different feeling. So we need to take
care about that. We're going to keep with
that. It's just the blockage. Let me see. Yeah, I want to keep with that. And what are we going to do now? It's work on the arms. Let me just move this part. Yeah. Let me had on the legs. That's okay, and we're
going to try to block the arms just to get to
have an overall idea. Let me select this guy here. We have this volume
a little bit more. This volume. Let me move out this part here,
this transition. We want to try to fix
these elements here, we have the b spice here. And we are just making
the blockout here, and we will not see
about anatomy now. I'm just blocking here because if you want to learn
about anatomy, you can check the other
curs about anatomy. I'm going to try to fix that. Here we have the pes here too. So I will just block it. Just bring the volume, that let me check. Here, I think we have the biceps here more or less on this way. And here, maybe. Let me mark this part. I need to fix that. See the arm position. Just adding volume only for
now to get the overall idea, and then I'm going to try to
bring the correct elements. Let me see. Yeah, I think it's not good. This part, so let me try to mark and bring out together this
part just to test. The structure here,
it's a little. This transition here,
it's a little strange. That, make a mask, invert let me move back. This part. Or maybe I could separate it. Isolate that and used inflate. I want to check the sided here. Yeah. I think that,
something like that. Let me see here. Yes. L et me check here. Let me see here. Let me move this part here too. Just to check it. And I need have this space
to make the topology. Remember that how this structure L et me see here ring volume. Let me update the mesh. Yeah, that's okay. So now we're going to
continue making this. So let me see here and I
need to fix all the spot. Basically is it that
we're going to do now? Let's try to work on the arm. Here the deltoid also
deltoid, the tropasu. Let me try to make a
little different Yeah, move here a little
bit. The spark. Here to mark a little bit more. Same thing here,
the bifurcation. Bifurcation of the
sternocleidomastoid. It's here. So we can
try to fix that. This part here too, the wrinkles on this way. L et me check that. Let me see here. Try
to remove a bit here. Yeah, it's a stre this
part, but that's okay. Then we can optimize that. This part here. Let me see. Yeah, that's okay. Let me test here. Try to align a
little bit that Yes. This part of shoulder, we need to fix this
region here too. For example, this part, it's a triangle here. Let me move that Let me check. No, Italy is mash it seems
that we have smashed it. So let me try to bring more
volume to the pectoralis. Let me check and try to
reduce a little bit here. Bring more volume here. Let me test. No,
I don't like it. I press contro can
be on this way. Le try to mark here. And try to mark this. This part more strong? No. So yeah, this is the way
that I am trying to make. It's just block all the parts. Then I go to organize
the elements. Here we have the
lot Simms Dorsey. Then I go to organize
and make a clean up. So here we have this part. The arm Here we have this region together with the tribes. I need to remember the
elements, of course, and I'm going to try
to organize the parts. It's very normal. So let me see here more
or less on the way here. Something like that. So I'm just adding
these parts to try to remember and block
the other parts. It's normal. This arm seems that
is more inflated. So see here. Yeah. I'm trying to fix it here. And refine this part. And we need work
with arm reference. But it's going well. Let
me see this guy here. Yeah. The arms, I think need to be This parts more intense. Let me check other reference. Something like that. Yes. So this part
here it together. I'm just trying to find the volumes and the
structure for now. Then I'm going to
try to refine that. So let me check here. And land bring this part. Yeah the structure. That's okay. Did This part, it's different too. It's more intense. Y. The arm here,
it's more intense. And we have this structure here. How I say you, it's
just first moment. We need block it, it's a little more slow yet, and we need refine and refine. But we are going and continue. That. So is it guys
in the next video? I think the next
video going to add the hair just to block
because this first moment, we have the ugly
shapes, this ugly form. And we don't stay
happy for that, but it's secret to
make characters. And when you are
starting these things from sphere, it's to continue. So we're going to try to block the things and organizing it. So this part, it's
more like a block on this way and have the hand here. Let me try to find it. Then we're going to skip
to the arm separate. So yeah. I think it's better. Let me check here. Yes. Yes. Let me save that again. And in the next video,
we're going to continue.
14. Adding Hair Idea: And I go to add the hair here, just a simple hair to test it. This port maybe I could bring
more the maxillar here. I think this landmark
it's better. So let me try to bring it out. Of this structure here. Let me use the high
polish a little bit. Just testing. And now I can smooth
a little bit too. Yeah. Let me make a better
transition here. Oh, yeah, I think that's
okay. This transition. Then if I want, I can
increase that and make the little details refine that and Well, all these changes. Let me fate a little
bit more the year. Maybe something like
that, it's better. Yeah. And let me try to create
a sine to the hair. Let me select this here. I think maybe something
more like I don't know. I have a lot of visuals here. Let me test. Now here
we play at the shapes, press control. An
active dsymmetry. So let me see here. Now it's time to play a
little bit with the parts. Of course, we have
the concept while we have the different hair. So let me test that Black hair it's a little more difficult to find the correct shapes
and all these things. Could make more square shape. Just testing, we're going to
make the other visual two. Let me see here. Yeah, no match seems
that no match this. This visual here. No maybe something like that. Let me check here. Let me see. Try to
put more in front. We can play a little
bit of this visual. For example, test. D match very well. That's okay. Let me
duplicate that and hidden. Well, this is not necessarily
duplicate I can delete and appenda I don't know. This visual here. Well, let me test and I
can try to block that. Of course, we need
to work probably with hair cards and
all this stuff here. Well. Let me test this feeling. I don't like too
much of this visual. Let me test. Here in adaptive skin. I can reduce to one set zero. I broke a Yeah, I broke it. I broke I broke a or I broke. I I don't know if I
broke it or broke my keyboard playing
league of allegiance. So sometimes we have
this noise here because that Let me test this
go here the here. Let me see. It's more or less
here until here. This part start here. Let me test this design. Yeah. But I I confess to
that I don't like too much, but well, let's test that. And I going to turn
it adaptive skin. Adaptive skin Yeah,
M adaptive skin. Now, I can rotate that and try to Well,
I go to delete that. Ap This one mirror
and well to test it. I don't know if this
visual will match. Then. Remember, I'm
just blocking yet. Let me add other here. Yeah. Pens here. Move up. Let me try to ring here. I don't know yet. But well, let's test
it. Let him move here. This part have all these
other regions here. Let him see the treaty and I
have here and here and here, maybe going to do
that. Adaptive skin. Yeah, I'm going to
make adaptive skin, delete this one and a pend
the other delete this one, and a pend this guy here. Well, let me check,
pen it's here. Let me see. Let me test how I say you, I am just blocking. T. L et me try to move the sky. Let me use the inf
deformation inflate. Let me see here. Inflate. Press control Z. Yeah. Contrast can be to Let me try to attach
this part here. Duplicate that. Let me
use the mirror and weld. Subo duplicate that TV symmetry. And set more or less here. Deformation contrast to contrast to contract to contract it. Let me see this this vibe. Maybe we're going to
make a connection here. Here and here we're going
to have other parts, maybe. I don't know yet. So let me see here. Yeah, this way and this
guy here, same as that. We have more hair here. Same as, we have more hair. And maybe this part. No. I think we need one more
here. Et me duplicate that. And move here. Let me see. Yeah. Remember, it's
just the test yet. It's not the final version. I'm just trying to
pose the element. So see here. Yeah. Check this one. Yes. Let me move the deep here. It's a. Let me select
this guy here. Try to change too. Let me move a little
bit and try to connect here this part here too. And let me see here. And this part here more or less. So that's okay, Let me
duplicate this other. Turn of perspective
and move down. This little guy here. Maybe here, guys. What are I going to try to
do it may make in here. Yeah, I think can be same thing with this
guy here, Martin Flat. Yes, we'll be better. Let me see this other. Yeah. Let me see, the t. So it's not perfectly yet, but let me duplicate this other Try to scale it and maybe rotate a little
bit on this way here. Yeah. On this w.
It's just a test. We need to block it then and make better and
all these stuffs. Let me see here. Now, this structure Yeah. Let me append this few
again. Let me test. Let me test. Let me see. And I going to
create the tao here? It's It's not the tao, but here in Brazil, we call it to. So we can make some
like that, maybe. I think that's okay. This new design. I think it can be short
short perspective. And we have this red design. Let me try to move up this guy. And organize better. I want to apply a bit
the physical shape here. Let me test. No can be here. That's okay. Let me inflate a
little bit here too. And try to make something like that to
have this I don't know. This line here to
me it seems that. It's better. So let him move and
this line here. I don't know. Yeah, I think can be here. We try to bring a little
of this volume here. Here we have the master
Esterucle maastoid bone, and here we have
the mastoid matter. It's here. So let me move try to find a
better design to that. From back, angle, it's good, but from side, works. That's okay. Sorry,
the nice guys. I don't know why. Today it's
very buzzy on the streets. I don't know why, but
I can control it and I can't isolate it to okay. Let me see at this sphere
here to have more suivision, make adaptive skin. That's cool. The leads one can be. I can now just append the
Disney one D mesh only. And that's okay. I can create this this
shape here. I like it. Let me set to more here. And out together the sport, try to hid the tip. Yeah. That's good, Maybe then
we can reuse that. Let me see here. Let me check, smooth
a little bit just to get to the side of it. Let me test No, I think I can press Control Z control
Z control Z. Yeah. I can be this w. I'm just trying to
find the siloed here. Maybe try to merge this
part here together. Try to find the more
curved part here. Let me see. I don't know yet. Let's go trough the
go through the. For now, I'm going
to keep on this way. Remember, we can't
close the month. Then I just I am
keeping the mouth open at because we need to make
the repol all these things, but then we're going
to have the month close so we'll be
better this part. Yeah. So we're going to have something like that
will be better. Yeah. Press Control
Z contro Z. Yeah. I don't know I don't know
about this part here. Maybe I can to remove that. I don't know yet about that. Maybe I make different. We're just without these meshes. Let me test Yeah, maybe something like that. Let me try to come to this
w. So more in diagonal. Yeah. We're not Bring more in front and this
more in front two. These other two. Let me test the here. Yeah. Maybe something like
that it's cool too. From side angle,
it's very very good. Let me and turn on
the other mee here. Yes. And let me test
with this guy here, duplicate and try to set here. Let me use deformation
and contrast. Well, let me increase
on this way. And use the inflate here just a test mirror L et me remove this guy here. And just keep this. This one here. And let me duplicate this part and
make a test here, maybe. Let me see. Here more or less. I don't know. Yeah,
maybe it can be. Let me duplicate that. And try to move here. TV symmetry. And to create this remake.
Yeah, maybe can be. It's a good idea. Maybe. I could add other thing here if I want, but I going to keep only
the hard or for red here. Let me make other tests. I like to make tests, et me duplicate this
one and this water. Let me test this part. And try to add this way here. So let me see. Here. No. I don't know. Design is not so good. Make two sins here. I'm not too happy with that, but it's important we
test always testing. So we call to other parts here, but I am not that. Let me test. We are testing, not? Let me duplicate that. And see. No. I I don't like. So let me see here and
give this one this other. And maybe I don't know yet. I go to keep this one or I
merge and keep one here only. But no, I go to keep on
this way. I like that. The visruw, have this
new visrow here. Here I can s move a little bit. And the eyebrow and we can
change the expression. Let me a this this
guy here. Yeah. And this one I don't want. Don't want and
return to eyebrows. And I can have a
more clean or not. I going to keep more aggressive. That's okay. Let me select this part and apply
a color here. Color feel object. Let me test and try to bind
the hair to this color. I think we call have the
Hardy Key G to repeat the operation like I have Maya. For fill color. Now we have this structure. Yeah. It's going well. Yeah. I think this
resign it's good. We have these other parts, but I don't know if I'm going
to add this element here, but this one here I like it. So we can have this
trib and maybe here. Yeah, I can add. I think this part
here it's good. This other part here can
make different here. Here I'm missing something. We call have something. No. That's okay. I call bring from this
point. No, that's okay. I'm going to have a coater. Here I have other co here That's cool. And you have some parts
here that I can add. Yeah, we're going to
have a good character. To the nos, this part
I will not make. I'm just going to
keep on this way. The ales, that's ok. Let me see. That's going well. We need to fix the
shoulder here. Et me see here. Yeah. That's okay. Of course, we need work on the anatom
yet, but it's going well. Fix these other parts. And is looking like, but I going to keep this nets. The aos see when we fix
this region here too, we're going to have a
better two Of course, these things we need
these things we need more dynamics to fix
that. So don't worry. L et me see. No. Yeah. We not make changes here. It's not time. To
do that the month. Yeah. That's good for now, how you can see have this
character, this filling. Little different, but more
aggressive, have this snake. But maybe I'm going
to make some tb, but not a snake, something like just trib. Thing like that two
triangles. That's cool. We have a lot of
things to do here that we can get a cool
character in this part here. Yeah, awesome. Awesome. Awesome. You'll be a great character. Is it guys in the next video you're going
to continue with, see you in the next video.
15. Increasing The Arms: And well, guys, continue here. I like to use the scar fab, use other models to bring this understandment
about anatomy. So when you are
working with T D, you need to understand
that you need reference, and don't try to make the things without
reference. Okay okay? We have some points, for
example, the abdomen here, it's different because this guy decide to make different
then I can fix it, maybe. We have some a little
bit of gisring here, silt, it's more posed. It's more expressive character and here's more like a T pose. I'm trying to keep the t poles here because it's
more for games, so we need to make
it more posed, then the animator can reach
that and make different. But this model here it's also
on some So Daniel McClogan. And well, let's continue. What I have done here, guys, was just change this silhouette
of this part of dar. So we have this part more flat. And this flat region is
when we have the hand pent. So basically here I have
changed a little bit because we have the hand more
rotated. Let me see here. And I'm not happy
with the piece. But here I have other echara where we
can see the element, so we can change a little bit. And I think that the bp salut
by side view, it's okay. But the tricep is maybe
here, I need to change. So let me in these guys here. And the head two, maybe the head it's too big. I don't know yet. We
need to fix that. And maybe let me
check the reference. I'd like to use
this one here to. It's more round it's
kind more cylindrical. So let me bring the trips here and have all this
mash connected here. And here we have the triceps
to coming to this direction. So I am marking
more strong Yeah. So let me see how you can have this part appearing
here a little bit more. Let me see here. Let me turn
off the motive specter. Let me check this angle. Have all this part here, and here the same thing. Of course, guys,
we need to study anatomy to remember
all the elements because it's a lot of things, so it's not easy to remember all the Muscles,
but that's okay. Let me check how I change
the light. Yeah, hold out. And I have more
this visual here. Here seems that I have this
triceps more connected here and coming here this part. And this guy to this direction. I like to copy when I am studying something
about anatomy, I like to copy and make
some parts different. It's very helpful for
me to use this idea. So see here, bring
more volume here. Now I can move a little bit. Let me check this angle here. Et me use the move topological
to bring the side it here, but take care to not make mesh. Let me bring this region here
and try to mark this part. Let me and bring here. All these moc have connected
this part with more volume. Seems that we have
more volume here. And this part here too. Let me check's a little better. Let me see this region. Maybe it's more a path here. So here we have the biceps, have the other muscle
here in the middle. And we have the
this other muscle here that I forget the name. It's Let me try to
remember it's the triceps. Oh, my God, it's triceps. Come on. So here I'm trying
to find these elements. Let me check. Spart then we can
refine it. Of course. So let me check on this w. Let bring the volume
here to to the deti too. It's a little more
mass, but no problem. It's more marked because
I like this shape here. So that's okay. This bicep, this part here and here is shorter
than the other arms. I need to take care
about that to let me check here and bring out
this part this volume here. So in that I divide it. I am a curating this this shape. Let me mark here too. So how you can see I'm just I am work on the de silt only. And here we have this
volume now appear here. It's very, very good
for us and here I can remove and create
this landmark here too. Stromal staly ful for us and
have this better visual. I make this angle,
break a little bit, this square shape, and maybe here I can bring a
little more of volume two. Let me check. Maybe here I can bring this part to connect here
maybe more on this way. Let me press, click
here on the Altoid, move the muscle and
try to bring this. It's inflated. Let me test a new design. Let me test. Let me see the other part. I think it's better on
this way. This connection. And same thing, this guy here. I bring to here. Let me see. Yeah, it's better. So how you can see we have
this more interesting shape. Let me see. Let me hid in the legs. It's not time to
make the legs yet. L et me check here. Yeah, let me I don't know. I think it's necessary. I I make the the
shoulders too strong. So let me try to put this
part of the vice inner maybe. I'm not happy with
this side of it. Yet. So let me move here now. L et me check. Let me create this lio landmark.
L et me see here. No, I'm not happy with that. It's good, but I'm not happy because we need to make the topology and
all these things. I'm thinking about that. Probably then we need make different to be able
to make the etopolgy, because it's for a game, it's not to scooped,
so it's different. We need to think about
that these parts. So let me see. And this transition
here I'm not happy. Let me move there, and bring this part here. Let me test. Let me fix this region
and maybe try to a hight connection here. Of this part. And here I can use high
polish, for example. Let me check here. Let me just check. Fat, not yet. I'm just take care about this part because
how I say to you guys, I have the topology then. I am trying to organize
better here this part. It's not so good. This region it's a strange
and all the stuff, but that's okay then
I need to fix that. I could use the topology. Maybe. Maybe as, maybe not. Here, for example, I can
try to cut them this way. And here we have
this information. Then we're going to scope to this back part of the caracter. Let me check here. Use the hypols a little bit. Yeah. Then we're
going to fix it. Let me see here. Yeah.
That's okay for now. Let me see this region here. D tight landmark. Let me just mark a little bit this part and here we
usually have more volume, but I not and a lot of volume. Just mark it a bit. Then we're going to
fix this region. This information it's better. Just the volumes and landmarks, so you can see Here
I have the muscles, where we're going to
connect this part here. For example, the region. Let me see here. Here we have the bone. More or less. Let me try to refine that. Then the next video, we're going to start
organizing this region here. These connections. Here. How the sparks? Let me see here. Et me try to fix this part. Bring this little
volume to here. T organize that and
same thing here. This little landmark. Can reduce a bit. No. Let me check here. Yeah. I can be
here. That's okay. Let me use inflate
here a little bit. Yeah. That's okay. Structure. Let me remove this part, this part and this part here. Maybe the shoulder here. Let me cut this part and hold out and bring
more volume here. And use the high
polish to mark it. Yeah. Try to bring
this volume here. Yes, it's better. Let
me mark here. Yes. So yeah, destructor
it a little better. L et me check, make
a mask here, maybe. Or not try to bring on this way. Yeah. Yeah, it can be. More interesting. Let me
create this landmark here to divide the heads of the Deltoid. Let me make a little c
because it's a lot of me. So how you can see, we have a better. Let me just more
volume here too. Yeah. Let me see. Break a little bit decide it. Yeah. Et me check. No. Return here. Yeah, I can be
this first moment. Let me check. Yeah. I don't know the to it we can make maybe move up a bit and
this part in maybe. Et me organize. We have usually this shape. Let me try to organize
here a little bit. Try to bring volume here. To then fix this part. Let me see here. Then we're going to
rework on this back part. But that's cool. Let me
check this side of it. We can break a little
bit if I want. Just a bit. No, we're going to
keep on this way. Let me save that. And look
the difference to the arm. So small landmarks
and little chains. And we have this
structure, more strong. It's kind of Maybe if we want, we can change the deltoid
information here too. I know. It's to inflate that. Let me maybe use the hypos only. Just a bit yeah. Let me check or not, then we can fix it. No, but I like it on this way. Let me see here. Yeah. I like it. Then we
can make different. Let me sweep the color, at white color, and we
can see other MT cap. Medica preview. Let me see. Let me return to this one. So I have this, this
aggressive guy. Like this one. Oops not this one,
this one here. Let mark a little
bit more the p. Sample here. I will make it then because
I have saved and I lost the pen pricer. So don't worry. About that, it's normal. One thing that I going to
do now, I have saved it. And I go to guys lower here. This guy here. And I go detach hands. I don't know. Yeah, I can be. And I go to attach Let me see. The feet. No. Let me check this order
or think that it's better. Yeah, I think this
guy is better. Let me decree supervision,
geometry, the Higer. This part. Maybe more to here, let me activity display
properties, activity double. And I think that's okay. Let me inflate maybe here a bit. This part here. Not too, Here too. Let me check. Yeah, I can go to the hidden
and save this part and. And now load the ps go here. And a pend these hands here. But I don't know this structure, it's different, the units. Let me set the center of the pivot and let me scale
because it's to bigger. Usually, Let me delete one side. And let me set to the
center of the hand. Usually the hand it's
more or less a little. It's almost the head side. It's more or less,
something like that. Yeah, it can be. Let me test. Yeah, maybe something like that. Let me check here
scale a little bit. Try to fit that. And now have this little
challenge. I don't know. I think I need scale a
little bit more maybe. And I need to rotate that. Yeah, something
like that, maybe. Yeah. D. Let me check. Use the mirror and
wild. That's okay. Let me go to this guy
here, like the teeth. I don't know. I think we could move up the hand
more or less here. Yeah. So reduce this part here, change a little bit
to the structure, and make morphine
this part, maybe. L et me cut here more or less. And use the hy polish
to try to fit it. Let me move here a little bit. Let me here and red here. Well, let me use the hy policy
here again. Let me check. Let me see here. Let me try to fit that. Let me see here. Yeah,
Let me select the teeth. Let me press to dynamic preview. Of I need set a different
position to that. But I think that's okay. Yeah, here it's a little
strange this part here. So let me see how we're going
to fix that, but that's. Yeah. Let me see it. Et me check. This angle it's a little
strange, but that's okay. Then we're going to
we're going to fix that. So di me. I don't know. Maybe in, but I don't know
if I want inflate or or something or big Big hand. No. I'm go to geometry. Let me see this position maybe
something more like that. Yeah. Maybe we need work on
the hand spread expression. But that's okay for now. It's good. That's good. The overall structure. Let me save again. Let me loaded previews. And we can see the difference, the structure, the
guy coming to life. So this expression verter. T more aggressive. Yeah, that's good. Some.
Let me just check. I I I have saved that. Yeah. It's okay. This is a new version that
we are working on. It's going well. Maybe
this part here we need to fix a little bit
better this line here, for example, the deltoid. But we're going to fix it then. First, we are just
trying to block all the model and check
if it works or not. But, see you guys
in the next video.
16. Sculpting Back Torso: And continuing here, guys, we're going to block
this back part. I like of this
model because it's more how can I say
it's more natural? Seems more natural here. Let me just add a
little variation here. L press Control Z
and try to bring it. Let me cut it a little bit. Seems that I have It's not
cut it's reduction here. This variation. And
Here I have this part. Let me move ale bit. Let me check here. Have this transition here too. It's important this landmarks. Of course, then we're
going to refers that. Here to the other
head of the trip. I'm marking a little bit more. Let me remove a little bit here. Create this visual. And force a little bit here too. So let me check. I don't want mass
at at this part, so we need to make
something more clean. Let me try to move
this guy here. Let me see in front. I don't know if
it's a good idea. Let me check here. Of course, we need see
the other reference. Let me see here can be. Yeah, seems that we have all
the parts together here, and it's very marked
this region here. Let me bring volume
and more volume here, and here we can
make this movement. Try to divide in two
parts two muscles here, for example, don't
make a lot of things. Just make more simplify it because we will be
better to make the details then and it's not too messed. Let me move and bring a
little more movement here. Yeah. That's good. That's enough. This part here too, I'm going to try to merge. I have this angle. It's this w. Let me reduce a
little bit to this landmark. Don't want to mark it. Let me check. It's better. This part is more an diagonal. It's to this direction. Seems to the direction here. Yeah. It's better. So all these things can be
very we can make very calmly. This part, it's a
little strange yet. Let me try to maybe This
transition is not so good, try to reorganize that. Yeah, it's better.
So let me see. Yeah, can be. Here too, let me bring a
little more cylindrical, mark curved not to
flat this part. It's better. I I'm ha with that. Let me use the
standard just to here. And use the hypos here a
little bit and smooth. Yeah, this little volume. Can be, let me
check front angle. That's okay. This part
to have the distance. But how I say you for me it better because then we're
going to make the retropolgy. Probably maybe I going to make something like
that to make the etopolsa, try to organize that. I don't know yet. Let me move. Just I going to separate it then when we need to
make the etopolc. But well, that's okay, let me return here and we're going to follow
this reference. We have here the
Latim Basically here, zymods, and the
lazimodos comes to here, so it's the shape. It's one, two,
three, four planes. Basically here one, two, three, four planes, one, two, three, four planes. And we have a little
bit of the oblique, here, this guy here, external oblique, the abdomen. And we have the rhomboid
here, the muscles, where we have this
volume. It's together. The scopola under it, and we have the tropasu here. So this is the natural guy, and here we have the spine. I don't remember,
think it's the axis, spine, the name, the
cervical part bones. So it's dependent,
it's more natural. Of course, and here we
have something more a little bit of stylization
where we have this division. For example, we have here
the trapeziu for example, but we have this division
Rhomboide Simms Dorsey, but divide that here. I like this visual. So I'm going to try to
make something like that. Let me turn off dynamic. And we can try to make
something like that. Let me come here and add
the volume this part here. L et me. Yeah. M on this part, usually
the moocs M M here. Let me see. That's. Let me bring to this region
to Let me check here. And here we have the deltoid. I think I need to
cut it a little bit, the direction comes until here, and here we can cut it
to make more sense. And out this part here, the laimus dorsi usually
it's here from this part, and the tropas comes to here, and the latimus dos comes
until here more or less. This part. And here this region. That's okay and the t
sims dorsi. Let me check. Here we have the
spine formation, and we have this sport
L et me check here. This way here. Yeah, it can be more or less on this part here, this division. Here usually you have
more volume. This part. When we have more weak guy, this part it's more flat
and we can see the bones. But when we are talking
about strong guy. Usually this part here, it's not the bones here
are not too visible. So just me bring this volume. The tim doors. We can divide in two parts here, for example, It's on this way. How you can see
here on this part, L et me check and we're going to make the gluts coming from
this part here. More up. We're going to invert
a little bit and play a little bit with the shapes. It's here. Of course, we can play a lot with that. Let me check here, and here we have
this information. Let me and move.
Let me see here. L et me cut here just to create this more intense
silut. Yeah, it can be. This part seems that we have more volume here,
but that's okay. Seems that this part here
too have more volume. That probably will
comes to region here. It's not necessarily
spend a long time here because we're
going to cover it. So let me remove the flour. And this part is not good. I don't know yet, but
it's not good maybe because this part
comes here, maybe. And outs parts
different structure. Let me check this
little volume here. This part here no make two sens. Yeah, maybe it's better
on this. Let me check. It's a we have a lot of deformation here
and it's not good. Let me use the inflate
here in the middle, maybe. Yeah let me check. We have more volume,
here, more cure. Let me see here. Let me check. Here we have more volume, here we have a volume. But remember, I'm making a male, we need to care about that. This part itsther. That's okay. And here same thing. Let me check here, it's kind of this this
curve this landmark, sorry. Let me check here. This guy. Yeah. That's okay for now. Let me check this part. This volume. This good marking
very strong here, making this strong landmark. Here I am creating this
this structure here. This new structure. Let me for a little bit more. Create this variation. Yeah, I can be. Let
me check this part. Let me see here of
this structure. And here. Let me check and bring
more volume here. Yeah. So that's okay. This landmark for
me that it's good. Remove a bit of this part, this volume here, reduce a bit. Yeah. All right. And here we have this shape. N B. Yeah. Let me check. Let me see. Just play a little
bit of the shapes, reduce a little
bit of this part, to remove a little
bit of volume. And that's okay. It's strange and Diagonal. I'm not happy with that. Let me check the t poles here. It's more like a butterfly. So let me check here. Let me see this part. Let me check this part here. Come until here. But I can't cut this part here. Let me press and try to
mark a bit more this part. Just mark a little bit more. It's kind of more a butterfly. Let me check, can be way. Let me check. Now
it's a little better. Let me see here. Yeah. Let
me cut a little bit here. Yeah. Of course, we need
to work on the leg yet. But that's okay. Let me try to remove a little bit here to
bring aside to it. Yes, better. Let me
try to mark this part. Yeah. That's okay. That's okay. That's enough for me. That's enough. I can mark
it very strong landmark. And try to mark a little things. Same thing. This part. L et me check. Remove a little bit of volume, make this better transition. Yeah. And make this
structure here. Let me check. The structure. Move up a little bit. Maybe. Let me. Or not. Yeah. L et me see here. Side silt
usually have this shape. Let me check. This more aggressive. No make difference in front. B back part. L et me see here. Yeah, I like of this part here. Let me just mark it a little
bit more. Let me see. Let me try to remove a
little bit of this part. Let me check here. And these guys I can
move back a little bit. Yeah. Let me create this landmarks and try to figure out this part. Let me check here. I This part, it's a little Let me try
to remove a little bit and create a variation here. Will be better. And not to flat, of course. Let me see here. Let me check. Yeah. Can the in here
bring more volume. Yes. Yeah, this volume here. Let me check here. T Of course, I'm playing a bit with shaped, not perfectly anatomy and here I can play a little
bit with these elements. We can enjoy it. Mark a bit more. And create this contrast
more interesting. M market to it's better. We can move this line here a bit to create this
ag aggressive guy. It's a guy that go to dig. Yeah. Let me save it to
comparate with the other. This back part here
we can increase. But that's okay. That's okay. For now, that's okay this part. Yeah, that's good. Mark this part and comes here. Yeah. It's enough. We can see difference.
Sample early. Now have this more
aggressive guys. I want to smash you. Just this part here, it's a little strange. Maybe I this part. Try to move something like that. Maybe. I'm not too happy with this this part here. Let me try to merge it, maybe. Let me see. Let me check. Let me see here. Let me check this part. Yeah, not bad. But I don't know this part here. Usually have this muscle, but maybe we can
end it early to. It's a good idea, maybe. Maybe not. This guy here we can
finish gus here. It's better. Yeah. That's okay. That's good. It's better. Let me see this guy here. Then we can see
other idea here to the gluteus to create something more of a
better variation, an once here, maybe. So it's important that we
have this different here. And of course, I'm working with low high resolution, sorry. So because that we have
this different feeling. Yeah. It's enough. So let me have this structure more
aggressive, interesting. This part, I like to
add more than this one. Maybe I can mark here a
little bit the contrast. We have the bra
chase there, but, no matter, we are talking about the volumes and
all these things. That's okay. So, we have this little
landmark. Front. Yeah, that's okay.
That's better. S and we can see the difference. So we can feel this difference. Yeah, it's better, more aggressive and
interesting. That's okay. So let me save again. And in the next video, we're going to continue, guys. We're going to probably add the legs to check the
overall structure, and then we're going
to refine to finish. The secret to the
first moment is it make big movement and not
try to make small movement. Is it guys here in
the next video?
17. Starting The Legs: And well, guys, so
continue here, remember, we have the b spice, this part of the darm
have this line, the bone. I think I can I could
increase a little bit here, mark this part, smooth a little bit and make a
continual landmark here. And remove a bit
this part to create a more round more cylindrical
shape a little bit here. Yeah. Let me check. I think I don't know this. Let me check the reference.
Let me see here. For example, this part. We have for these molecules
are these things, but I'm going to use this
simplification here. Seems that we have
this other shape, it's something like that, cure. W. Yeah, we can try to make
something like that, and then I can that. Of, So let me check here. A simple ut, but are things that usually going
to increase and increasing, but then we can merge it. For example, sport here
we can merge if we want, then we can merge
and make more smooth at Let me see here. M cylindrical shape. Yeah, it's better. Can move here a little
bit. This part too. That's okay. And now we're going
to start the leg. Let the defeat simulation here, the simulator the
base math to defeat. Let me see. I think we can
open the legs here too. So I have this guy here. Let me check. I think this one. Yeah, have this guy so as this pose for me works better because I'd try to change
a different character, so I am going more to the It's kind of similar with a hook,
something like that. But of course, we're going
to make the st bow guy, but it's something
like the hook. And so the hooks this design. I don't know. Seems that here we have this shape
more aggressive and this oracic parts more
aggressive to this guy. But remember, this
guy it's very robust, and this one is not too robust. So we need to have
this balance here. So take care about that.
What are we going to do? Let's try to Let's try not. We're going to separate
a little bit the legs. So let me smooth it a
little bit the mask. And I want to make something
more like let me see here, more nat, something like that. So let me check Let me see. Let me see more or less. I
think here it's the mus, de femur bone, and
something more aggressive. This pose. Yeah. Let
me use the move brush, maybe better pose.
I don't know ye. Let me see side angle. No, it's more back. And let me change here
maybe to this way, maybe. I don't know yet. I am testing the
fing the gesturing. I am testing it yet. Yeah, I think this
vibe it's good. Et me see. Let me
give the perspective. Yeah, that's okay.
But I don't know. I think the legs are too big. Let me reduce a little
bit. Let me see. Yeah, I think this
weights better. L et me check in at to see
the proportion the size. Let me change, go to preference, and apply the transpose unities. Let me check transpose
transpose unities. I'm going to set the calibration distance distance to one. And now let me see here until here more or less the
size eight heats, can be turn off perspective
can be more or less here. So let me move up, more or less here. Yeah. It's better.
Yeah, it can be. Other thing here,
it's just define at have a better organization
here about the leg. Let me move, and this part here seems that it's more
intense, it's more robust. This part here and here have this overall shape But here some that it's
more aggressive. A this part. The first moment, is it that I going to do just
try to bring this feeling, this more aggressive feeling. For example, Let me see if I can try to make more
close this part. So I'm using the inflate brush. Yeah. And here we
have this region. It's a male guy, so let me make different
this protuberance. Yeah. That's okay. Let me just add these
volumes, more aggressive. Same thing with this
part comes to here, this shape and this other thing. Let me see. Blocking L et me try to
mark it a little bit. So how you can say,
I like to copy. Of course, I know how
the anatomy works, but if I make our
anatomy the same, sometimes you're going
to have not good results because all the time the
guys make the same anatomy. So basically it's not good
because all the characters, you're going to see
that are the same. So no make $0.02
my opinion. Of co. So I recommend that you may change the shape
sometimes and make different proportions will be a good way to make a
better characters. This part here, I want to
make more aggressive to. So let me see here. Check. Yeah. More robust. And this part here too. Yeah. Remember, it's
just the blockage, very early process yet. So let me see here, this guy, the
Gastrocnemius Musco. So let me see. Let me check this point,
this point, opposite. Well, yeah. We can play a little
bit more here. Let me check. So how you can see
them just marking. It's a early process yet. Here we have the
gastroc enamels, the cut of this part, we have tibial bone. Let me see here this landmark. It's the store side
yet, but no problem. We are just recognizing yet. So then we need to fix that. So let me mark better here. Here we will have the knee
and the other guy here. Here probably we're going
to have coming here to think it's Sar and have this part that we need to increase a little
bit of this region here. Let me reduce here
and make different. Let me mark it a little bit more up and out this landmark here
we're going to increase. Then we need to fix the parts of and see where we're
going to fit the element. So I don't know. It's a little big this this
port, but I don't know. It's going well. Let
him increase it, and make better these landmarks. L et me see here. Let me check. We have
the hectus femoris, the vastus majo is here, so let me try to cut it. Let me see here. I'm a more strong landmark, but, then I'm going to
try to increase it. Let me try to fix this part. So let me see. This part. Then I'm going to try to organize all this
structure here. Of course, it's ear yet. Here we have this Sartorius. On this part. Let me
move a little bit. It's just the landmark
Niche landmark here. And here the same thing. Let me check here
this part. Okay. So of course, we need
to increase it a lot. Let me see the other reference. I have this one. It's more aggressive, this
part here. More curved. And here is more aggressive. I'm working only
on the shape yet. You can see for now. Let me try to mark it
the hectus femoris. Let me see here. Then I'm going to try to
increase these parts. L et me see here. And
this part here too. We I have the sartorius. I am just marking it
creating these landmarks. Let me check, this one, this one, here it suppose it. L et me see. Yeah. So
let me check here. Have all this structure
here. Let me see here. Let me try to fit this region. Let me see this part. Yes. Here usually have this in front a little bit and here we can try to mark
this part the ankles. Just mark a not fine version. Let me see here, try to make this w. Then we're going to refine that L et me see here. Yeah. I don't know. It's a little too fin the sport, the legged to fin. I am not happy with that. Let me check here. Let me see if I have a
side. Version. Yeah. Let me see here. More aggressive Op But we need to take care
because we are doing an, so take care about that. Let me see. That's okay. Let me mark a little bit. Here we have the tensor fact. Usually, more or less here. Actus fema start this way. Yeah. It's something like that. Y. So let me check, refine a little bit. Yeah. Let me cut
this part here too. And make some
something like that. Yeah. Yeah. It's off course, now we need to fix this element and
out this extruture here. Now we need to organize that and see how we're
going to fix that. Usually here triangle
in this direction. Yeah. So let me move
here too. A little bit. Talus comes to this direction. Let him increase a
little bit more here. Yeah. So let me see here. Yeah. We can play a lot. So how you can see I'm just marking the landmarks without
add a lot of elements, checking the struct,
overall structure shapes, That's okay. I don't know. I think we could
put more in front, maybe. Let me turn off this guy and
said something like that. No. Let me check. Yeah, maybe something like that. L et me see press P to active perspective and
rotate a little bit more. Let me see this part. And something like that, can be. This part here it's
a little strange. I think this guy I need
move up a little bit more, something like that,
and try to fix it. Of course, then we're
going to increase again, but have a better
adaptation here. The first blockage. Let me try to organize a
little bit to this part. Et's see. Yeah. I think we can increase this
landmark, the silt here. I'm not too happy with that. Yet. So we need to see
how we're going to how we're going to fix that. I don't know. Maybe
I'll structure here. Think move up. This
part will be good. So let me cut here
and here and here. That's okay. I this
structure let me see. Decide it more
net, more T poles. Yeah, it can be. Let
me select the teeth. Of course, now we need to start organizing this part and
blocking to fix this structure, but we're going to
have some things here, so we works well. Here I just mark three
parts to the rib cage. It's the oblique
the abdomen here, and here we have stratus, but I have just move a little
bit more. Let me save that. 20 That's okay. This transition could be better, but I will not spend
time doing it now because we can well, I have moved a something here. At the hand. Yeah.
When I have the move, have a move a in front. So probably here. Let me ate the arm and
change it. Probably here. I don't know this depose
I'm not happy with that. The legs yet. I'm not too happy with that. Destructor maybe something
more aggressive. Let me move up a little bit. And this part of
yeah. Ale better. The balance, it's better. So always take care about that. And it's going well. Let me do out this guy and lower the previews
that I have saved. And let me save the other, for example, this guy
and look the difference. So part by part, step by step, we can fill
the overall structure. So for me, this is
extremly important. Maybe, for example, we
could make something more aggressive on this region, but we need to
rework on the arms if we want to make
something better. Maybe the arms too,
we call it increase, but we can make it then when
we finish the game mesh. Be how I say you, I think on the htpology. For example, the arms
called be more aggressive. Yeah, inflate brush, but how you can see
when I use the inflate, this match will be
very very together. So it's not good because when I'm going to
make the retpolgy, how are I going to do that? So I prefer make on this way, and then I can inflate it
when I finish the low poly. So well, let me
see. Yeah. Is it? And is it, guys,
in the next video, we're going to continue to refine to have a
better blockage of the legs and add
some elements and continue to check the
overall idea until we get the correctly shaped
structure and finish the overall structure to make
the first ret topology and make the final details about
the de powers wrinkles, and all these stuff. So see in the next video, guys.
18. Continuing The Legs: And continue here guys. So let's to fix the sport. I think it's too agurated, and we can organize better
so we can simplify it. So like this one, for example, sorry guys. I think it's too inflated, and how we are using the
yg resolution to dynamis. It's a little more difficult to change, but it's possible. So let me try to use
the negative inflate. So let me see here, hold out and try to make it. Let me see. It's a little
strange, but no problem. I think it's better, so now we need to solve that. Of course, we can
use the dynam again, for example, ply dynam again. Let me see. Yeah. No problem. Let me make a more
clean mesh here. Let me crease this
part here's move. Let me check here. Let me see. A little bit more to the gluteus this part
here, same thing. Let me see this guy here. I want to something
more optimize. So all this part here
is strange, no problem. Let me move it, and we need to reconstruct that. So Let me check. It's a test, of co. This guy here. We
need to move again. Let me check this part. Can try to make a unique volume here to break a
little bit divisual. This part here same thing. Let me check and use the add volume here
to create the knee. Just to represent that
and make more optimized. This part here more together. Let me see this go here. Yeah. We have the hecto femoris here. Let me try to fix it and
make more simplify it. Yeah. It's just because the dyna mesh. So it's very messed, the mesh, and all these things. Now I need to fix it. So it's a little more hard, but it's not impossible. Let me use the high polish. L et me add volume here too. That's okay. More
volume here too. Let me see and I'm organizing. Let me remove atle bit sport. Use the high polish here
to try to fix that. Here have the landmark
of the pelvic bone. But I'm just marking
it's not necessary to be perfectly because
this part will be hidden. So that's okay. And this part it's
connected here. So that's. That's cool. Let me bring in front a little
bit. Yeah, that's okay. Now we're going to try
to fix this part yet. I can of course try to mark it. For example here, we
have the femoris. And we can try to mark it. And here we have the serratus. Sartorius, sorry. Not eratus. And here the
other sco D vastus medialis. We're going to just bring the
volumes to try to simplify that and have a better shape. Let me mark here ale
bit too. This volume. Here I have volume two. So let me try to fix these guys. Here I have this draw and
comes to this direction. Til here. Let me see. A little bit more optimize
here of this part or optimize. So I want to optimize
this region here. L et me check. And here. I can try
to create this shape. It's kind of
something like that. And I can use the hyplysy here. So let me check can move. This part here it's together, so maybe I can I don't know. I could make different. I don't want show out
these muscles here. I want something clean. Let me try to add this
volume to a little bit. Yeah. It's better. Same with this guy here. Let me check this part. Remove a little bit. It's in front, I
think, red a bit. It's stray, but we
going to fix it, we have seems shape here. It's o a triangle. So let me check. Yeah. Yes, I am not happy
with that yet, but that's it's a little better. Let me see about this curve. L et me check. No. I think this part,
it's more fin. Y This guy here. Let me reduce a little bit. This angle. Reduce
a little bit too, and Here how you
can see this part, it's more or less here up. Me test And Let me optimize
all this region here. Let me try to merge this part here and
make a better knee. Make more sense. Let me check it. Yes, it's a little bit better. Let me reduce this
volume a little bit. And use the hyp polysy here. Yeah. Let me check can be. O this part more upped. Let me try to connect that. This region here. Let me move a little bit. Yeah. Mark again. And and use the hy polish here
to polish a little bit. Then we need to
revers that Yeah. So it's better. This transition here
for me is not good. A this transition here, let me move because
I don't want that appears a lot of
the disconnections. I want something move here t to like that. Yeah. And let me create this big volume here to
hidden the other parts. Yeah, it's better because I wanted something more natural. Let me check this part. Let me see here. Let's move a little bit
here too, this transition. It's better. Let me check here. Make this landmark. L et me move a little bit
here, yeah, it's better. Let me see the reference. The need it's always very
complicated, but that's okay. Let me check this part here too, how you can see we have
this connection. Usually. Let me here and comes
to this direction. So that's good. It's better than before. Let me try to organize
this little part here. Yeah. I don't know about this part. Maybe I can merge
a little bit more and try to break a
little bit to this part. Let me just check. Yeah, move mark Let me see. I don't know yet. Let me see the reference. I want to something
more on this aspect. I think that this
part it's okay, but it's still small,
I don't know yet. Let me check here. Let me see here on this part. So this other part here
we need to fix too. So let me check this
region, the TBO process, and all this connection
here to So how I have that high resolution, so it's a little more difficult
to make the things well. And I don't want reduce
that because we'll be more hard to add
the details again. I'm trying to fix it. Let me see here it's Fgle two, and here I have more volume. Let me check. Yeah,
it's a little messed. But it's kind of something
like that, press Control Z. Yeah. So let me check here. More or less here, Let me move it to
have this part. I'm going to try to
reproduce this this shape. Maybe something more
like that. Let me check. This line comes out
from this direction. So I'm using the high polish. I am trying to create
this structure. So that's ok. Here you
usually have this cut. L eth use the hy polish again. Here we can add mass to keep more market, without a lot of details. Here, for example, we can try
to add these big volumes. It's more interesting. So let me try to fit
better this part here. Basically, you're going
to refine the things. How I am working
with a i resolution, it's a little more difficult, but it's pole's possible. This structure of the knee, it's a little strange yet. This point until
here it's different. I can try to fix
it a little bit. Let me see, something like that. Let me check. And something like this way. Yeah, the here it's
a little strange. But let me make a hy polish on this part and here too and
here this connection to And this region here too. Let me see. Let me check. Let me use the standard
or hypolsh can be. Yeah, I can be here, y polish. This part can be with
hy polish too. Yeah. Let me check. Yes, it's better, not perfectly, but
it's working well. Let me try to mark
some parts here. Here these elements. Let me here, this part. Let me see here. And et mark a little
bit these parts here. It's better. This part
here to make two sense. I can try to use the
hypolsy here too, to heat them a little bit. Yes, it's better. And I can smoke it a little bit. Let me see here. Yes. Just
a little volume here. And a little landmark
here too. L et me check. Yeah, the correct way we
have the ten surfacta here, and we have the he femoris
here, so connecting. So the right way would
be this connection. Let me try to rotate this part
to here if it's possible. So let me see,
something like that. Now it's better. Let me see. That's okay. F here to Let me see. Yes, it's better moognize that and we need fixed
back part here too. Let me see this part. Let me just fill this region
here to make more sense. And try to connect it and
try to optimize a lot. Sometimes we have the
gastrocnems here, but sometimes it's better
to make a more clean. The same thing to this part, it's from this region here. Let me see here. It's a little strange this part. I need something more
in front, maybe. I don't know. Or more
this region maybe. Let me check here. Let me use the high
polish a little bit here to this part. I'm not so happy with this
silhouette of this site. Let me check here. Yeah. It's better. So select more volume here. And increase a little
bit to these parts. Let me check this region here. All these muscles together. That's okay. Then we need to fix it again. And here the same
thing. This transition. Here we can make the same thing. It's not necessary to
divide at this part. Let me see here. Yeah. It's better. It's better. We need to fix
this region here to check. But I feel better on this part here. Let me see. We have the solu part here, of course, but it's not
something to aggressive. Here we have the bone
and muscle region too. It's n. Same thing here. L et me check here. Let me see this sky, D Tibia. Come to this direction here. Let me check. Have you the standard brush. So I have mar this the
dot Landmark dots here. So let me see here. Let me. Make some cuts here. Just to mark ale bit more. Yes. It's better. D L et me see. Let me move. High polish. And in the next video, we're going to continue then
we can add volumes here when we have on the detailing part. For example, we can
make these things. Seems that here we have
more More element, more volume until
here, for example. In this part. It's better. Let me see. Let me check here. This line, the lines. Let me see this guy because
he's with the legs up net. So let me check this part
seems that mark your here. Yeah. It's better. Yeah, that's okay.
In the next video, we're going to continue, guys, so soon in the next video.
19. Clothes Ideas: And while, guys,
continuing here, I did some changes
here in the character. So how you can see, have the different
abdomen shape here, so I'd try to play a little
bit, and you can make it. You can explore a lot
of different designs. We have this one.
It's not wrong. But I'd try to bring and make something more It's not natural, but something more more I
can say it's MFD, maybe. I don't know if it's Mfad, It's correctly way,
but it is Muft. So let me move a
little bit this part. Yeah, can be. And I also add that
the feet of this guy, it's the base mesh. Of course, just a base mesh. So how can you how
can you see here? It's just a base mash
and I pose that here, the same with the
hand, for example. Then we need Make
better. The legs. I have changed it a little bit, Mark the hectus fermois, vastus medialis, vastus, loters. I'm not so happy with
this shape here. I'm not happy with that,
but now we're going to add the clothes and
see how it works. So let me see, maybe it's to. We have this shape. But maybe it's good, it's more robust, but I
don't know this part here. Maybe let me in the lower arm. Turn off dynamic and
try to let me in this one or not just let me
just make a mask here. Smooth a little bit
this mask and try to make something like that. I think it's better. Let me check let me see. I'm not so happy with this. This is true to Let me check. I think I'm going to change it. Let me try to reduce that. Yeah, better. Let me see this guy here. More here and here
too. Let me check. Yeah, I can be et me reduce this part of the leg. Let me see here. Yeah. Can be. I think that's okay. Let me see here. Yeah, I can be on this way. I can activate the wax
per review rendering. And here in the
material, the met cap, I can increase the strength
of the wax modifier. Just to check the
how it's going. Let me change this
position here. Maybe I would like to add. Let me see. L et me check here. Can you use the
standard and hold out and make something
more like that. Yeah, I think it's better. Here I can move this part. Yeah. Let me use
the hy policy here. Try to organize it. Yeah. And now I need move this transition because
it's to market. I just want something more a better transition
here. Yes better. No, I'm not happy yet. Let me just try to make a
better transition here. It's to market, and
I don't want it. We Let me see. Yeah.
I think can be. Let me check. Yes. Yeah, can be. That's cool. I like it. Maybe here the lag. I don't know yet, guys a little. No, that's okay. That's okay. We'll be enough. So now let's try to add
a little of clothes. And I'm going to
try to adopt it, make something
similar with that, or I can change. I like that of this one. This guy here. L et me
see these other two. But this one seems
a little strange. Let me a pend Well, what I can use. Let me start with a ring. No. Let me select a ring first, so first, let me save. Let me select here a ring. Let me delete the old version. Yeah. L et me select a ring. And here, I can change the initial in the
initialized options. I can change the things but, I think it's not necessarily
changing nothing. Let me just append the ring, and I'm going to try
to make this belt or the belt or simulate the rope. It's just to block it. I want to check the proportion, the structure and
all this stuff. So I can scale that
and use the inflate. The formation or use the
contrast can be to inflate. Let me check. It can be
something like that. Too much. Yeah, just to pose it. T symmetry and try to set it Let me see. Yeah. Yeah. Let me append the sphere, and I go to try to
make the cloth shape. Let me to and how you can see, I am not using the the planes
or something like that. I'm just using the sphere
and well, that's okay. Then I can use the zero mesh. I like to work on this way
because I always try to make something that
to have a gin, it's a gid line. I like to call it as a
gid line because for me, it's better to understand
and see the shapes. Something like that.
Let me see here. L et me remove a
little bit this part. And probably I have
something like that. So now, Let me see
this part here. I'm trying to figure out the
side the overall structure. First, M Let me see. And I have a lot of
cloths on cloths. So let me see here. That's okay. Let me use Let me turn
off the perspective. Let me select this
part and press Control W. Or can be here. Control W, invert D hidden. Display properties double. Use the mood to
remove this part. This, some loops here. Let me use the modular again. Ll, this part that makes sense, well. I don't know. I like the idea of
something only on this way. I don't know. Let me just explore it.
Something like that. In my opinion, it's
better will be better than something
like this one, well. Something like this part here. In my opinion, it's better. The cool part is it, we can explore and
play with that. This is the co part. Let me turn of dynamic. I can work with this way. No problem. Let me bring in front a little
bit to this part. Same with this other
region back part. Oh, I don't know, maybe I can scale it. Yeah. Let me use the to
group to separate it. That's okay. Yes. Let me see here. I'm just exploring.
Remember that. Let me use the las here. No. I like this one. Let me return here to this one. And I can try to
create or shapes. So basically here. I don't know. I have
a lot of shapes. Let me try to duplicate that. Try to remove this
guy and scale. Yeah. I can excale it. Let me sit here, make a mask. H and set here. Invert scale a little bit. Let me see this part scale two can be more or
less until here. And we need continued blocking. We need continued blocking it. It's very normal
in the first part have some problems with the
structure and out things. I recommend you
really recommend you make homely and continue
blocking the things. So I don't know this part here. Well, let him activate
this part and use the deformation inflate, reduce a little bit more, yes. Try to set it more or
less here and here. So let me move this guy. And rotate here. More or less here. It's just the blockage. Remember that. And here seems that we have the
mirror coming here. Yeah. But it's just an analogy
to set as a reference, so we need to take care of that. We have elements in the arms. But I think the arms
is not necessary. I just may be going to
make I don't know yet. Let me see maybe to defeat. I don't know. I'm not too happy of this element here, but. Let me test. Let me just add
here some finger into here. And to the arm to
let me select here. Something until here. And here. Yeah. Let me use the whole
contrasect masculs turn off and try to bring
this sport here. I don't know if I make some
prop or a tattoo, maybe. So tattoo here too. I think we'll be better,
something like that. I will be more cool. Yeah. First, let them extract it. Let me see here. Yeah,
can be accepted just to mark And let me late. It let me see. Let me use the dynamsh
map and inflate negative. Let me check. Yeah,
I can be D hidden. Now I can use the
inflating negative. Zero remeasure. Turn off the adaptive and reduce target polygons can set off. Active symmetry, and I can
remove these guys here. Let's play properties,
act du two. Let me check. Yeah, it can be. Did the same thing here. To mark the things. Let me see here. Yeah,
it can be D hidden. Oh. This port here to deal he then and try to organize the things. Let me see. Yeah, it's more length or less until here. Let me try to remove this lip. Let me see here. Try to move a little bit. Yeah. It can be for now. Remember, it's
just the blockage. It's a little def front. Let me move here. Try to make deep here. Yeah. The same with this one. T L et me select this part
and try to move here. No, will not work. Let me
try to make different, let me select the feet. Make a mask, extract Sept select this guy only
hidden zero measure. Zero measure again,
reduced target polygons. Yeah, and I can inflate use the inflate and the
formation inflate negative. Activity double here too. Splay properties double. Yeah. Let return to defeat
and subdivisions. And try to organize it. Yeah, I can be
just the landmark. This part, I'm not
happy with that, but of course, we have a lot of its kind of ropes,
something like that. Yeah, I'm going to keep on
this way. Just to check it. If it works or not, part at restrained
yet, but that's okay. I don't know if I'm going to add something to the arms yet. But, let me duplicate
this guy here. L et me test, try to
duplicate that and move up a little bit and
try to set on this way. To align with the cloth here. I see. I don't know, it's a one design. We can make a lot of others. Let me duplicate that again. More or less here. I'm not happy with that and I don't know if
I'm going to use it. Maybe I prefer a tattoo
or something like that. I don't know yet. Yeah. But it's going well. But I think that
not make it going to add some draw here,
I don't know yet. Something like
that. Let me check. To play a little bit. Of course, these parts, we can work on these into the substance painter,
don't worry about that. Let me check here. I can be. Let me invert. Can be white. Not well well. I miss at the color,
probably, yeah. So let me return here. Yeah. Thank you. Et me see. Yeah. Let me vert. For object. Let me vert. F object. Oh, no, et press cont. Clean this mask here. Object. Yeah, we are using basic
material. Let me go to skin. Shading. Yeah.
Something like that. Yeah, the next video,
we're going to continue and we can cross
the things, guys. So see you in the next video. Here we are starting
adding the elements, testing the elements too. Let me test other metas. Let me see this here. I don't know. Maybe.
This color skin shading. Maybe let me keep with
the skin shading. And Let me see here, Mr gray. And let me reduce the
wax preview here. Maybe it's too intense. Let me go to rendering. Yeah. Well, that's okay. L et me change the
light color set up a little bit of the shadows. Yeah. It's going well. Maybe more dark color, maybe. I don't know yet. Few obj. No. Let me see. Yeah, something like that. Yes. Yeah, it can be. Well, the next video,
go to continue, guys. So seeing the next video.
20. Refining The Head: And we, guys, we're going to continue here on the project. This we're going to
start refining the head, increasing the hear, the
eyeles the nose, the month. It's not difficult,
but it's necessary, so it's liked that they're
going to refine it now, and then we're going to move
on to make the wrinkles, the tails of the body, and then sk the hand
and in the feet. So now we're going to start
refining here the the year. I'm going to try to find
the contrast the elements, change the position, structure. So basically now it's
time to make this change. It's strongly important. You spend time doing it. The previous videos, we did
the blockage of the parts, so it's more fast, and
now we're going to spend more time on specific shapes. So it's a little bit a more
slow process, of course. So let me move a
little bit the sports, and I changed my UY
interface too if you want. Just let me know,
I can send you, but usually I change
all the time, so this is not so important. Well, I'm fine the side it and change the volumes and the structure overall
structure, of course. The, it's the same structure. All years have the
same structure, and it's very normal. So the difference, it's about the size
and the proportions, if we're going to make
it diagonal or not, if the y letter re
appears more or not, we have the hook fish, and here we're going
to bring more volume. So make it very slow
and a lot of tests. Of course, for me, it's not difficult to make
years is month knows well. Basically, it's not
difficult anything for me. But if it's not a
bit we forced years, probably It will
take more times. It will take more
time. For example, if you scoped
anatomy every days, and other people scoped it
one or two times in the year. It's very different despite that each people will
skip to the parts. So don't try to miss your your experience with
my with my experience. So I recommend you
make in your time. So make it very
calmly and remember, the fox here, it's for a game, so it's not anatomy. So because that we
not spend a long time talking part by part you can check the anatomy
course. I recommend you. But here it's most
important the workflow. So if it desire move on to
the next videos or next page, you can go on or use a red base mash to
the year, no problem. The fox here, it's the
game character workflow. So here you're going to
bring more volume on this part two active
bake phase mask. And bring more volume
and this part. I want to bring the contrast
when I say contrast. It's more to define the regions with
cavities and volumes. Here, this part this
connection of the hear. We need a a better transition. I like to fill these regions and then I'm going to
break the elements. And, I recommend you work with song or music
or watching something. Of course, I can't do that
because I am recording, so it's a little different. So it's a little different when you need
to recording the things. So let me bring volume here. Seems have some So
cell phone, mobile. That's okay. Let me bring more this part
here to this connection, and here we can explore
and play a little bit. I'm working very calmly here because it's necessary
to enjoy this process. Here we're going to cut and separate a little
bit the parts. And let me see here, you can use this lash, where I use lash. You can use them
standard too, no matter. But it's depend of the workflow. Sometimes I like to
explore and play a little bit with
different workflows. So I'm going to use this lash
with radius activa to bring some cavities and separate
a bit some parts and make this sms ale bit
more large wrinkles. L et me see. I like to hold out to create the landmarks,
this crease part. It's good to see the block. It's block box regions.
It's something like that. These wall regions,
it's very cop give more polished region. It's very satisfactory. Yeah, it's going
well. So it's better. Let me move here. Let me pull it a little bit too, move it down a little bit. How you can see it a little
more different this part. And well, I say you, it's a slow process. Slowly process, but it's
stermally important. So I recommend, really, really recommend you do that, when we have more
time to do that. Don't try to make it fast. When I say fast, it's, I'm not so happy to up to day, so I'm going to try to
define this part of the year of fast to finish it and
move on to the next step. I really not recommend
you do that. Try to make it very calmly
because head elements, the head it's strely important. You need to make each part are very definite and try to find
a good shape and visual. This top part usually
of the head, the dear. It's mar finite. We
have the y ladder here, and we have more noise, and the top part,
it's more flat. So usually I like to separate this region and
bring more contrast. When I say separate, it's like try to find the
cavities and make mar visions, use a dam standard
or other brush. So for me, it's kd shape. Let me see here, the io part. Now I'm going to try to
block this part here. And basically what
I need to do here. It's bring the contrast, to define a little
bit to the silo it. Maybe the eyeball, it's a
little big I need to reduce and try to create at
a better contrast. So a good strategy here, it's not keep the eyelid
too close with the eyeball. Seems that it's close, but It's closed, it's near, but it's not too near. And now I want to try to
find the better eyelid, more defined and a
little bit out and reduce the eyeball here. And I can scale it a little
bit, find the pivot. And I can delete this one and keep one side
only to fox one side, and then I can use the mirror. Let me scale a little bit here to give more evidence to the, the eyelid, and this part
of the ODs expression. Let move up a bit, move on front a little bit. Now let me see this side. Now I'm going to return to
the eyelids here. Let me see. Now I can move the eyelids
on around the sphere here. It's a guideline, so now I can change the silt and the
volumes in proportion here. Just move front a bit. L et me see. D
where are you here? It's D lash again. I'm looking for here, and now I can try to define
and create more riser parts. Cause it's better. And this transition
between the eyelid and the superior part of the
procerus and this scales, and here, of course,
it's a little more about fat pad, kind of fat pad. Let me define a little
bit side it, here, move. So here, how I say to you guys, It's time to spend a long time. Of course, we have a reference
and out these things, but how we are we are
doing a generic head, so it's it's not
like a lightness. It's a little more
not difficult, but you spend more time
defined part by part. Here we're going to
create the rings to the aile the ferior eyelid, define here, this part, and now I can create this other wrinkle,
big, large wrinkle. Usually these landmarks are more to define the
age of the character. For example, when we have
We have young characters. These divisions are
more smooth had. And if you have an old guy, basically we have
a more landmark. A lot of more landmarks
and wrinkles. That's okay. I think
I can move back this part here, this here two. I am looking to the eye lid
top eyelid two in front. I think I could reduce it then. Let me bring more volume on this part of this
region of the yo. And here too. So yeah, can do that and merge this part to create
a more different sign. Yeah. Move the
aros a little bit. I think that's okay.
India. It's not Indian. Yeah, I think it's India Brazil. We call it more like India. So yeah, so how you can see
the eyelid here, it's yet. It's better. We can see more it. So it's more clear and clear. I can move back a
little bit sport. Here to align this
sign. A little bit. Yeah. How you can see have these planes of
value more definite. Of course, it's a
low resolution, but how we work with all the elements
of the body together. So it's important to take care with the resolution
of the dynamic. Take care basically to not
increase to the resolution. Keep a low number. Here we're going to add
volumes and then I can use the polish to keep it flat
to and create this aspect, mores, use the mirror
to this b here. Yeah. I think this
top part of cold bring a little bit
more in front. Sometimes bring or
make more exaggerated, it's not add
volumes, but reduce. Now here, I can create a
poly group to this part. And what are going to
do basically, move it. So let me see here, make back. Let me make a mass,
control, rotate control, and now I can sve a
little bit the mask and move back a little bit yeah to create these
divisions with the zygomatic and
the connections between the top
part and back part, top part and bottom
part of the eyelid and move bring a little
bit more of this region. Put a little bit more
on this part here too. And bring of course,
the eyebrows. Let me see. Then I co refine it. Here is more like a American. I need move back the eyebrows suit because
I have moved at the Eye lids. Of course. So basically, here's
necessary work on the size. It's just move. And I go going to refine a
little bit this region. Just use Bing. It's more like close the
eyes a little bit. It's a good technique
and bring this region of zygomatic and
Zygomatic region here. Try to define a little bit more. Let me see, and I quoted
some no ones here. Let me remove this part here a clay and
remove a little bit. This little bump. Yeah, great transition,
but how you can see, it's not something
very very large chains because the initial
structure was very good. So now basically what I'm
doing adding some nos, litle volumes to break
the smooth head and flat parts and creating
this structure of the head. But the overall structure
work very well. So yeah, the structure, good. Let me bring the eyebrows again. Let me see this
part of the nose, I can work and define a
little bit this region and break the bone region
here, just hold out. Volume on this part here to give this structure and create the flat parts of the nose
and the structure here. The volume here too. Here here. And the region. I can create more flat, make more flat this port. So when I have problem
to identify the regions, you can make planes for it. It's a good strategy to work because we can
understand better, and then we can break
these planes again. So this is the secret. It's the same idea
when you are drawing. The intern part, I can bring more the BN stud now and pull this region and make more cavity and
make some transitions. Of course, it's depend
when you are working with stylized at
correctors, it's different. This part usually don't do. But how we are doing. It's a little mixed
with stylized, but it's more realistic
than stylized. So we need to create
this nons and now the structures here. So let me see this part here, hold out and move
a little bit into the nose and create
these transitions here. How you can say I'm working
with a low low resolution, but it's okay for me, it's possible to
make this transition the good part when
you are working with when you are working with
Let me see here. This part. When you are working
with a low resolution, the good parts that you need fox more on the small volumes
and the side of it. So then when we're going to refine it, we'll be very easy. Basically, use
some Alphas as it. So yeah, the overall
structure is going well. I am happy with that. This part here you
can add more volume. Yeah, good. That's cool. Here, I can create some
small small volumes, nos the master reia. And it can divide a little
bit this part here. I think I could divide a little
bit bet this transition. Hold out and bring this line
and the landmarks here. The nose I going to keep more
random and here more flat. Yeah. Smooth a little bit and create this
transition here to the lips. So, I like to make these
things slow movements. Let me bring this part here, change a little bit the
shapes of this port. Yeah, this transition
it's better. So move back a little bit. These elements and mark this part of the
wings of the nose. Let's go. Yeah, let me see. Yes, move a little bit, that's okay. Now I can cut. When I say cut, it's created cavities and transition
here between the ios. This landmarks here. To give more i spect
and more masculine, more Mo biotype here two. This strong phase. Yeah, here. That's good. Here to mark a little
bit more to create this cavity to bring the
contrasts very calmly redo, redo and do and
redo, redo and do. It's the normal process here. So you can active las moles
and make all the s movements. So yeah, I have a
better adaptation, and I'm really iant. So here we have
the Det part two. So how I say do, I like
to create this effect. It's this que part together with the polish elements and then
I deform it and break it. Here, let me create
these part of the chin, valio fat regions, here, this guy. Yeah, that's cool. This c of the orbicular
of the mouth. It's going very well,
so it's very very cool. So let me move up a little bit the month and open it
a little bit more. Because remember, we are doing
this character for a game. So we need to make the topology, we need to make the bake, UV, the topology,
U V, the bakes. And if we have all
this vision of the month together to to
near which other part, we will be very hard to make the topology
and make the bake. So I prefer make
this the standard, it's kind of standard pose. And then when I
have the low poly, I make the correct pose, close the mouth and
all these things. Let me move up a little bit this region of the
inferior leap. And here the same
thing the corners. Let me separate a little bit. These little volumes here. Smooth calmly. Move up a little bit
again. Here again. Yeah, I think that I need volume here and define the
border of this lips. So let me use this
lash and bring this part here to try to
find this This is structure. And now we're going to
bring more volume here too. So it's a good landmark
that will help us during while you're going
to make the topology. Yeah, let me mark here a little bit the
not part and create contrast with the low
volumes, no ones. Let me mark a little
bit here to the cavity. Low movement and
bring more volume on this part here. The latter. Remember that, and mark a
little bit more here too. Yeah. Slow slow and
small movement. Let create this part here of the nose two flow.
Follow the flow. Mark here a little bit more. Yeah, good, will be very
helpful to the topology to. Here we're going to
make the planes of the nose a little bit more
and move very calmly. Yeah. So yes, of course, remember, guys, each workflow, it's different when
I am working with stylized I like to use different workflows
and realist we work more calmly in
small movements. Let me bring this structure a little bit, this
little volume. And also, let me add more
volume with the clay. Of course, I need the
position of the eyebrows, but let me bring this A strong volume here. It's a T pose a
pose, under pose, but we can bring more
aggressive structure, and now let me move
the eyebrows here. Ed, here, the inferior eyelid. But remember that I need
move the eyebrows then. So let me bring the ed
inferior eyed more intense. So tense not it's more
inflated and more large And let me mark
a little bit the lips. Here Differ your lips. Let me make more mark it. Yeah. This region here divide a little bit more
and move a little bit too. Yeah, it's going well. Remember, try to keep
this part more open as. We need to make the red pose. It's not only scope, for to print, it's
different, it's for a game. We need to make separated and here I can divide
a little bit too. Spring, these parts of the
month, more interesting. But it's to I'm not so
happy with the month yet. Let me try to inflate
a little bit create the different planes here
because it's too flat. Flat worked very
well to stylize it, but here, I'm not so happy yet. I need to make some movement and try to
find a better structure. Maybe the superior leap. I need more volume here, more aggressive
because it's kind of fish month and
I don't want it. Let me and define a
little bit on this part. Yeah, but maybe I can
increase it then, but it's going well. Let me define the
chin part here too, the rendo planes,
It's not the rend, the common planes here. And let me move a bit
and create the Muscos. And the parts of the month. And to be a little
more aggressive to create the wrinkles here. And let me see. I can increase a
little bit this part. I make it more aggressive,
but no problem. Then we're going to miss
ale bit the volumes when we add the wrinkles
bars and all these things because it's important we
who would be aggressive. The zygomatic information,
That's cool. Let me move. This part, move
back a little bit of the zygomatic region. The move, I don't know,
it's a little small yet, but then I'm going to fix it. Let me see the zygomatic here, try to see different structure. More digo now, and I
can move a little bit. Yeah, it's a little better. Let me use this les
to mark and create the cavities of the
temporal region. And to be aggressive at b. And how I say to you,
don't worry about the strong landmarks
because then you're going to lost a lot
of this volume. Sometimes it's important to add more elements because
you're going to lost it. Let me see this
landmark here a bit gr, it's a pose neutro pose, but he is angry. It's kind of I don't
know. It's because. You need to eat a
little bit more food. It's kind. I am
hungry and I need it. Naruto. I remember I talk about Anar
because Naruto and Goku usually eat all the time. Yeah. Good times b, dragon Bos and Nar. I like it. Of course, One P and unter plus Hunter or Hunter times hunter. I I don't know in English term. But so cool for
metal alchemists. Awesome. I like it too much. It increase a little
bit of sport. And yeah, is it? Is
it for now guys? Let me just organize a
little bit disposition here. This part here Let me change a little
bit deposition and rotate a little bit. M dig now move back. A little bit, rotate. Yeah. Yeah, it's better. I think that's good. And move this part here to create these volumes
and this structure. Yeah. Thoracic thorax box, superior part of the cranium. It's better. Let me
move this region. Here to more in front. Now this part of
the master better. Here to bring more
volume, slate at bit. It's important to
create this no ones. So exaggerate ale bit the
master part out and create this strong master and move
this region a little bit. Year. Yeah. It's better. I don't know. Yeah,
now, I don't know. I'm doing a little more. It's kind of not to It's not spherical. It's more like more The master it's very we
have a good muscle strong, but we don't have
a lot of volume. It's more like define it. Let me define a bit. The superior here. This part They're fine here. Okay. And here to this part. Created these wrinkles and
mark a little bit more. To give him this how I
say this serious face. It's kind of Don't make
a joke with me, man. If you make it, probably, I go to kill you. It's
something like that. This transition here. Take care about this part, not make it too exaggerated because it's not action figure. It's game, so take
care and let him move the yo brows here too. Yeah. Is it guys NCU in
the next video?
21. Starting The Skin Details: Well, guys, we're going to
start making the details, then we're going to scope
the hands and the feet. So this first continue here. The first part, Yeah, I
can create the first part. We're going to work with layers. And the first moment,
we're going to create the noice part. Rando basically. I going to work with the three to four divisions 84 millions, but I'm going to reduce
to 2021 millions, and I think that's okay. I'm going to work with layers. The first one, I'm going
to set it base base one, and I'm going to start
making these random details. You can use the standard
brush if you want with Randall Alpha.
They're very simple. You code use the surface automatically noise
from surface menu, but I like to work handly
here in the first moment. I like to make this noise
effect for d model. Ospars the year two
just a little bit to break this smooth
shape, this flat shape. So I'm going to keep I will not pass on the lips
and the eyelids, but the rest of the body are going to
make it, for example, the daltye, the tropasu, O body. So we're going to
make it very comely. Then, of course,
we're going to scope defining the hands and the feet because they are
separated, it's better to work. Here the biceps, triceps, all the part, very simple. This is the first stage, first layer, the base. I like to make this
movement very simple. It's very It's very very rando. So from this point,
you're going to refine and refine and refine. I recommend you
spend a long time doing it and make it comely. The secret to get a good visual to the
wrinkles and the ports, it make it very very comely. This is the scron then. Enjoy the process. Of course. O part of the head, it's necessary to do because this will appears on the game because the hair will
not feel out the head. So it's important to make all the details
for the fully body. The glutes, the legs and outs. This first part, basically, we spend time making it calmly and keeping
the same draw size. So try to keep the
same structure, not make different sizes now. So it's a little more slow. Of course, if you
use the surface, you can get this
visual automatically. But because the pricer, because the not exactly same positions when you
are doing it handly, we're going to get a
better result making it calmly and handly, of course, it's different when you are doing
automatically. Basically, you don't
have a to how can I say you don't have took a lot of control when you have
some automatically think. Of course, No problem,
if you want to make it. Other way would make using
from the X Y Z maps, but the question is that
you need on UV map, pena. So how we created this
character front I sphere. Basically you're going
to make on this way. And it's very cop because
if you make on this way, you can learn a lot and
you can apply it on the other characters using this technique or
using the x y z map, so it's very, very easy. So I'm going to make
this rando noise. Now I'm going to
create a new layer. I'm going to work with bumps, color spray, and brush Alpha. Is to make some specific parts. Of course, I'm
using these alphas, and if you want, you
can use other Alphas. Usually, we're going to work
with the Z brush per set. Here, basically what
I'm doing it is create a variation of noise. Basically because I want to force a little bit and
create a lot of variation. So how you can say
I'm not applying it like the last one layer. I'm trying to create it on
a specific regions random, but a specific region on
the bump part usually and not making the same
place, for example. I am I am making more strong a little bit to
have a better contrast. But I'm doing on specific
parts usually on the Muscles position in that I use on the bones
positions, for example. This is a slow process, but you're going to see
then when we finish it, that we're going
to have a result. Of course, to finish
on the model, we need to make
scope to the letter, and is it because the
hair we're going to make in the part
two of the cures. We're going to make the T
and probably the hair s two. Let me see here the
abdomen a little bit to It's easy process, but you need make it very comely and have
pi chains to do that. Very comely. We quote to increase the
shapes of the Musco, make different, if you want. But it's okay. I
really enjoy it. This This structure,
and it's for a game. So remember that
to. It's not for a print table. It's okay enough. And now let me use
the bump spray. It's game that the
standard brush. You can use standard
brush. I'm going to create other layer here. And this bump, I'm
using the Alpha, but it's to create other
variation of noise. It's kind a little more strong, but in that I have dots. It's kind of dot. I
have different shapes, but it's very simple too. It's more to play a
little bit and give a a different aspect
a little bit. It's not something strummi strummi that will change the visual of the
wrinkles and the purse. It's more to give
different aspects. It's the same situation when
you are skipped in the head. You're going to create
the base shapes, then you're going to
create other volumes, and then you're going to
create small volumes to create and change the structure
of the face, for example. So you can test here, use the frame to see the noise, the cavities. It's good. And let me see here, Mato. No, the lights to tense. No, it's not good to
work with that yet. Let me see here. Mato 01. No. I think I'm going to
return to Let me see two. The fess the reflection
is too intense. I think I'm going to
return to the setting. Let me see here,
Mato first, two. Thel ight is too strong. It's not good to scope it. No, I no. Not. Let me see here. Let me add a little bit here, but I think that I'm going to return to the setting,
where are you? Let me see still base base kits. It's cool, but if we change
here a little bit of color. But yeah, for now
is not good yet. Let me work with setting. Yeah. For now, it's the better setting Mica setting for
now, it's the better. So, let's go let's
continue, guys. The next video, we're
going to continue.
22. Continuing Detailing the Skin: And while you guys
continue here, let me select the Alpha
60 with the spray. And here we're going
to create a new layer. Let me see, yeah, but I need to
create a new layer. Let me see here. And this layer, I go to cow at I'm going to
call source G direction. Sorry, distortion direction. Well I going to work on the let me reduce the
intensity here a little bit. And I'm going to work
on the x x direction. So the fully model
I'm going to make on this direction or
this on to direction. So yeah, let's go. And basically, this will bring a beautiful beautiful
aspect to the skin, so it's so on someone. This is the process.
I'm going to repeat it. It's not totally directional. For example, total direction,
totally horizontal. But we're going to
mix with horizontal and sometimes following
the flow of them, the direction of the Muscle. But usually the most
important is tried fox to the horizontal direction. So how you can see you're
going to get a good aspect. Usually, this technique I used
to create creators to make the wrinkles in the parse
the skin of creators, but difference, it's about the intensity and the
proportion and the size. Here I'm forcing a little bit. I'm putting making more strong because remember
when we're going to work with when we're going to work with with games and we're
going to make the bakes. We're going to lost a
lot of information. Baked details welds
appears a lot. Because that, I I like to to create
more strong a bit, because I know that I going to lost a little bit
of the information. So I'm sorry guys because
sometimes when I'm doing something that I need to
fox a little bit more, it's a little difficult can
make it in the same time. But it's okay. So I'm going to repeat
all this process, fully processed for the
complete character. Just the eye regions, eye lips, I'm going to try to avoid that a lot of
this information yet, then we're going to make
it handly and lips too. So we're going to
keep more clean. Continuing here, I'm going to make all this
part of the phase. A this region here
and I'm going to continue made part by part. The complete process. So how you can see we have
more with this in this part, we have a little
bit more contrast, more defined, it's more. How can I say it's not Yeah, it's kind of a sharpen filter. And this effect,
it's possible to create you in the sub
substance designer to, in substance painter to. But for this character, we're going to make handle here. To learn how to create the correctly effect
of the skin purse. It's effect, but we have a
lot of other techniques, but this is the most important because this
is the first one. If you learn how to do using this technique basically
then to create it with other techniques. It's very, very easy. So here we're going
to make this part, D glutse, of course, if the gluts appears, you can increase a lot, but here how it will be covered by the
clothes, the latter. It's not tunsar, but just to have the complete
body organize it. I'm I'm doing it. Here the knee. This
part very commonly. The secret, it's make it out fully part very, very commonly. So basically, it's
anatomy and skin detail. This is the secret. The difference a lot about the people that like
to scope anatomy, it's that they don't
like to make this part. Be take a long time and then
make comely a lot of stage, how you can see them
using layers because it's better to control the
intensity and you can see you. But usually take a long time. Let me see here. Let
me check this lash. Let me see here.
Yeah. And now I can work on the yo part.
Basically the hand. Let me rename it to hand. The wrinkles, basically
will be wrinkles, but I'm going to make it not, wrinkles, but I'm going
to make it handily. Here the eye lid,
it's a little more. We have a little more hard work, not like hard work, but these spend more time. So these parts are going to make more strong, more market. It's normal. Don't
worry about that. You can mark a little bit
more because remember, we're going to lost these
elements, this effect. So Yeah, mark a little bit more this port.
Yeah, this region. Let me see here, this part, the wrinkles of the eyed. It's kind a fat pad, but this sion can
be symmetrical now. If you want, you can
break the symmetry, think the next part, I'm
going to break the symmetry. But These part, these wrinkles of the corner of the eye are extremely
important, but how you can say, I'm doing something very market, but not so small details. I'm just creating
the face structure. You can use
reference, of course, but usually, this is the
same structure for all face. Here, on the year port,
usually you have. And how this guy I am
doing a little more old, and it's kind of warrior. Lamd density density here. I want to mark a
little bit mark. You have this face expression. It's kind of a tired guy, a warrior that fed that he fg a lot all the
time. He's a hunter. A strong guy. It's kind of I am a hunter, something like that. He lives at the weld
probably and need to hunt the animals or
creator, something like that. So bring this identity. Te a history for the
character. It's important. Of course, we have a pose, but we can tell a history
for this character, no matter if I have a a
pose, we can adapt it. So this is so cool. So basically, I' going to create these other wrinkles here. The Msater here it's
part of this region. Yeah. So that's okay. This region of the deltoid, between deltoid and pectoralis. So landmarks, I
think the clavicle, we could increase a little bit. But usually the clavico
is not to the tailed. This port here, aternocledomstoid,
bifurcation. Yeah. Let me see. That's okay. The joe line is so good too. This region here, I think we can increase a little bit more
mark a little bit mar, too small, need to be
more large, small. Yeah. That's so cool. This part of the month. The next layers, we're
going to refine it. It's not time. That's cool. It's treble important mark this region. It's se important. You follow pipeline,
for example, I'm going to start
with base, base two, base three, noise, pores, then direction, then wrinkle. It's very, very good. You follow this pipeline because
it's better to underst. Somar of the
orbicular cool here, this facial expression line, usually have this line. And yeah let me see,
it's going well. This part is a little bit
more contrast to that school. Yeah, it's kind of I'm hungry hungry a little bit
more. Let me see here. Usually, you have a lot of
expression here on this part, but I will not force a lot. I'm just marking
a little bit more here because the concept, re reference it re mo
the concept reference, we have this facial expression, but From this point, we can define or on Zi. So let me see. I think that's okay for now. Let me create O layer. And now, what are we going
to do make a distortion. It's to break a little
bit more yet the model. It's also so important. Start with standard,
and I'm going to use. Let me see here. I can use. You can use, of course, your own Alphas. You can make download from
Internet too or you can use this alpha
preset from brush. Let me wait a little
bit that scratch, but that's we're going
to use this CG sphere. But we're going to
continue the next lesson.
23. Finishing the skin details: Continuing guys, we're
going to use the CGS here. Alpha. You can make the
word or buy on Internet, but I recommend to use the
Rando press heat from brush. It's distortion, basically,
it's to create this. I think I can call it cross. Maybe, see. This intersection maybe
between the wrinkles. So let me see here. So we can increase a little bit on abdomen
on this part here. And This region, we have
more elements, usually. It's the defold, because it's
more flexible, this region. This distortion, it's more
like crossing between the skin part of the lines and
to create this this vital. How I say you, I am making
more intense Here too. I make it more
intense because in the second part of the cures the course two where we're
going to test the character, we have This part here. We have the bake. So when we need
to make the bake, usually we lost a lot of information of
death, for example, the cavities are missed a
little bit during this process. So because d, I like to
make a little more strong. So, the p is here
a bit to the neck. Sorry, guys. This landmark
Here goma a little bit, and can increase a
little bit on this part. So when we are doing
head this work head, take more time, of course, but we can explore a
lot. So it's very cool. Of course, here, it's a little mixed with realist
and stylize it. We have this filing a
little bit stylized. So, here. L et me see on this other part. Yeah here too, remember, this part will appears. So let me see. It's good. It's going well. I like it. I think I can
move on to the highs maybe. Let me see this bottom part, a little bit more
strong on the legs, the vastus medialis muscle
and the intern parts too. Yeah can be a little
more strong of co because we'll be better to
make the real time rendering. Now these things here too, here. This part here too. Yeah. Let me see or more. This region of the
knee, the tibia here, gastrocnemius to this port here. Here too. So Of course, if you're
going to look for your leg, probably you will not
see all these details, but there are there. So when we are
working for games, we need to make some
things more exaggerated. Exaggerated. It's normal. Well, let me see here. I can I could use this Alpha 62 or Alpha 61
to the first port ipse, but well, let me see where I can make more on the
e. Let me create new layer. I'm going to say the
name to distortion two. I want to work on the lips. Let me see here. Let me check a bit
first on zigomt region, the temporal part, phase, superior part of the
head, temporal region. Let me increase a
little bit more here because we
will be important. This region, frontal
phase here knows. This region. I wrote the mob cool
cool, wrote the mop. And the chin here
too this region. Here I co create a lot
of different wrinkles. When I say a lot of different, I cod increase a
little bit more, but I think that
is not necessary. The neck, it's okay for me. To think about the
game pipeline. Imagine that you need to reproduce it on
other characters. It's not so good you
make specific things. How is that you're
going to make wrinkles. Handle wrinkles, think about that you need to
optimize the things. For example, if I need to reproduce it on
other characters, the pipeline will be easy. If the answer is yes,
you can do that. But if it's something too
specific, I don't know, I think it's not so I think
it's not a good idea. Of course, it's depend
of the project. If you want to make something
specific for you or for your portfolio or just
the study, that's okay. But when we need to talk about the pipeline for
games that companies use. We need to think
about the Let me create other layer here
for and distortion. When we talk about the studios, we need always to think
about procedural pipelines. Let me use this lash here. And continue to make the
details can be done standard, and I'm going to try to work on the face
details the lips. Let me save. Let me
finish the lips here. I need to wait a little
bit the brush because it's mills of melons, polygons. So it takes time to
save, of course. Well, let me increase
a little bit the les, region here, increase
a little bit. This region here, create
a little this wrinkles. Also, let me see here, this party here,
play a little bit. It's more to create a contrast to increase a little
bit, the landmarks. So also we can turn
off the symmetry now and I can increase a little bit to break
the symmetry here. So I'm going to make on
this side and on this side to here. In the here. So I called to break the symmetry early
to the les, I think. But that's okay. And how
is that you're going to make the tails asymmetric? I recommend you make just
wrinkles, for example, powers because this
will will not affect the will not affect the
topologies, for example. I can make a symmetric topology here with asymmetrical details. So I not recommend you make
big movements, for example, try to break the symmetry where you need make
asymmetric topology. It's not a good
idea when we talk about when we talk
about game work flow. We're always going to try
to make something that can be can be more fast when
we need to make the topos. L et me mark a little bit here between the deltoid
and pectoralis. Let me reduce the intensity
here a little bit. Make these landmarks. Of course, you can spend several s and make a
lot of more details. As a metrical bumps
and cavities, but for me, that's okay. It's for a game and We are working and
recording out this process. So it's not a good idea. I spend a lot of hours. Of course, it's normal
when we are talking about anatomy and
wrinkles and the tails. If we are doing it in real time, of course, we'll take more time. So here I can break a
little bit symmetry about the wrinkles and the
tails. Play a little bit. This side here too. Mark a little bit more here, the division of the ribs here. Let me see con active
symmetry and work this part of the pes
with the lower arm. Here, this region. Yeah. Let me pt and try to follow the flow of the
wrinkles here this way. Yeah, better and
here to this region. And yeah, I think that's okay. So the back parts
too, the divisions. Yeah, just to mark
a little bit more. Void triceps here. This space, how I say you, I need to make on
this way because we're going to make the
tpology and to animate it. But of course, the correct
way would be make a T pose. But I try to make an A pose because it's a personal project. So it's more like a
personal project, and not something that
I need to send to an animator to animate
it. But that's okay. Let mark here a little bit on the ropaso part two
grease a little bit, and we are almost
the let me see. Yeah, I think that's
okay. That's cool. I think that now
I can move on to finish it and make the lips. Th that's okay. This set in Merica is
so awesome because we can see the D de tos. Let me create an other
layer here and let me name to lips Let
me set your lips. The first thing that
I'm going to do here, it's the big shapes. It's not a big shapes, but make these volumes, this division here to
create this little fold. That's okay. And now I
can create other layer to refine a rod mouth and
create other little det. It's a good technique.
I like to do that. Let's go the brush, no crash, please. Oh, thank you. And let me use the standard or it can be dumb standard, too, but I like the standard
sometimes because he it creates a volume
that it's more cure, it's a good volume, and it makes more natural vibe. So now I can use this
lash or dumb standard. Let's see them standard, and I can break a bit
this region here. Make better detail here. Yeah. And I think is it, guys. And we're going to continue
in the next video. I think that's okay
for me. That's cool. Just mark a little bit more
this part here a bit. Yeah. And It's not continue, how you can see and near
of the middle of the lips, and I can mark a
little bit more here and and here mark a
little bit more too. And it's okay for me. It's okay. Is it, guys, see you in the next video.
24. Sculpting the Hand: Well, guys continue here, we're going to scoped the hand, going to start
plocking, to scoped. I'm going to close the holes, and I think I can
delete one side to work on only on one side.
Let me see here. The secret is sped basically
anything and or or fit, for example, the secret, it's the block destructor
and work comely. If you try to make the things very fast
when you are scoped. Hand and fits, or basically
anything about the anatomy, probably you're going
to get a bad result. So we need to make
the movements here, work with flit and other brush, but try to find the as sins. It's not about the moocs, for example, but
destructor, because, for example, sometimes,
we need to skip the stylized hands
or cartoon hands. And basically, we don't
have a lot of details. So the secret hands and fits, it's the structur work
very, very commonly. Here, I try to find the volumes. You can use your hand, your on hand to use
as a reference. It's very, very good. Of course, this is a base mash, but it's same that
if we're going to make the blockage
from the sphere, this sphere, same thing. Here I have the
phalanges, dt phalanges, and I'm going to try to
find this structure first. Here. Let see the proportion. Let move a little bit more here. The secret, how I say
do its work calmly, I can smooth a little bit to separate because it too close. The mesh is not good to make
the bakes or toes cooked. It's a little
difficult, but well. Here we have the
****, connections, and let me see part
distal bond region. Let me move a little bit to give a little movement inside it. So how you can see it
very, very small change. So this little change bring
good ge for good expression. To the hands because hands they basically hands
tell a history. So this is important. Now we're going to try to bring this volume of
the phalange here. Basically, this finger will have only the proximal
dist phalanges. Basically what I'm going
to do, try to inflate this region here to bring at bit of the volumes and try to
find the distructor. On the tips are more in. So let me see. Basically, here, I was using only the dynamic subdivision. So It's okay, but
the seres part, I like to work on the structure, and I'm trying to endorse
the element here. Let me see. This perch.
Let me see here. I think I can increase a
little bit this division. And for now, let me work with I think I can use the zero mesh and reorganize
this mash, probably. But it's necessary
to reconstruct it. I rework. I don't know. Let me keep the same and
use the Zero mesh double. Yeah. Yeah, thing can
be more resolution, but it's easy to
change the structure. Yeah, I think works.
It can works. Let me smooth a little bit. And when I smooth it is very, very soft is smooth, and Im going to try to smooth a little bit and
separate ale bit. The fingers, the
space between them. So here. Let me try to find
the direction. Here, guys, I recommend
you spend a long time. This is the most important part because it's the blockage. So if you don't make it, if you don't make it correctly, probably you're going
to have a b So here, let me see the side volumes. Let me see. Yeah. Yeah, I think the structure, it's portant we check
together with the model, but now I going to press Control to increase
the subdivision, and I'm going to try to bring the landmark of the phalanges. The phalanges here s
The overo stroke tour. So trying to bring
the finger side it. Yes. It's going well. The
phalange here landmark, the phalange bone bones. Here we have the
tendons to its mix, but on this part, we have the tendons
here more or less. Yeah, more or less on this way. Yeah, it's a good landmark. I think that's
okay and the Mini. Just to create the landmark. This secret here, guys, is not try to define
a lot the bone. The secret here, it's tried
to make something very clean and a good transition
because a lot of times, usually, I did like
suppressive landmarks. And this is not good because basically the hands
that I did it's kind of it's kind of some
skeleton or the bones, the phalange appears a lot. So I don't like I prefer
inflate here on this region and try to work a little more inflated and a little
bit different. The transition is better. So of course, I'm marking here, for example, the tendons. But how you can
see, I don't have a lot of information
of the bones. For the radius, the una or the metacarpals, or the carpals. So I'm trying to
work together with the skin and with the bones. But we need to have something middle term
equilibrium, for example. So here we're going
to mark this region. Little bit two. Yeah. The mark this region. It's kind of glove,
but it's not a glove. Yeah. I can bring the siluet
of this finger. And remember, you
can look for your own yourself, your finger. Yeah. Then I'm going
to block the naves. Now I'm going to
inflate a little bit this part to mark the fan. Las radius, it's important. This workflow it's
a low workflow, but the results more more
clean and more beautiful. It's beautiful than when
we are scooped very fast. Be usually when we
scoped very fast, it seems like catch usually. It's not a smart str usually. Let mark a little bit more
this transition, separation. Bro, for example, the
carpose and meta carpose. But it's connected
at the same time. I want to show this separation, but it's paradox because
we have a separation, but at the same time
we have altogether. So bring this feeling it's di
you can follow these steps, working calmly. Divide here. I don't know. Maybe this region here, maybe I can have some problems when I'm going to make the repo because it's very
near very well. Let me see. This part here too, let me add more volume. Let me see. This part here too. And let me mark a
little bit the tendons. But take care, how I say
you to not mark too much. This other part, let me move
a little bit or inflate the tip part, spherical shape. So of course, guys, we have different workflows. Some guys like to use I use a
Dumb standard. Dumb sander. I use a clay builder or clay, and sometimes I use
inflated depend, of course, of the project. But usually, when I'm doing Something
calmly use the brush that that require that you need to work
calmly, it's better. So for example, when you're going to work
with clay built up, usually descriptors
are more fast, and it's necessary to make
the movements more fast. But when you're
going to work with infla you need make
more calmly and slow. So this is the difference. Make the fingers more inflated, a little bit more
wide, more strong. It's a good strategy
for male characters. Because usually are
more expressive. And remember, we are doing
a hunter, so it's natural. He has strong hand. So I move a little bit here. Here to small movement, here to move up a little bit, this volume and here can
move up a little bit. So I have this silets. And here too. Let me see. Yeah, this part I moved
out, and the other part, I pull a little bit and
inflate a little bit. Now let me break a little
bit the other parts. Now I can mark a little bit the lines lines of
separation. Here too. This part, can
inflate ring volume, and then I can mark it. And move a little bit to
simulate the phalange, and I can inflate now a little
bit too this structure. Yeah. T simulated the phalange effect. And create the
tendon effect too. Here same thing, we have
more volume on this region, and how we have a lot
of wrinkles here. We can create this effect more organic because here
we don't have bones. Basically, we have the
carpal and the palms. But between this space, we can make a lot of movements. You can test it with your hand. So it's flexible. So we need to try to
reproduce it more flexible. So let me press
Control D again and start breaking in more
parts, more elements. So here too, and
bring this effect. So how you can see, I am not using layers now because I'm working
with subdivision, so Control D, then control
D, then control D. But the idea the layers. We're going to work
in by by layers. Step one, structure,
step step two, first, first blockage,
first volumes. Step three, refine a little
bit more volumes, step four, refine with pores and winkle
we have the nails yet, too, but here I'm working very
calmly with tendons with this region to give a good
aspect here, two triangles. Basically. So y I can try
to bring the cavity here. And worked very very calmly. Usually have more expression
on the 33 fingers. Now on the g Mini, I going to mark two
but not too strong. It's just a twig there. So you can see, going very well. And I can make same thing here. Try to bring a little bit
more separation and details. I can mark make very
strong landmarks. No problem. And bring these lines here too because
we have two films only here. Basically it's one line. And I can smooth a little
bit. Here, same thing. Move a little bit. I recommend you mark very
strong. First moment. It's strely important. Yeah. And I'm going to make
the other landmarks too. Stro strongly important. Here, this part. And here too, because we have
two filings, so basically. We have three filings, sorry. So we have three filings. We're going to have three lines. Then I going to make
the other lines. But first so. Let me move a little bit here. Yeah. I got to activate
the back face mask. Yeah. Let me cut here. And make it in the
other fingers too. So yeah, too strong. I could work with poly
groups and separate it, but well. That's okay. We have a good space
to work and here too. No more in front of the line
here and on this part two. It's kind of Mo Mo. Yeah. That's okay. Yeah, first landmarks. And now we have we're
going to move on to 30 year. And here. So remember, T pals, T wrinkles, Topalns, t wrinkles. But this process
it's more strong. Always two hand,
it's more strong. So let me see. I can make the
latter with lines. Of course, it depends each hand, some hand to have a lather. M, other hand to
have other lines. Yeah. Let me bring a little
of more volume to the palans. Here. It's the same thing, for example, t pings,
three volumes. But but it's like a bump. And then and Before we
are working with lines. Let me add this volume
a little bit more. Y commonly, not too,
not too strong. Let me use the move
and make this side it. Here to move move a little
bit to bring the volume, to have a more slender co shape. This way. I think for now is it, guys, the next video. Let's move a little bit here. The next video
going to continue.
25. Continuing the hand: And while I so continuing here, we're going to continue
work on the fingers here. How I say you, it's a low
process and this t idea. And looking to the
palms volumes here. And I am always trying to fill the cavity to with volumes because I
don't want something, how can I say something to With a visual of Correa or something that
show a lot the pilings. The idea here, it's make the
fingers more cylindrical. Here, of course, I go toagurate a little bit to bring this this parts of tendons and mark a little bit
more of the paling here. Lamar create some cavities
here, reduced intensity. Use this lash. Reduced
intensity yet. Uh, And here separate
a little bit too. Yeah. More or less
y can be here too. It's kind of a V. Letter V
and the other side here too, and then move a little bit. Yeah. That's good. Here same thing. O side. And y. Yeah, good aspect. Good volumes. Yes. Let me see. I can move a little bit this. This part here. Let me make a mask. And I going to move a
little bit to this region. Let me see here we
can move out to bring a more natural pose to
the end. And let me see. Move here a bit too. Take care about the space
bit in the fingers. Remember that we need to make the we need to make the
reduce intensity here. Sorry, guys. We need to
make the retropology yet. And it's a game character, is not sculptor, so we
need to think about that. And the transition here
the hand to the lower arm. So let me bring this part. That's going well.
Let me see here. I think I can mark a little
bit more this region here. Increase a little bit intensity and bring the landmarks here. I think that works.
So see this part. Come on brush. Yeah. Thank you. So let me bring more contrast to the tendons of the hand and here same thing. Yeah. Let me see. That's okay. O part here to you. Mark a little bit more. This lash brush the cool that it's different a little
bit of dumb standard. This lash, it's
something between the dumb standard and rb crack. It's very nesome. Very wesome. Because it's not too to fin, and it's not too open
end like the arbicc, where we have a more
stylized shape. And here we can bring a
little bit of volume with the clay to create this
effect mixed with bones, the carpals bones, and
the tendons and the skin. So these bring some aspect. Yeah. Let me inflate a
little bit this part here, negative to create
the nails landmark. Then we're going to refine it. Let me just mark to
have the pose position. And the inflated
school because we have a good aspect and
not a fake aspect. So let me see. Bring a little bit of
the alange effect. Here to dig D Mini. So yeah. Let me see here. This part. That's okay here. Yeah,
more volume here too. Here I'm doing more details, but if you want, you can make it more generic. But if you want to
practice hands, you can make something
like I'm doing. Craze a little bit sport. Yeah. Let me ma atle mark
the nails too. Let me bring more volume here
because it's two box shape. Cube shape and, we
need to break it. To mark it is good, but
keep it is not so good. We need to make a mix. So let me bring the na
position and landmark here. Very sm volumes enzyme. Yeah, let me flat a little bit because it's
not so good sport. I bring more volume here. Yeah. I can bring more volume and increase
a little bit sport. More volume. Here, between these lines that I have marked, and here too to fill
this space, this cavity. Because remember, it's
skin, it's a finger. Of course, when you are
doing something stylized, it's different, but how
is a bit more realistic. We need to take care about that. Let me use this lash
to mark and bring more and bring more refinement. But I need mark the nail of this part here and bring more volume to
the fal inch here too. So I'm work on the
t sub division with three subdivision
very very low yet, but it's enough to mark the
positions and the gd line. So let mark a little bit
more of the llange here, but we need to take care. Is not to market. Let bring more volume to create
the wrinkles folds here. Here too, and move and
bring more volume here too. Yeah, and here too. And same thing in
this part here. So let me. Let's move a little bit here. And here too. So well, Let me try to mark here
to grad the nail. Yeah Comely, guys, very comely,
and how I say you, each artist has have
has your own technique. But I recommend you exploit
a lot of techniques because sometimes to improve
your sculptors, it's necessary you try
to change your workflow. It's always good
because if you want to increase as a treaty
charac artist, sometimes it's necessary to change the way that
you are thinking. Here, let me move
up a little bit. Yeah, So I bring this silt. I forget it's something chicken. I forget Little. Little no. Let me see. I don't remember now the expression that we
use here in Brazil. I don't remember. It's
chicken, something. Here we use the
chicken drum stick. The expression, it's fg design. So it's chicken drum stick. It's very good to remember the shape of the finger. Well, mark a bit more here. And bring this volume. I don't know if I going
to add ladder here or not on this part, but well, I going to sign
the complete hand with details because
then if necessary, keep it clean without
clothes on it, it's okay. It's done, so I
prefer make this way. And basically, here
what we're going to do, guys, it's refined and refined, try to create some nos, different volumes and
play a little bit. With these forms. Don't have a specific design
and specific volumes and structure that
you need to do. Now, it's basically
observation, use reference, and of course, you
have your hand, so you can use it
as a reference. It's awesome. Make
morphine a little bit. I could use inflate deformation. But use the brut, it's better because I can
control each finger and that try to use the
deformation inflate that will be applied
for all the fingers. But of course, we can
work with masks too. Very well. The dorsal vision, it's very, very good, but the other part
is not so good yet. But that's okay. For now, that's okay. Let me see here. I need to make the nails for these fingers
yet. That's okay. Let me fl a little bit
more here where we have the digital part. And here too. Here to a
little bit more. Yeah. The other two, it's too flat. And we've polish and we've
polish so it's good add a little bit of volumes using the inflate brush and
break this flat visual. The flat, it's more kind
of it appears there, but it's not to say, Oh, I'm here because we
are work with realist. It's different when we
are working with stylize, we try to keep the flat and polish
head parts in evidence. And when we are
working with realist, we try to make m Just some
some some little information. The polished part can be there, but it's better you break it adding a lot of other
volumes and no ones. So let me mark here
a little bit more. The tendons and the
fin inch volumes. Because we are preparing to then we can refine with the
Alphas and all these things. Soterally important we have
the structure ver defined it. Totally important. Do that. So let me bring more
volume here a little bit. Change the direction
of the tendon. It's more diagonal. Yeah. Very easy. We can move a little bit. Yeah. Let me mark a little bit more on this part
to bring the nail design. Well, you can see, it's not the final version of the nail. I'm just adding the landmark to use as a guideline when
I going to refine it. It's something. Here, I have the correct position
of the nail. So I can refine here. So it's not necessary to
make a lot of lio dts. But if you want, you can increase a
little bit more. It's depend. And let me use
inflate here a little bit. Yeah. That's okay. Let smooth. Yeah. So Yeah. It's good. It's
good. It's enough. So mark a little bit more yet. Let me subdivide a
little bit more, and now I can refine
a little bit. The nail. Calmly Yes. Yeah. And here. That's okay. I will not separate it
because I'm work for a game, so I'm think on the tropology. I prefer to keep it together
and then can test it. Of course, when we do that, the fi is different. But no matter, that's okay. Because it's altogether
to create the map, some maps to make this
part translucens, is not so good, but that's okay. It's not something
that we're going to have a big close here. That's okay. Yeah. Yeah. Let me use the hy
polish a little bit. Yeah, make different material here to create a
different aspect. It's more hard inorganic. It's organic, but the diviso to be inorganic. Remark here. Hold out to create this
little bump, increase shape. Let me make the
mark d here to mark twos and here to hold out
to create this structure. So Yes, let me create the d. These little volumes to
make me realist, two, three volumes, direction,
and break the big shapes. That's cool. Awesome.
Yeah, it's working well. Let me say, Oh,
my God, let's go. Yeah. No crash no crash crash, no crash, please, please. Yeah. It's a different expectation because bras always so crazy, so I don't know if we're
going to I have some crashe. So it's kind of, I am almost 20 minute skept
in without saving Oh, my God, I can lose this file
and this progress recorded. So it's so frustrating
when this happened. But it's the life. So let mark a little bit this
other part here too. Red nail and Mark. So how I say you, I just created the guideline
with a little volumes, and now I can bring more contrast and
define more this part. But the overall structures very It's very well done, so it's very easy to
create the other parts. So I recommend you
I don't recommend you make the nails
first, for example. Try to work on the shapes and the side of it. It's better. Let me create this part here, move the move to change
the design a little bit. And position a little more wide, I think. Yeah. That's okay. And with this slash, I can bring and separate
a bit this structure. To bring the cavity. Of course, this cavity will be
very good when we need work with the
vator and the fickness, because we can use
the ficknes and invert to create the vor map, or we can create the K vor map Marmo cyto bag but
it is not necessary. But well, when we're going
to use some mass door, we have the option of the
cavity and we can control it. Yeah. Yes, let me
move a little bit. And now I can use the move or the inflate to create to
inflate a little bit. It's more cured, and we can use the high polish then let a
more volume here this part. Here I make a little
bit more exaggerated. If you're going to
look for your hand, probably some volumes
will not appear too easy. But when we are
working with red it, create some volumes
more intense. For example, here move up
a bit the border here, the transition between
the nail and the skin. And I can move a little bit some part and try to work
with more definition. On this part, hold out to create this structure
or if you want, you can use the inflate to, but this lash works well. Dumb standard too. But how
I say this lash difference by Difference of slash, dumb standard, and rb crack. It's that the lash, it's the between arb
crack and dumb standard. So yeah, the overall structure, it's good, so in the next
we're going to continue.
26. Finishing Hand Sculpture: And well, guys, so continue
refine, refine and refine. Well, I'm going to refine and bring the
contrast to this nail. Yeah. It's going
well. Thank you. Design is going well. I'm
going to refer some parts that need more volumes
and more contrast. When I say contrast, It's something more It's
more death to the model. It's kind of cavity,
something like that. I say contrast, to break to take off the plastic aspect
or rubber aspect, and bring more more skin
aspect that we want. So let me see. Let me flate a little bit here. The good part when we have
a good topology that we can go to low subdivide
and change the structure. But how we spend a long time
working on the structure. Now it's very easy to follow the other
parts because it's just to add some nos
and small volumes. So now what I am doing now, it's kind of for each
fingers, its finger. It's kind of create
a noise aspect. It's kind of
turbulence, clothes, turbulence, but with
the mesh, for example, using the inflate
or standard brush, but it's create
some turbulence to break the flat or small
fat aspect of the mesh. So it's important. Let me see. Here too. So how you can see
I have a lot of elements, a lot of little volumes that form the complete structure
of the finger one here, I need to add more volume two. A little bit and here too, more volume. Of course. So how can I don't make
continue movement. I like to break part by part
to create a better aspect. It's better. So yeah, part, I need to create the other nails.
It's going well. It's so cool. And
now I can design. Let mark a little bit more because I want
to more cavity here. This part. Yeah. Here. Smoke a little bit. Yeah. I think it's often I
can mark the other Nao. So how you can see when
how I am doing now, for example, I am work
on the fs subdivision. It's different the aspect of the Nao seems a
little bit more fake. Because I use that
other technique. I block at the more finite shape on the three or two subdivision, and then I refine. Then I refine a it,
and now I'm creating the final version of the nail
on the four subdivision. Sometimes I like
to make this test, but we have different aspect. It's a little Difference 22 is small, but
make difference. So yeah, let me increase
here a little bit more, hold out, and break
this part a little bit. You know, That's a. That's cool. Let me isolate it. Let
me remove this part. And let me work on the
wrinkles palm wrinkles. Here, volume. Here too. I could remove. I can remove
is a flat high polish brush. That's okay. Yeah. Oops. Yeah. That's good. Awesome. Yeah. Of course, we have a strange aspect because the
latter part with the rope. The cloths are not finished, because that bring
this strange sensation for us, but it's okay. The anamy it's going very well. And here we're going
to make these wrinkles on the phalange connections, bro the pros and
distal phalanges. Here we can make
more strong, you. That's cool. Yeah. And how you can see I'm making the strong landmark more between the proximal and miro phalanges. But when we're going to do the final part to
the distal to the tip, next to the nails. I keep just the the volume
only without the wrinkle. Let me refine this
part here too, curvet, because it's a mayo character, so the birds the
bird are more curt. Let me move a little
bit in front, not too much, just a little bit. Little adjustment. Can use the
hypolgh press if I want or just smooth a little bit. Yeah. I have this curve
from top curve. Volumes, I think I can
bring more contrast. On this top connection. Let me see on the top part here. Between the nail and
the skin transition. Reefers a little bit more. Yes. That's okay. Then I can inflate a
little bit this sport. Yeah, that's cool. Awesome. Now I'm going to move
to the next one. Mark here, the nail. M his slash, how you can
ese not to continue. First, I mark the point
and then I make the curve. And here I hold out, and now I'm going to try
to bring this transition. Me for a little bit more, but then I need move
up a little bit. Move and make this curve. To fin, need inflate a little bit and bring
volume on the nail. Still flat, so now I can
use inflate and bring this. Yeah. Yeah. That's okay. Latam isolated to
work on this finger. Tom flat it sport. Yeah. Take care here, you can act back face
mask if you want. Tum fate. That's enough. You create a little of volume. But how you can see
is not too intense, the wrinkles on this transition between the distal and middle. Next to the nail. I have a lot of little volumes, but the wrinkles are
small, not too strong. And between the proximal and
mid plane or more intense. Here it's de
turbulence technique. It's a nie handling noise, but just a little bit of
noise and not too intense. It's cool, turn off. Mark a little bit more, maybe the inflate and I
could refine a little bit. I think the s and mark a
little bit more. Smooth. And the tip of the here too. Yeah here. Yeah. No, yeah. It's better. No. Let me move and
mark more here. Yeah. Yes. That's
here on this part, I need to increase,
fl a little bit. Yeah. This part here. I can use the hay polish too and smooth or
use the hay polish. But it's something that
no matter, it's easy. And good because
I have some dots. Seems more natural,
sometimes, of course. But usually on the tip
part of the finger, we have the digital here, and we have more clean shape. It's. We have the inflate,
but it's more clean. Yeah. Let me make
these other part here. So how I say you on this region, between the proximal and middle. We have more wrinkles and fold. But between the middle and
dist, it's more clean. Now with the slash, I can make the same
movement and the middle. Yeah. Go. That's okay. Then I can remark
to the other parts. L et's go. Let me inflate a little bit to break
a little bit the spect. And yeah, more natural. That's okay. Yeah, good. Awesome. Yeah. This part we need
to refine more, break a little bit de volumes and the shape, but
it's going well. Let me refine here, to create this transition. The little wrinkles
here continue wrinkles. Yes. Good. Yeah. Let me see. D is the minute to finish
the blockage. Oops. To strong, reduce the intensity. Yeah. That's okay. And sove bit. And yeah. How you can see it's similar, but it's different
to each finger. T strong a little bit, but Mark a little bit more. Let me see. Let me move. Use the pinch to to make
to close the gap a bit. To approach the mesh. So now, just miss Deno, Dimini Yeah. Let me refine here. And just is missing the Dm. Let me add more volume here. This part. Awesome, so. Let me use this slash
to create the Dm. Top line line,
sideline. Ops, Yeah. Other side and connect
the three te lines. Yeah. It's good. Let me see. That's enough. Now I can refine edit. Come on the brush.
Yeah. Thank you. Inflate Inflate. M contrast. Let me say first and on, crash. No crash. Yeah. Sorry, guys. Continue this port,
let me inflate, and we are almost there guys. Let me increase this port here
inflate, a little bit too. This region here. Yeah, this port I
think that they can inflate a little bit more here this part and
move move up a little bit to increase the salute and the NO
two, mark cure vet. And here inflate a little bit more the
top part of the Nao. Yes. Yeah. And to finish, we can create the turbulence
between the miro and distal. Let me just move to the into direction of
the Na and out here. Yeah, more or less something
like that. That's okay. Move that a little
bit to the sport. And now to finish, we can create the turbulence
within the inflate. So I'm going to bring
more volume to the sport, flange connection and
create the turbulence, It's kind of something
like noise to break the flat surface. So, I think it's enough. It's awesome. Good. Yeah. So is it guys in the next video?
27. Sculpting the Feet: Well, guys, let's make the fit. Let's block from the base mash that we got from
here from Zbrush. Well, let's go. It's the
same technique that we have done let me turn off dynamic that we
have done with the hand. So the first moment, we're going to try to find Let me use the zero measure
double and zero measure, and we're going to try to
find the overall structure. Yeah. We're going to try to find
the overall structure, and then we're going to block the element. It's
the same thing. So what I going to
do is basically, try to find the
shapes, two by two. It's to toe and very very calmly. Let me see here. And I always work
with reference. My references are on
the other screen, but you can work
with reference from Internet or take f take take
shots from your own feet. I did it a lot of times when
when I was learning anatomy. I skipped that my own
hand. It's a great. It's an excellent way to learn and use the
correct reference. Here I'm creating
the stair silt. Sir solutes. So it's the same thing that the hand, being the phalanges, I'm creating the volumes and try to create
the destructor and now I'm going to move to bring a little bit of the solute. Guys, feet. Let move here. F necessary. You make it calmly. Okay. Because if you try to
make it fast, probably, you're going to
get a bad result. So let me use the mask so in the late sport and work
on this little guy. Yeah. Very, very calmly. But how you can see with a
low movement, low movement, small movement to have
the Overall silett. It's better than before. Okay, I'm trying to find that you're the
overall structure. Yeah, let me inflate a
little bit to this sport. The inflated. Et me see and here. Let me flate the bottom part. Here the bottom part is not
necessarily to work a lot. Of course, I'm going
to work a little bit, but it will not appear. So I can then use a high polish. So we're going to
work on the top part. Here we have the
personal and gist pins, two pins only and the
other parts we have three. It's the same
structure of the hand. Yeah, let me try to define
the overall structure here. Here I'm creating the transition
between the two palins, and where we going
to put the NO two. Here, let me force a little bit. The Muscles. Yeah, the structure I can
crease a little bit. We have the toss, metass, bones, and here we have the tibia
and fib bone landmarks. The Muscos of the f two. Yeah, but it's just follow
the the basis only. Let me first a little
bit more this part. Yes. Rt. It's going
wow. Let me move. This is structure
moved a little bit. And maybe reduce the
size of this too long. But for now, we're going
to keep on this way. Let me inflate, maybe negative hold out to create
this transition and landmark. Let me see here, too. And move here. Let me slate this part. And try to move these guys to make more
sense with the proportion. T. Don't orgize feet are very complex because are not something that you
can see every time. Because if you work, probably
you are using shoes, and it's different from hands, for example, so don't worry to get a good
result scipt and fit. You need repeated process
for a lot of years. So don't worry if your sciptor, not not not become that you would like. So don't worry about that. Yeah, this guy and
work with reference. And if you have some difficult, if you have some
difficult to do that, try to go to the stylized idea and make the high psh landmarks, and then you can break it. I work on the low structure, very calmly and
creating this sir. These tirs structure, it's the same technique
that usually, I think Andro
Blumes use to draw. And we have the books.
I don't remember. I think from Androms, we have good draws from the
feet and Michael Michael, I forgot in name, but it's Michael something,
drawing an innovation. I think it's awesome to
learn the planes of defeat. I really recommend
you by this book. I really recommend
because you can apply. You can apply concept. You can apply in the
three D sculptor. So here I increase
that structure, make break a little bit
to cylindrical shape, and let me subdivide it,
contri contradutory times. And now I can add the volumes, be the between the
alange. Transitions. So here, let me insinuate
the bone instructor. Remember, I like to mark the
element and then I break it and I add more volume
and mass, if necessary. So here is design if in volume. Yeah. That's cool. Here the other transition
between the metacarpus, metatarsal sorry
and the phalange. And here we have the tendons
too and marking more strong, then I can break it,
but it's going well. Yeah. Here, too. And here the tendons. Let me see. And here, Martin Diagonal. Remember that? It's
Martin Diagonal. Here too. So I'm just marking it first. I'm not trying to finish
or bring a lot of change. I'm just bring tendons, define the structure of feet, and then take a refine part by part and add little
twigs and changes. Probably this part of the feet
will be hidden, no matter. But if we change
the idea and make a different cloth
to this part later, we're going to have
a good feet scuba. This is the secret. Let me
bring to side this part, side is not so good. Let me reduce this part, and let increase here. Yeah, moving front. Front bottom. Bottom
of it's not so cool, not so good, but that's okay. L remark here. This part
here too. L et's go. Let me inflate the tips. Yeah. Here too, but yeah. Same thing. It's two square, but that's okay for now. Remember this part,
it's touching. The floor the floor, so I need to take care about
that and bring this aspect. I reflate here. Yeah. It's okay. Smooth a little bit and bring more volume here. This region. Yeah, the side part slide to mark the cut
between the fans hops, increase the intensity,
and create this landmark. Inflate, and I can
sth a little bit. So this transition, I like
to create more intense because it's important because
I can see the transition. And don't worry, it's
not so good yet. But then it will
make sense because our mind thinks that
it's different. But when you look to the feet, this is decilit and design. But in our mind, we think that it's a
perfectly and shape. But when we start analyzing, de feet structure, it's a little strange from the bottom part. But that's okay. No problem. No way. No problem. Just keep doing the things. Yeah, here the bone. Bumping here, be more intense. But then we can It's a
phalange, it's a bone. Then we can remove that. And I'm going to mark
the transition between the phalanges here
here and here. The minimum 22
here, it's a curve. This is important,
you see the andro drawing and design an innovation book
from Michael Hampton, I think is Mike Hampton or Michael David,
something like that. But just type on Google
on Internet and search for search for design innovation or drawing and innovation, but I think it's
design innovation. That's okay. Let me create the I'm going to mark this part here too to bring the
tendons more intense. Same structure of
the hand, same idea. Then we're going to
add volumes with y into between the tendons. Let V one side. It's. Here it's more close. It's not too much,
but that's okay. Maybe then when we're going
to make the topology, probably I need close it, maybe because to bake it will
be a little complicated, so maybe I close out it, make a mask to close it. Or I need to open
all the fingers, but I'm going to close because
we'll be enough mark here, here, and this line and
this line to create this effect been square and cylindrical and
all this design. More similar with those. Here we're going to try to find the design silty of the tos. I need to apply this
physical visual, this physical feeling. It's we have the correct. It's on the floor. The
physical it's happening. We can see, it's important. L et me add volume here. Here will not work too much, just to compose a little better. They're going to keep it more
flat and without form here. I focus, it's the top part. This region, we
have more volumes and it's a little more strange. It's a little more strange. It's normal totally normal. Yeah. This Mini guy
here too. That's cool. So from topic, it's going
well. I love Division. I'm enjoying. Let
move here and here. Let me bring this
landmark very strong to separate and bring this
shape to that cool. Yeah. Here the same thing. Let mark a little bit more
to create this border. And I going to make the
tendons more intense too. Yeah. It's good.
It's going well. L et me mark this part here. Remember, letter B. And how we have all this
part marked together. Sometimes it's a
little difficult to understand. But that's okay. And here. The suspect this. That's good. That's okay. Here to cut. This part move a little bit. And mark. I can use the inflate. Yeah. Derision on the filings. C also the design. And here, pull a little bit more into the
direction of the feet. Yeah. It's going well. L et me see here, these
other region and here. So let them inflate. Here to separate, a little bit. And let them add volume
here. Little bit two.
28. Continuing Feet Sculpture: Yes. I mark this
other part here too. And remember, how
is Together part. We need thing different. I divided a little bit more. Yeah. Let mark here. Then I go to close out sport. Let me inflate this
region. And let's go. Let's continue. Try to find
the overall idea and shape. Here we have the
two cuts, one side, and the other side because
it's not too close, and we don't have
this overlapping. Too intense, like the
other parts of the tos. Let me use the inflate
to create this volume of the phalange here and here too, and how you can see we can see the overall structure. It's going well. Of course, we need to change a bit of
some volumes direction. But it's going well. It's good. Now, I need
to work a little bit on the silt and here. Yeah. Let me see. This side is very good. This angle. Sorry, guys. And here the tibia bone, landmark, the ankles. And here, I can bring the voume. Here them. And here the Mc. Bring this volume here too. Remember, guys, you can
get the anatomy cures, where we're going to work
with a lot of other reference and have a fox only
on the anatomy here, it's the workflow for games because that we are not talking a lot about the moot cos or
giving a lot of examples. The idea here, the fox here, it's more on the workflow
and on the script. Cpt. Don't take a long time, think about it the anatomy, if you are learning the
process, the workflow. Bring more volume here and here. This part here, remember, these other toes
have two phalanges. We have two volumes, different. Mini it's the same thing, but it's more short. Here just a little
movement to the nail. This is the way. And it's ale bit more rotated. So let me make the
guideline to the nails. One, two, and out holding out hands move to
create the nail. Yeah. And now I can mark
a little bit more more definite and the ficknes is more dense too. Yeah. That's okay. And the phone a little bit more, and now I can move a
little bit and work with the inflate brush
and move brush. Mr cure that the side and
inflate a little bit border. Birds and the tips and the
middle part too. Yeah. This region, the
noise and remember, always the middle here,
it's more inflated. It's a little bit curve. So C in the direction. It's going to the side, the direction is not straight. It's. Here. This is um standard can be to
mark a little bit more. H at curve a better
I forget the name. Have a better cavity. Ha cavity information. Here hold out to
create the nail. Structure. Move a
little bit and move just to align side of
it here and move go. Also, it's working very well. Yeah. So let me see here. The destructor. Yeah,
I can be here too. A, think it's good. We can have good analogy.
It's working well. Let me use the flat
brush to break the aspect of the mansion bring
this different structure. Bit skin and no. Let me mark this part here. H a better contrast
and a better cavity. Better landmark. Yeah, I think that's okay. Here creating some
noise a little bit. And here we can mark the V smooth Yeah. I can mark the other side too. Remember, the V.
It's marked a U, but it's a V. It's a V with a bottom
part more large. And here have the V.
But in this situation, it contains only on one side. The mics here will
have the perfect V. This side here basically
have two lines only. But it's a U. Maybe a straight. And here A V letter
V. When I say V or, I'm saying about making
an analogy about the letters because it's better
for your mind record it. So let me add the volumes, the following
volumes very calmly. And I start getting
the overall structure. Here the bottom part, of course, we could increase a lot, but we will not put a
lot of energy here. It's more like ones, scratch and make some
movement here just landmarks, but it's not something
that we're going to spend hos trying to increase in profit because it's not
necessary for this model. Dividing the phalanges. Here we have three panes, panes. So remember, when we
have three phalanges, we have three cuts. It's always the same
structure for um anatomy. O There same thing, it's more close because
it's posed and it's men. It's normal. Yeah. Here I can mark too and
create this llene. This situation can
be more marked. And now I'm going to return
here to the top part, that's more important if not, I going to spend a long time doing some it's
not too important. But energy the parts that will be more
visible. It's better. Yeah. Let him use the flat, the high polish and try to
remove The thickness here. Let him move. Yeah,
I think it's better, and I can use this lash to create the line the
mark here again. Dum standard can be mark here. The cavity, bring
the contrast. Yeah. So sometimes, it's necessary do and redo the departs
to get a better so. So let me see. This landmarks esome Remember, you can always use your
feet as a reference. You can use your foot as a
reference. It's awesome. Ask for your wife
or your husband or your girlfriend or your Yeah,
friend, brother, sister. I don't know. Ask them to take a photo from your feet and
you can use as a reference. It's a good idea. Of course, you can find on Internet, but sometimes it's a
little difficult to find on a specific and goes. But of course, we have a lot
of things on our station and other platforms that you
can buy the pictures, the photos reference
as a package to reference to
anatomy reference. Yeah. Yeah. Let me, what is it? Probably some
mistake that I did, and I don't remember. Yeah. So let me more volume
and remote volume here. Yeah bring this part. Some so called design, and I can repeat the same
process to the other parts. So I always try to
create this process. A process that you can follow very easy to apply
to the other parts. For example, one line, two line, three lines, and make
the noise volumes, the transition, plans volume, and then you can repeat
to the other parts. It's something that
it's easy to follow. It's kind of layer
by layer by layer, and it's not something
that you can forgot then. So Forget, then, I really
recommend you try to think when you are scept and try to
think to scoped something modular scoped or process.
Something like that? Yes, some. Let me see. A little bit more marked here. Then we're going to
refine the ends here. And feet with
wrinkles in the pars. But. Let me increase here too. But it's important to work on the Let move this
part, move up a little bit. It's important we
have the blockage in the structure very correctly because then
it's varies to increase. That's really esome. Yeah I like a let
me mark here too. Let me create the lines here. One, two, three, and
the bottom part two. Wow come on the brac. Let me see if it is working,
Yeah, it's working. I think I can change
the length size. Let me move here, this part two. That's good. Yeah. And here too. Now, then is not. No. I need to increase
this It's part to make more sense yet to be better. Here too. This form here too. And this volume and design because we affect
when we look from top view. Here too. Yeah. This is
not it's a little strange. It seems a little smashed. Yeah, but from this
angle, it's good. Let me use dumb
standard and mark more. And of course, guys, it's depend of H foot. B, for example, my feet, it's a little different. It's depend on if you are
doing a male or female, it's very important
to the design change. Let me mark here and use the clay null and press controls and
field this part here. Yeah. Oh, it's a little better. Standard lay and
reduce here. Yeah. I'm sorry because when I'm fox, it's a little difficult to talk together and make
other things well. Let mark here and here
too. That's good.
29. Finishing the feet sculpture: And well, guys, we're
going to reproduce the same hops idea to the other. Oh, my God, man. Other the same nails, sculptor work flow to the
other parts of the dts. So here we're going to move. Remember, one, two,
three, four lines. Let me select the stronger
smooth brush. Yeah. And make the connections. And let's go the brush,
come on, please. Come on, come on, come on. Yeah. We're going to make the
same thing for these part. So it's a slow
process, but begin. Begin to the middle part, it's very boring
because if you don't have a big knowledge about
the destructor of defeat, you stay You spend a lot
of time doing and redoing the things and redoing the things without
understanding things. It's very frustrating.
I know that. But the unique way to learn, it make a lot of repetitive sculptors of feet to learn and study
the anatomy of the feet and put and
practice doing it. So don't or if it is your
first time doing fit. Probably you will not get the good result and
the good result, and you will not
get a good model. You will not understand it. It's normal because if you never did I scriptor of the fit early. It's impossible you
understand the things. So just write the
video and try to copy. And then when you
have more time, I recommend you make
separated studies like, I'm going to script
only the hands. I'm going to script only fit, and I'm going to study anatomy course to understand
better heat. Here the ideas
about the workflow. But of course, I'm showing
you the fully process, but it's not an anatomy course. Here we're going to
make these volumes to between the the
falans of the feet. And standard with them Standard, you can mark this sport. Yeah. Let me see. Out out great part this region. And also, think about this latter part will be a challenge to make
something that works. But. Let me make
this other part one, two connection, C three. Tree and et me see here. Let me inflate this part
here first and here too, and then we're going to hold out to create the crest
part of the body. Let me fix this bottom
regions here. Yeah. Yeah. Usually it's
more flat because we are simulating that
we are on the floor. Let me select the dum
standard and hold out. Let me see here. Let
me mark first here. Reforce the lines and
out and create here. Yeah. Yes. It's okay. That's cool. Yeah. And it's good. So let me inflate it. Let me see. Inside
parts. That's good. Let me see this bottom part. Come out the brush,
please. Yeah. Thank you. Thank you so much. Let me move ale bit. Move. Let me fate at bit
between the palane bones. Yeah. I moving on a little
bit side of it here. That's okay. That's good. The secrets near to the roof. You make a contrast, of course, but not to intense more smotht and going out to
the tip direction, you can make a better contrast and make more crest region. This give a more
realistic aspect. Let me use them standard to
mark side regions. This part. I mark what I go the small
feet a little bit tops here. Here. And I can so you can see and create the wrinkles here and smothe that's good. That's good. That's good. So same That's cool. And I want to make the final. Yeah. Here, one, two, three, four. And let me is move. This part can move or
is the high polish, but it can move here
and inflate this part. Yeah. This top bottom pill
not top. That's okay. Let me see. Yeah. Dumb standard, mark more Mark a
little bit more. The direction, a
different direction. Let me see. Yeah. I think about the
htopolgy, probably. We'll need to open the fingers. To make the b. Yeah. Contrast cavity here. Curve, and hold out, smooth and inflate the
nail a little bit, the deep part, the barred part. And I can mark ale bit
more this part here. Smooth. Yeah, and create
this effect here. The wrinkles, large wrinkles. Digital Mini. We have, of course, trip ins, but it seems that we have two. So it's not necessary. You spend a long time. And, guys, I think is it? Oh, no, make the tendons. Let me make the tendons here, mark a little bit more hoops. And let me create
something more. It's a flat part. I am creating two lines and then move to give this effect. Move. Same thing
with this guy here. That cos Let me see. M one. Let me so a little
bit more here. Smooth n. The wrinkles,
create some effect. I think this part
will not appear, but if I try to make it
that appears, will be done. I'll create some
wrinkles here. Inflate. Use the inflate to
create the nice idea. It's kind of a nice idea. And let me fix this
word here to to finish lad this region to
work better here on this corner part
of the nail. Yeah. So create some nos here. And hopes Mark to bring the Nao to give to give to
the Nao more visibility. Yeah. So and now let me move. And let me mark more here. How are you going to see not
make perfectly the corner. These give a unique
effect unique visual. It's so cool and it's
better to the topology. He me fl here. This part And it's not
necessary to refine a lot, too. Yeah. Here, remember, it's on floor. And I think is it.
Let me see here. Yeah. Is it, guys, see you in the next video.
30. Detailing the Hand: Well, guys, we are using
the CG sphere scheme kit. It's very good, and
we're going to use this kit to make the details
of the hands and feet too. Of course, you can
make some download for free of other packs. The idea in the
pipeline, it's the same. Continuing here, Let's start. I have created a layer to
make the wrinkles the base, the wrinkles, the veins. It's the same idea, same
structure that we have done on the body skin. Basically now it's
blocking part by part. And we can enjoy the process. So don't have mystery. Basically how I say you. I like to work with layers, and of course, the structure of the dcptor need to be very
good and have a variation. So if we're going
to try to make it on smooth surfacing
is not so good. We need to have the
volumes, the cavities, the variation of the
displacement, the volumes. So then, basically, what I am
doing now, add the office. But to get a good result, it's trebly important we have a good sculptor before we
try to add the details. So here I'm doing it on the
dorsal part of the hand. So let me see. Of course, here I'm doing a
little bit more more fast and generic But when we are
working with game, of course, we need to make the things very clear and good when
I say plain and clear, it's about the design. Keep organize it. But
here how you can see some alpha parts are affecting
the nails, but no problem. Let me use the morph here target to remove this part
and make the clean up. This is the secret we
can make very common. And how you can see, I did only on the dorsal part,
the palm part, I didn't it for now because our different
structure of the skin. It's extremely important
to you understand it. Let me reorce here
this region this side. I could work with poly groups. But it's okay, the
space here it's enough. How I say you guys e people have your own
pipeline work flow. Maybe you're going to work
different, the pipeline, but the result will be
the same. No problem. Maybe you work more fast. But if you get the same result, the same equality, no problem. Just keep doing it. So, the door sports. L et me see here, use
the morph to remove the affected part on the nail. Yeah, it's enough. A awesome. Let me create the other layer. Why are we going to
make the wrinkles? Let me rename he nkles. I always type Ringos. It's because it's a we
confuse it, but it's okay. Try to imagine you learn other
language and teach treaty. So it's not so easy, but it's very possible, and it's a way to help
other people too. You need shay
knowledge, you guys. Show your knowledge. Now I'm marking more strong
this region reforcing, and take care to not make the exactly design
for all the parts. I'm doing three here,
three horizontal lines, but are not exactly the same. So I need to make some
different structures, so the deposition
it's different. Basically just
follow the landmarks that I have done before
on the kuptor process. How you can see now, I did
a little more move that, reduce it, not to mark it, and here the mini, I'm going to make
the same thing, and it's okay also. The co part is, if I want, I can control it,
reduce the intensity. But remember, how I say
D. Here the V part, how I say D, we're
going to miss a lot of information during
the bake process. So it's extremely important
to define at the parts. So here to This part need the digital information, the wrinkles in parts too, but that's okay palm part. Let me see this part
here and here and here. Refine two lines. You can see it to
create the wrinkles. It's kind of fold. Folds. And here too, Yeah, Let me add
the veins then it. Let me see more. Yeah, good result, but let
me mark a little bit more. Let remove here. Let me inflate and bring more
contrast on this part here. More volume, little volumes. It's kind of veins, but let me create a
new layer here first. So how you can see it's a good approach to
make these things. Uh, I call call that
make the veins early, but I think now I
have more control. It's better because if I want to change the direction
or the intensity, I can. And if I make the veins, before to wrinkle and
debase details with Alpha, to change the direction, change their direction
will be very difficult. Yeah. That's cool. Let me see here. I forget that you can't
see my other screen. But I am working
with two screens. It's very good always. And, now, let me see here. We're going to add more details. Why are we going to.
Come on. Let's go ph. I'm with total points
26 millions of polygon. Of course, here, the
and it's isolated, but now I'm going to
work on the palm part. I think I co do that early
on the base process. But well, no problem now. The question that
I need to create other layers and now I'm
mixing with the veins, for example, so I need
to create other layers. But this part, I called I called M ly. Could that have been
done early. Very early. But it's okay, no problem. Let me adhere to this part. Then I can work with
the Alpha the morph. This part it's not difficult, but usually in this pump part, we have more lines
and little cuts. So it's not so intense, for example, like
the doors part, but that's here I
can force a bit. Remember, we have the digital
on the tips of the finger. On finger tips. So let me reduce intensity here. And that's okay. For
now, that's okay, guys. Let me see here, reduce defense. Red I would like to make ints, but it's not possible. Let me reduce 2.5. And is it? It's enough.
31. Detailing the Feet: Well, guys, are going to create a layer base one
here to the feet, and I'm going to
repeat the process that I have done to the hops. Let me select the direct. And I'm going to re
repeat the process that I have done to the hands. So we're going to use the pack, C G. Your Alphas. But you can search on the Internet for fed
skin or Alphas for free, if you want, have a
lot of stuffs of that. And basically, we're going
to make the same thing. Layer one base. Then we're going to create the wrinkles and
the fans and is it? Remember, I going to work on the more viable part in the inferior part
to touch the floor. I will not da it a lot because it's not necessary
for this character. So L et me test here. These other off
reduced intensity. I'm going to reduce
the intensity here. Mark feel better the
feeling, but of course, I could work on the intensity then because
that I'm using layer by well. Yeah. Let me see. I think now it's better. We have the X Y Z offs, s placement maps, a
lot of cool maps that it can be very, very useful too. But in this case, I'm
going to make something more more Rando Rando and stuff. So basically, I'm going to make for all parts of the feet, top part here, do
so part and ankles. And then I go to break a
little bit with other parts, but Yeah it's going well. I enjoy. Let me see
this connection. We code maybe for example, other approach of
the work fluids, open the V, and add Ando map, for example, with the DV one because it will fit at
automatically on the feet. On the foot. But
I think this way here I have a lot of more work. Basically, I have a
more work doing it. But the result seems
more artistic. It's different. It's
not something random. It's not something that
you look, a random stuff. And no, you can feel
the artistic feeling. So this is the secret to make different characters and not
something that you look, a base match with some pas. No, it's different. Yeah. This part here too. Of course, the details
when we look to the two our own
toes are own fit. We can see that it's
not too intense. The intensity is different. But remember, always when you're going
to work with games, you need to make
these things visible. Because when we look
for our own fit, we have a lot of
information of light, skin, a lot of
things, veins, bloat. So in treaty is different. It's not the same
thing, for example, when you can make
Well, for good too. L et me see the morph. Forgot to activate the morph target. Well, it's different because
in three D, basically, it's the real but
at the same time, you need to make
some fake stuffs. So let me see how I
can fix it handily. I can just move the sport
cause I forget to I forgot to activate
the morph. Brush. So y. No problem. It's just a simple thing to fix. But remember, take care
about the work flow always. Here I'm making
something more generic, but usually this is the wrinkles and I want to make
the wrinkles now. K. And so you can see
that we basically, when we make the wrinkles
parts and all these things, we lost a lot of
information of volume. So it's extremely strely important you force
it a little bit more. The same situation is
when we're going to make the bake of the normal map
into the substance painter. We're going to lost a
lot of information. So because that it's
better you force a little bit the informations. Mark here a little
bit. This part. It's good it's enough. Here too. Create this variation
a little bit only. Yeah, these divisions. Mark a little bit more here too. Mark things to have
more information. Here too, mark a little
bit more middle. This port and here too. And here too. Basically, it refers
a little bit. This is the part
that a lot of people don't like to do,
but it's necessary. This is the secret to give a different feeling
to the character. You can have a better design. And here to this part. Remember, you can
look for your toes and you're going to see
that have this information. And here. Yeah, I think it's enough for the game workflow,
this character workflow. S. Reduce the intensity here and Mark create a little
more of information. Of course, we could
increase it a lot, but probably going to
make some letters, some clothes on
it, involving it. So make sense. We
spend a long time. But of course, I'm
doing the basic things just to have organize
that because if I change, if I decide to make other design to the character without the clothes,
the fit will be done. So this is the secret. We have the mesh
and the hypo done, and no matter the
salut or the cloths, but the anatomy it's done. So this is the secret. To not lost time doing
and redoing things. Yeah. I think Zi guys and
see in the next video.
32. Making The Central Leather: Done was apply zero
measure for the parts. And now here, I ied
something more on this way, not something perfectly, but
I'm going to try to use it. I'm going to press
control de Control D to subdivide this plane. And I can work with
masks or in some parts. I can create poly group. Here I'm going to try
to deform to create the latter effect and bring something that makes sense here. It's more my own design,
some creative thing. I can use the masks here and let me see a
little bit here too. And let me see. Control W to create
a poly group, and I can hidden this parts now. And I can do it. Let me do
the lower subdivision, D den. Apply zero measure. No. Let me active do M
Let's go on Half. Now health and polyp keep groups here to make cure that and
reduce this move 2.5. Now we're going to
have a better result. Yeah. I think can be. Let me delete this point here hidden. Let me see. I can work a little bit on the devise of the design side
ate here, increase at bit. Of course, we have a lot of other options to make clear
and all these things, but handy, usually, I like to produce grate
on this way here. Spend more time. Creating the deeps here, more graze at it. I think it's crazy can be
more C C name, I think. Let me increase a little
bit on this part here too. Here it's more about the design. It's not like follow
the same thing. No, find a good design
for your own character. I think the structure is going
well I need to refine it. Let me see this support. Let me crease this
patern of symmetry, make more not to curve. No to circular s. Break a circular shape. Yeah. This way here too. That's okay. Let me see. M here. So basically here need the
ideas and explore a bit. That's okay. Can apply the zero
measure again, but no, with deform. Let me reduce this
move and apply zero measure to
organize the polygons. Let me move a little bit more. This rope well to add then to. This part here same thing. Basically what I did was apply the zero
measure and work with a plane only and now I can deform a little bit to
create this effect. This back p break a
little bit symmetry. Control D three subdivisions, and what are going to do, it's the same thing,
work make the masks, make some masks here, and then create the polygropes, and delete to create
this effect I think can be see more S. Well, scratch, I think, to create this scratch
letter effect. Press control control
on the front parts too. Let me see. Did lower
first, supervision, hidden, and remove to
polygons floating here. Loss. So remove
this part here too. So take care about
this part if you want. You can activate the
double. Let me do. Because it's so important to make a cleanup very
organize that here. Let me apply this measure again. Because sometimes we
forgot to forgot to delete the other part and it can bring some crashes and problems when we're going to export
or make the bake maps. During the turn process. So here I am looking for some
settings with zero measure, we don't have a
specific setting. For each project for each
character, for each model, we need test, zero measure, keep groups, half
options, legacy. So it's not a role. You make the same thing same
things that I am doing. So it's interally important
to you test your settings. Here, let me create this shape more conical effect here, more chic shape in that two
is smooth head or curved. So, something more
pointed, better. We have this visual. It's organized and
more interesting. So Let me see. Better. Center part here two. How you can see I'm just moving the deep sport and
not out the model. That's work. Let me a reduce this
move groups and apply the measure,
organize the polygons. And for now, I'm working only with a plane only without the thickness
without the extrude, then I'm going to extrude it. So now I'm basically refining
that we have created. So basically it for now
and define the shape. Here are going to
make the same thing. This back part try to bring. So Let me see or
point that ic effect. Here to smof a little bit
the sport the nelsar. I need to hit it. I
need to hit in it. Of. Let me move. Let me pull
it a little bit, ya. Oh, yeah, well, we need to just make some
jokes a little bit. It's the life, and it's
mile and be happy. So now I have subdivided outs, and I'm going to make
the polygropes, again. I'm going to make the masks. I going to make this
scratch add effect again. Try to find this
scratch ad effect. This part here, how
it's more large, bigger than the others. I need to try to make
something more big to. Now turn of the symmetry to create this
asymmetrical effect. Let see. You can just pint. It's kind of pint
making the masks. So these things that I feel better here in the brush
than blender to scuptor. I don't know why,
but I feel that it's better the algorithm yet. Of course, I work with
blender a lot and I love it. But I confess you that yet I
prefer the brush to scuptor. Here I have use
the glop to create this effect organize,
more clean, and now I can move to
bring the tips more ic, the tips more pointed,
so I can increase it. It's some other option
that you can work. And then we're going
to use this maser again. So don't worry. And here, the secret is it. It's work very commonly
only on the tips part. Don't try to pull out
the mesh, for example, reduce your draw size and try to work focus on the
small parts only. Let him remove here
control shaft and the. This part hidden. Now I'm going to create
this conic shape to and the other part here too. How you can say I'm not
doing it symmetrical. I'm doing asymmetric
because I can have a better organization. So let me see here, ya. L et me move this
part, so a little bit. Yeah, that's cool. Let me
go to zero measure here. Now. It's good. That's. It works. So a little bit sport. Let's go. S Now let me work on the frontal
part here too, and I'm going to make the
same thing, control control the control and the
lower end paint, make the masks to create
the scratch scratch effect. And turn off symmetry and make it to create this
asymmetrical effect. It is very interesting and
give us a better vise two. Mask by border, to create the
border from the the mask, D hidden, and we have
this shape here. So awesome very helpful. And now I can move to
create the ic deep. Let me go to measure. Yeah. The measure first. I don't know. Seems that I
seem just a polygon floating. Separate that very well. Yeah. That's okay. Yes, Seems that have
polygon by here. Yeah. Well, let me see. This port two. I think it's enough for now. The next video, we're
going to continue. Yeah. This shape here a bit and that's
that's okay for now.
33. Organazing Torso Clothes: And continue here, guys, what are I going to do now, increase the subdivisions and work a little bit on the fold. The form a little
bit can be with the standard brush and
just create some fold here just to break a
little bit this flat part. Here for this first, Let me see the correct
word for this, this first this first part here, the other parts can be
a little more solid. The leather that other material. Seems like other
material, not that. Here we can create some do landmarks here and
play a little bit. To break the flat part
for this mesh specific. How you can see I have
the top part basically was created by Taurus, like a simple Taurus and
placed two Taurus there. So yeah. That's okay. I think
it's uh, almost enough. Let me use the cloth brush here. But yeah, you have a lot
of free cloth brush, but I confess you that usually, I work with standard brush, them standard b cracks. And basically. But
sometimes I like to test other brush created
by other artists. But I confess that it's depend a lot for
realistic things, it's not so important. You can create default effect just using the standard
brush front Z brush. So here let mark a little bit, break this flat part, but it's a solid ladder
here on this part, so It's more hard material here than the frontal material. So the idea here is not to make something too
flexible, for example. And this guy here same thing, so not add a lot of, not too soft, a more hard. Yeah just need to play
with the elements. And repeat, repeat,
repeat the process. Basically this is the word
flow that I'm using for it. Of course, you can simulate
a bit the physical, it's the ropes are it's mesh. The letter. So to simulate this squeeze
effect, this ting effect. Squeezing. I here I'm
creating some variations. Go to the latter. This process, it's a very
slow process because you need to make it comely
and don't have the way, for example, when you're
going to work with clothes, we have the option to work
with marvelous design, but no matter because
marvelous design will give a correctly physical, but usually I use marvelous designs for more sternly realist orators
in this situation, I think my opinion
is not necessary. But no matter because then you have the
marvelous design model. De. You need polish it
into into the Zbrush. No matter we don't have today. We don't have softwares that to generate clothes
that are finished. For example, are already done to use in the on the artors. Always we will need
to make the fold or define the fold or make
a clean up to mesh. We don't have other way. This is the life. The
secret, you can study. From real reference.
For example, like the curtsusl, the cartes, from your own house, You can use You can use
reference for your own clothes. For example, band shirt, T shirts, Well, basically. W is specific cloth, you can use reference from
Internet from Google. But the secret, it
make it very comely. The same process that we have used for the hands and
feet scuptor and details. This is the secret. And working calmly and repeat the
forming the parts. Yeah, I like this part. Of course, the model will
be better when we have, let me delete some divisions, and maybe I can create this show affect the thickness
here Panalp one. 16, Panos, the thickness
increase a little bit, and I have this formation. Yeah. And the final result, the good result will be done when we're going to
make the tpology, and the bakes and I can use the reconstruct to
bring the subdivisions. When we're going to
make the tesor of the tattoos and the hair, we're going to use alphas
and all these things. So this is the first stage. We have a lot of other
things to do yet. So it's normal. So yeah, that's good. Here we're going to
make the same thing. Reduce the level 20, polish 20, elevation negative, loop 16, and the thickness increase a little bit more 0.1. Yeah. And reduce a
b to the thickness, more or less,
something like that. I can reconstruct
the subdivisions. Let me see here.
Let me see well. Yeah, I press Cont Z Z. Oh, I don't have
subdivisions here, so that makes sense. I t to reconstruct So Yeah, I contra contradicted
three times. The lower Panalps. And now I can reconstruct
subdivisions. But before I was not possible because I didn't
subdivision in mesh. So of course. So here is
different. I have deleted. Now let me reduce
the pools and Bavel, the elevation to negative
116 loops and pain loops. Let me click on
it, me increase to 0.01 foe, reduce a little bit. 12 12. Yeah. So I'm testing yet. Yeah, I think it's okay. The thickness is not too big. Yeah, Let me reconstruct
subdivisions. It's better because
if I need change deal the detrut with using
the move. It's easy. Here we're going to
repeat the process, reduce to zero pulse bevel, elevation negative
100, thickness 0.9, 0.0, I think no two
increase zero n, and recon the subdivisions. Yeah. Now I have slip. The elevation positive
because I would like to change the direction of
the thickness, for example. Make it to the direction of
the character, for example. That's okay. That's. Let me re a bit, some parts. Oh, I have this mistake here. Tru z, contro z, contro z. Well, Yeah, I have
a little here. Little mesh here. Oh. Here are you. Let me delete the hidden
and make the same process pin and
reconstruct the mesh. But now the quest Let me
publish a little bit. But the Let me see if the
reconstruct will work because I've changed
the final mesh. No, it's not possible because, I I need to remove
this part No, Yeah. Let me do here and remove it, and then I need reforce it lower de hidden and press control
dits subdivide again. Let me organize
the things again. So I say to you, how is this little things
always take time and any mistake on this process while we're going to scope
and work with this workflow. It's very complicated. We need pay attention about that on it because this workflow
is not so easy to follow. So if we don't pay
attention on it, we're going to have some
problems in the next steps. So Well, but it's a
life, it's normal. We are real humans and not
artificial intelligence. We are not an A AI, so it's normal. We make mistakes. So let me see if I have some other mashes here
that are not so visible. Of course, I'm subdivision yet. I need the litate. And the lower and now
we work again with Panalp have some mash here
that are not visible. Where are you, my
friend? Where are you? Where are you? Come on. Let me polish it
remove the tips. And apply the pano. Sometimes you're
going to lost time. It's not lost time. It's
a normal the process sometimes take more time. Panop reconstruct subdivision. Now has work. Finally. It's okay. It's normal. It's good. Yeah. So let's work as well, thickness, the
general informations. So, let me turn off the
double just to check if all the mash are not inverted. We are not filipt. The normals are not filipt. So because of that, I
turn off double option. Yeah. Well, well done.
34. Finishing Torso Clothes: Well, guys, now what I'm
going to do open the UV here. Let me make a clone
first of this mesh, and I'm going to open the UV
automatically UV because we can work with some
Alpha noise Alphas automatically, so it's better. Let me activate the poly
groups and make and wrap. Now let me copy you this. Let me first play it flatten. Yeah, I did enough
for what we want. So now let me go to the
plug in again and flatten. And here, let me copy UVs and
return to the hight poly. Here with final
subdivisions and pass D UV. This is so cool because since
I have no matter if I have subdivisions or not, I can pass. So now I have the g
subdivision with the UV net. So basically what the rap did was was took my low
subdivision subdivision one and make a copy
and open opened it, and then we passed it in the in the bit division. Now I can work with Nice, select some Alphas,
resource can be tiable. Here about cloths. Later, I have a lot of
options pattern letter. And here, let me recenter and suit to U V in that three D, and now I can make some changes. Let me sect to hear this other option and
change this noise scale. Alpha settings. No, this guy here this Alpha. I'm not so happy to think that. It's not so cool. Let me see here, Let me use other Alpha. This latter part. Pattern 04 here, maybe
we'll be better. Yeah, I think yes,
we work better. It's a good way to
make automatically and sometimes it's for what we want. We could apply this effect
in the substance painter. Do good, well. It's okay here. So we have different approach. We can make the hypo, we flat mash without
without the details, and then we can apply it
into the substance painter, the final det a
good approach too. I co this noise surface, and I can replace, I can pass it into the
other later meshes. Yeah. Let me apply to mesh. Calculating recalculated
move V. And yes, it's done. It's enough. Let me see. And the morph here. First, me start
recording, me acti store, and let me Let me see here. Et me remember here
it the Where are you? No. Let me create a
layer here. Yeah. And let me set the base and I go to refor some part
here with the surface. Let me d. And increase it a lot to have a better contrast
because now when I going to apply
it to the match, we're going to have
a better quality. B how is that we
apply to the match how we don't have
a high resolution. This process make
more smooth it. The better way, it's in a bit, make more st the Alpha. Now I can use the clay and
break some parts here. L et me reduce the
intensity and break this this parts here. To make more more natural, of course, Same
thing on this part. To make this latter effect. Let me use the pres of
the tablet here. That's. That's more interesting. Yeah, Let me force a
little bit more some parts to have a more contrast
with standard brush. Yeah. And let me see here. Light box, O brush, let me select this. That the this lash one. And create some lon marks. It's, tot. Let me see the layer, create a new layer because
then if necessary, can reduce the intensity. Let me make the damage. I reduced intensity
a little bit. And can create this effect
here random effect. Yeah. So yeah. And of course, guys here, I make it more fast, so make it very commonly, if you want, don't
worry about that. It's more to bring this
letter effect here. Yeah. So that's cool. And can create a little
bit this variation here. Yeah. No, let me see. Yeah, break the
borders a little bit, create more It's a little
difficult because it's hard, but at the same
time, it's organic. When I say organic,
it's di visual. So it's very complex. But the idea here to make
something more natural. I think the correct
word would be natural. So yeah, L et's go. Let me see here the
surface in noise. And let me copy it. And let me pass it. But of course, I
need it open the UV. First, O's a nerve. Yeah, work on clone and wrap Flatten. Yeah, no worry about
if it's good or not dt and automatically
just to be possible, make this pipeline
this work flow. So let me pass here now. The plug in past is. Now I can active
the noise and past. Let me copy first
to Copy the noise. Act past. Yeah. That's. Now I need to refer it to strength, increase a little bit more. Plight the mesh. We're going to lost a little bit of details. Because the mesh, it's
more's move head. Let me see here. What we can do it Move a bit, the sport. Yeah. I like it. Yeah. Let me work at well. Now just I need to
make some damage here. Let me create a new layer. Rename First, let activity, and then I'm going to create
the layer because then if necessary can work with that. Let me set damage here. Basically, what I'm going to
do make the same process. Creating these lines
and then I can remove the astro parts. So this is the secret to
become a great artist, it's make the correctly
things and calmly. Of course, here we
are doing a Qs. Yeah, that's good. We are doing a course, so it's not possible, for example, make the
things perfectly. But always remember that, if you're going to make a
character for a company or freelance or anything,
give your best, try to make things
calmly and not try to rush with that because if you try to rush
with that, probably, you're going to
become a bad artist, and you will not can find jobs. Maybe one freelance work
or one work you can get. But then probably
the company will not we will not sign a
new contract with you. So how will you remember that. So yeah, it's cool. It's good. Yeah. I'm thinking about the topology then when I need to do that. Yeah. What about to do life. So remove this part a
little bit here too. Yeah. That's going well. Break a little bit the borders. To bring a more natural aspect. Here. Here too. And making this
random damage here. Yeah. It's okay. Let me see here. It's here. Well. Of course, I need
to turn off the noise. But let me see here the
base. Can be this one. Yeah, it's good. Then I
can apply the noise again. Why do we make the
same thing here? Open DuV and repeat the process,
repeat, repeat, repeat. And this is the workflow. So this are things that AI AI. Of course, for now. I don't know. Maybe
in the future, they will be able
to do these things. But for now, AI can't do that. But the question about AI, it's very complicated because
AI can learn everything. So I believe in the future, we're going to in a moment that AI will
be very, very smart. But I sincerely hope that I am not alive because we'll
be not happy. A lot of guys will lose
your jobs, your job. Yeah, your jobs, and
we'll be not good. For now, I believe that
we are near of that, but I don't know,
maybe then 50 years, 40 years, maybe
will be possible. So let me make the
same process here. Damage and make
out the landmarks. The big problem here, guys, is that when we are doing it, we want to make these
things very fast. Because of a repetitive process. We try to make the things very fast because sometimes
we make bad design. The secret when you
are doing Of course, here I'm doing more fast
because it's a curse, but if you are doing
it, make very calmly. Into I studio, make
the things fast, but with a bad equality, usually it's not a good option, and it's not a good strategy. Maybe if you try to
do that every time, probably you're
going to go fired. So take care about that. L et me create a layer here. Yeah, it's not necessary. Let me rename it to base. Was inverted. Let me
refer some parts here. Usually this base. I needed to make early before the damage but no
problem. F now, no problem. Basically what I'm doing
it refor the contrast. And I'm going to
repeat the process with this or here too. The plug clone, work on clone, CV and pass on the hypo. Pasti Vs, ps base. Let me first go to
Mr. Let me see here. Now I can clean the Ts
and psst Mr target store. Now layer. Let me see. Let me in create
subdivision first, of course, and let
me apply the noise. Best. Okay, p k. Apply to mesh. That's good. Let me go to it and
force a little bit more. Yeah, now it's better. But when we want
to apply the mash, we lost intensity, so no matter. Other way to reorce it would be work on the cavity
and the masks, but I think that it's not
necessary for this character, it's It's o here. Let me create the damage, and I'm going to repeat the
process for this guy here. And for this dorsal ladder, the central ladder,
we are almost there. Then we're going to move on to the lower arm and lower leg. So now let me et's see. For real disk is different. Usually, we need to make all
these little details and stylize that it's a
little more optimize. It's not so necessary. So let me cut this
part here and here. Created this effect. M's king like that. So yeah, These landmarks here and this other side. Yeah. Same thing here, and this part here too.
To the same thing. And, guys, for now is it.
35. Making the Arm Clothes: Guys, continue here. I have applied zero
measure for this part, and then we're going
to make one side only, and then we can use the mirror. Well, we're going to
try to follow something like this like in
this reference. It is not desired to be
perfectly and exactly like that, but we can try to
follow it and adapt. Now, I think the
in the structure, then we can increase it. Let me see this part here. Let me check more or less this way because then I going to keep a un plane only. Then I can use planps
to have the thickness. And let me work with a ring three D to
create, it's a ring. Basically create this ring the add the ropes and try
to simulate the ropes, but I don't know if I'm
going to if I go to make ropes or let me see, here. Let me remove some loops. Or we can we can
make It's not fine It's kind of t I don't remember the name let me
think about that. It's kind of It's kind of plant. It's the same effect of the vine plant,
something like that. I don't remember
the correct name. I don't know if have name. It's vie plan vine plant,
something like that. But because that
they're going to keep only cylindrical shape. And then when we're
going to make the tissure and
substance painter, we can decide if we're
going to make the rope effect or would affect like vine plant
visual, something like that. I don't know yet. So there we can play a
little bit of that. So let me pose here
this first process, it's a very slow process
because until we get the the correctly
proportion volumes, and shapes, it will take
a time this first moment. So let me duplicate it
and how you can see, I don't have exactly exactly
the same position and size, but I am trying to adapt it and make something
that works. This is the three
Dartt works where we need to adapt it and try
to create that have a good. But in this first moment, just blocking at
the primitive forms It's very very normal. So let me scale
here a little bit. And of course, we can
change then if necessary. Yeah. So, Let me see this other part, and I can add other
ring and where are you? Oh here. And with
this ring here, I can start simulating
the I'm going to say rope ro ro ropes. But then in the tit process, I'm going to decide what
material I going to try to represent with the cylindrical this cylindrical
shapes ring shapes. So now I can move a little bit, try to adapt, then I need to. Try to adapt the physical tune. Here is a little more Hard process in
the beginning because we need to apply this feeling of the ph this effect
of this mashing and because we don't have physical to represent it. So basically, I'm going to
try to organize the sport. Let me see here. I can duplicate and try to find a design that
makes sense now. So I'm going to duplicate it again and
I'm going to try to to find the better the bed design. So how I say to you
guys, this process, it is low k. So don't have other way. So yeah, I let him marry merging in it and
try to the picto it. So yeah, So, Let me adapt it. And I'm testing yet. So this first process is it. We need to test and test. And this part, how we don't have the letter
yet, the final, with the with the details. It's a more frustrating
because we need to move from one
side and move again, do and redo and to
to say for our brain that this is the way we need continue making the
change until we get a good visual and try to find something
that made sense. So no matter if you
have a good concept, the concept it's just
di a direction for us. It's kind of guideline. But this no means that
we're going to have the final rest very
good because sometimes the concept it's In the
concept works very well, the model and the
idea, for example. But when we're going to apply it on tree it's very different. So this is the hard process
that we need to do. It's basically try to
figure out the concept, basically is it, and
sometimes we're going to spend a long time
doing a simple thing. Usually, Parts that are that are
simple, will take more time. Every project that
you look and say, Oh, it's very simple, and I'm
going to make it very fast. 30 minutes, I have done it. So probably You will take
some days to do that because it's very some parts are very frustrating because it's
a repetitive process, and you don't have exactly
idea about what you're doing. You can see the
concept, of course, but sometimes your brain don't understand the
shapes and the form. So you need make a lot of tests until you find something
that works very well. And it's normal. The situation, it's
the same here. I am copying the
sense of the concept, trying to adapt it and
bring our TD model. But this is not means that we're going
to have a good result. To get a good result, we need to make a lot
of modifications, change a lot of things, make a lot of tweaks and
try to find a good visual. For example, this
This part that that is this part that not
appears in the concept. It's more difficult. We need to try to figure out it. So we don't have a reference. Some concepts, we're going
to have a reference, O concepts, no, so
this is the question. So we need to have an
equilibrium about it. So on AI, so this
is the question. But it's going well. Go to have a great result then. So here I'm changing
a little bit, breaking the perfectly rings to try to bring physical idea and simulate some pressure here, some crushing, some
smashing effect, and something that fits very well and have a
good communication, a good flow pit and then. So me see So this is extremely important, guys, because a lot of other instructors
or other schools, I don't like because
they basically teach you how you copy
something and only it. And when you're going
to work into a studio, you're going to have
a lot of challenges. The concepts will be different. You will need to create some
things without reference, you will need find some way
that works, that works. Yeah. So it's different. The life is not easy, but you need to make the things. So when you learn
On a wrong way. It's very bad because you
think that the model, for example, this
model, it's okay. But when you're going
to work into a studio, they will say no, this is so bad. The quality is not good. We need a better quality. And but you learned with
bad curse that it's enough. It's just make
character and let. No, you need to have telling uh, it's kind of yeah, tele storing,
something like that. The hands need to be very good, the other parts of the body, the flow, the cloths, all this is important. So some guys just make
some strong character or props that the quality is not
accepted by the industry. So don't follow this
way. It's very bad. The quality is extremely
strongly important, and if you're going to
make a portfolio to apply to jobs and all these
things, quality, it's sremly necessary
and you need to have a quality that
the industry require. So this is the question. Today, we have a lot of
guys teaching some things that are very bad. This is the correct way, and we'll not use
that into a studio. So you need think about
that. Don't make it. Don't Don't follow bad
artists with bad qualities. If the RTs teach very well blender or the
brush software, that's okay. But you can see art, for example, and check
if the quality of the characters or the assets
or the t turn is good. And if it's not good,
don't follow this guy. Just learn with hin, of course, about the software
specific for example, how I can use the
extrude blender. That's a cool. That's okay. But, how to make characters. Don't follow this guy because
it's not a good idea. Probably you're going to have some lessons that you learn
some some wrong things. And this is not good because
then you're going to try to apply to get a job
or make an interview, and probably you're
going to feel so much. So try to avoid it. Follow guys that have
artistic feeling, artist invisal very good. And of course, with experience. A lot of guys say, Oh, I work a for XYZ companies. But what companies? Let me say names, what projects? What characters you have done? Just two, three
characters very bad, with bad proportions that don't
have an artistic feeling. So no way, man. Thank you, but let me follow other other road of
their way of their path. And yeah, continue
here, are you seeing? I am spend a long time just trying to organize
these elements here. And basically, then
I find structure. I can duplicate
that and and make some movements to break the perfect flow or
repetitive flow. So It's good strategy. Let me do he then. Now I'm going to cut in this middle part. Yeah, in this middle part here. And close holes. Now I'm going to try to make
this top part e see here. Let me I think I can connect with a good
topology, these parts here. Let me think I can adapt it. Let me here. I'm going to try to
adapt to simulate that I have two ropes
involving the ring. So I have one, two,
three, rope zero. What I can do to make this
one, define very well, and then I can
duplicate to reproduce the other parts and part that
it's more near of the hand. Let me apply zero measure. Let me try to make a fake note. A So let me see here. And here. So, something like that. T close hos again. Polish it And let him make a mask less. And I can try to
rotate a little bit. This party here, just
to make the node. Yeah, it simulate a node
effect of the mask. Yeah, something like that. Yeah. It's this is more to simulate to simulate
this, no defect. It's not necessary. Ma
a perfectly node here. So you're going to
make the same thing. How I say, this is the
It's a little bit more frustrating this part
because it's repetitive, but it is necessary
and here. Let me see. This mo bit set it two the ring, give it a better aspect,
physical simulation. And let me polish. And Yeah, I think
that it's good. Let me move a little bit. And I think I can duplicate that.
Yeah, that's good. L et me duplicate
that and just move the positions to adapt and
fit better the tips of the being this transition the
nodes connecting the ring. So. L et me invert here this mask and move
do the sport a little bit. Of course, then
we're going to make the fault of the later to increase this visual and
simulate batter the physical. But this first moment, I'm trying just to
figure out this part of the ropes because it's most
important this first moment. For me, I think that it's better because then the later
will be more easy. The later basically will
be the same workflow that we have used
to make the depart. Basically, I can
cop the surface. And pass. We'll be the
same or flow, same. Yeah. That's good. Let me see here, the sport. So I've duplicated their rope. And I'm going to move
out sport polish to keep better organization
of the polygons. This pools by feature, it's the smooth poly
not smooth groups. It's the smooth shading of the blender thing
that for the polygons to keep batter regization of the normal normals
of the polygons. And the Ma, I think
it's smooth, normal, something like that. That's good here. Yeah, Let me see here. The partar. Here, I think part it
on the other rope. So let me try to
define bet here. T So O the way would be
I make a mistake here. I ten DV of just one ring here and then duplicate because
UV will be up net. So now, but I need to
make the topology. So I don't know yet if I'm going to make it separated
or together. Probably separated. So, I need to think about that. This part, I think we're
going to make together with the or not maybe more polygons. Then the second course, we're going to see how
we're going to fix it. But probably we'll
take more polygons, still have a better definition. We're going to make
this rope one by one. Yeah. Probably. And make a tattoo. Tattoo, tattoo, tattoo. On shoulder and the
arm will be very cool. Now I have duplicate
that and I'm going to set it on the bottom
part, how I say you. Here. Yeah. And basically, here you can deal hidden and I have
only two ropes here. And I'm going to just pose I've scaled it and
then inflated. So now L et me pause it to finish
this blockage. Yeah. Pause more
or less this way. And here to and on
this part to here. Polish feature So let me see this other part. Yeah. Let me move on the other part here. And let me make this
connection with the move the and Let me see. Yeah. So let me in this one and let me move this other part here
on the other ropes to And let me move. Do a little bit. Move up. This part here, it's
on the other ropes. And Let me see here. Yeah, I think that's okay. For this first
moment, it's enough. Let me polish it a little bit. I think that's okay for me. That's good. That it's enough. Yeah. This first blockage
and the next video going to refine this part. Is it guys see the next video?
36. Detailing Arm Leather: And continue here,
guys, I have Marge, the rings that now are ropes, and we become vine plant,
something like that. Vine plant, it's kind
of Wo aspect, maybe. I don't know yet. Let me
start making here the letter. We're going to use
the modular to delete this polygon
here to create this Silet the concept,
like the concept. And it's the same and
repetitive process. All that we are doing here. We're going to make the
same workflow and approach. We're going to make on
the lower leg process. So we'll be the exactly
the same thing. We're going to make the ropes and try to adapt to the things. So Here I'm t to create this space and
figure out some parts, fix some parts here. Let me move the
It's not fore arm, I think, fore arm. Let me don't remember
the correct name. Yeah, it's the fore
arm and not lower arm. It's the fore arm. Let me adopt it calmly. That's okay. That's enough. And continue. I'm going to try to
find something that works for hand sign. So, can be here a
bit in this part. And you need I have chains guys. You can see sometimes I
move vertex by vertex, point by point, how it's
colored here in brush. But this is the secret,
make things come. If you try to run with that, probably, you're going
to get a bad result. Yeah, the shape of
shape, it's okay. And just to remind
you then we're going to apply the mirror
and duplicate it. Be that, I am doing
just to the right arm. No. Let break a little
bit perfectly shape, and I'm creating the division here like the concept
you can see have one, two, three, three,
24 subdivisions. T24 subdivisions, from the vi front of view. So let me see here
I can X route. We're going to use the panales, same the same work flow. So now, let me created
the variation, and they're going to make the. So let me break the sports. And that's okay for now. Working very commonly. Now I can use standard
brush. Let me see. Scan the K or it can be the crack or it can be standard bruh, no matter. Now let me try to create
this effect and break this flat by and now apply
the physical element. It's this crushing
effect this mashing. Now depressor that the ropes make on the letter. This is a repetitive process. And I'm going to make calmly. Here the same thing.
Working calmly. How you can see, I
don't have a reference for this thing, exactly. It's more memory visual memory because in my mind. I remember some strips that
I have involved on my arm, belt effect, other reference
of other characters, moves, and other pictures. So how it is important you
bring for this moment. This is the question,
how I say you. We don't have every
the references perfectly and we can
just follow it no. Sometimes we need.
Understand the things. Well, we are Let me
see this part here. We are tying up the ropes We tie the ropes. How it will How it will behave, for example, how
is the structure? We have a p here. We have a crushing
mash mash effect. We need to try to adapt it
and bring it to the model. Let me make here too. This part. Then
basically what we can do is just copy the letter, and past the that we
have created surface. So how I say the sens is
make the basic blockage, the basic structure
very well done. If we make it very well, have a good feeling, the approach, the next
steps will be very easy. This is the question the
things very organized And the rest, the other
part will be very easy. So oh, my God, have some nice nic car. At the street there, so it's very
frustrating but well. Have some things
that I can avoid, so I don't have
power to do that. Now, I say using the
Panalps, same workflow, and I reconstruct supervision, and the p, and make the rap. Of. We have this good feeling here. So now, let me open DV with this UV Master work on
clone Polygrops, and wrap. And now I can just flatten to check it's okay and
flatten and copy UVs, and now I can pass it into
the hypo y poly mesh. Basically just pug in again. Pass UVs. Let's go. Let's go. And it's done. Almost Let's go. Let's go. Yes. It's done. Now, basically, I can just copy these
settings of the surfacing. So I did copy. So let me see. And now Let me click
here. I can pass it. Yeah. L et me see here. Like the poly group and noise pest to keep the
mask on the intern part. I just want on the visible part. So that's cool. Yeah, but I need the
divisions in the middle. But the latter aspect. That's okay. Let me
increase a little bit the strength and apply to mesh. Now, it's cool. Yeah, let me clean up the masks. And yeah, it's good for me. What I need to do is de fight, make the landmark divisions. So let me work with layers and break a little
bit and make the damage. I think that maybe the division. I don't know if
it's necessarily. Let me make the damages
here using the here. Let me keep on the
same layer, no matter. Let me make the landmarks. Let me see here. Wow wow. Let me see this
sport. Let me see. Let me redo it. No past. Okay. Apply to mash. Clean up the mask and let me create a new
layer. Damage again. Damage. Da changes and create this effect
here with this brush. It's a little
different this aspect. They pull the mesh. It's a mix set with a mix
set with pinch brush, something like that because
they make this pinch. In the same time that
they cut the mesh. So yeah. And the mark it. Yeah. Let me break the
perfectly cycle here. Yeah. It's going well.
Remember, you guys, this type of characters
usually will will require a lot about your
computer like the memory. It's necessary. So I recommend you pay
attention about your settings, for example, I
really recommend you invest on a computer
and a good computer, buying a good computer. Let me break a little
bit more and bring a better contrast and
create the landmarks here. Yeah. So yeah, faring these parts. Yeah. And we have this aspect. So
37. Finishing Leg Leather: Allow you guys to
finish the parts here. I just basically I have applied the same
work flow duplicate duplicate I duplicate the
rings here to simulate ropes. And now I'm marching
out the parts. And we're going to start
working on the ladder. So basically here, I just follow I follow
the concept here. More or less, of course,
is not perfectly because it's not possible, but I tried to follow
something similar. And let me merge of it. That's. That's okay. And now use the ato groups
because if I want to if I want If I want I I want change, something, it's easy
to make the things. Now let me start the
forming here, the plane, and we're going to make the same thing exactly
the same workflow that we have done the previous
video where we have done the ropes and
the to the forearm. And here we're going to
make the same thing. Try to create the physical pipe. So Yeah. Let me see here. And let me create this effect. How you can see,
it's not difficult. Basically, it's a
repetitive process and sometimes we'll be very tie there is this word. Yeah, it's a t if process. Because it's repetitive, it's the same thing
when you need to make the wrinkles and
paris on the body. But the good part, it's
the final when you are in the final part
so that you have the, the good results,
it's so it's very, very satisfy but of course,
in the satisfactory. So of course, when you are
doing it in the first moment, the blockage, it's very
worry. But it's an no. I like to say these
things because a lot of artists lies lie about that. They don't t correctly things. It's they try to hid the things. It's kind of, I am a God. I don't have pain, and my life is perfectly. So no, some projects will be
very boring and frustrating. But it's the life. It's normal. We have a lot of
challenge in our life. So we can't give up. This is the question.
And the secret. Because of that, I like
to say you guys, Yes, it is hard, the life is
hard, but it's possible. You will find you will get. Let me say it correctly words. You will you will
reach your objective. So this is the question
you will reach your dream. Just keep moving, making the
things and don't give up. This is the secret.
Don't give up. And so, well, you
will enjoy your life. And you will be happy with
your profession because today, I'm very happy with my life. Of course, I want more. I want to reach a
lot of other things. But I can enjoy my life
now. So this is the secret. Enjoy your life
now. The present. Of course, it's important
you think about the future and you
learn with the past. But the big secret decay, is the now, the present, your life now, what
you can do now? So don't spend a long time
think about the future or just crying about the past. Just fox, keep the
fox in the present. And your life will
be very, very bad. Enjoy your family.
Enjoy your friends, your wife or your husband, your son, and make prey. It's perfectly. I love it. I love drink energy drink and work and play
video games you. So this is the secret, you enjoy the process, the journey. Don't make your your
journey a bad thing. Enjoy the process.
It is important. Nobody say nobody say it. It's no, I will not
say it for the guys. I just going to talk about my perfectly life and that
I don't have problems. It's a completely big lie. Let me apply here.
Let me subdivide. Let me reconstruct, of, and et me close a little bit. And now I can pass the offers. I need make the I need make the wrap,
of course, then. Let me see here. I need to open D UV to
pass the surface settings. Let me work with a clone. The plug in and wrap CVs, flood and first, CPV is now. And let me return to
the hypoly and past. The DV. I love the brush because that
the workflow is so awesome. So really awesome. Awesome. Awesome. Let me
active the store and past. Well, I need copy. First from this one. Let me copy and now return
to the sport letter. Now that's okay. Let
me go to no active and past That's cool. And now I'm going
to make the details that I lost to record
for you to the forearm. So now I'm going to make it. I apply to mesh, the ns here. That's
cool. Awesome. And now we need to
make the deformations. We need to make some
other things here. L the Let me create Let me go to layers
and create a new layer. And let me start
making the damage. I think, that's okay. Let me select the brush. Why are you here? L las two. I go to make the same
thing that we have done on the forearm. S. It's a repetitive process. Let me select this
other here three test. Now we'll be with lines. Let me select so the one. It's more like this one here, it's similar with the by crack. Yeah. Let me make here two. Here this part to you to So let me mark here. And make these details. So yeah. Let me see here the other part. Yeah. Let me use this guy here. To create the landmarks. If you want guys, you can use them standard, or if you want to, you can use the crack. So now we're going to the. It's cut the letter. You can use other brush here. Until here. That's okay. One, one, two, one,
two, three, four. Let's make it to decide
here to hops more here. Yeah. The bottom
parts to my set. Now yeah, something like
that hops more organize it. That's good. Let's make this other side here because
that is better work, separated, but that's
okay. Until here. Now I can connect. I need to make a water line
here, so until here. That's okay. To strong. Let make this way. Yeah. Here. Yeah. You'll be hidden inferior part and the
back part to to finish. Yeah. That's okay. That's enough. Now I can work with the inflate brush to create a better aspect. Yeah. Let me use standard bruh, move brush to make
a organization. And let me return to
the later other layer, and we're going to add
the variations here, strong, a little
bit more strong. How I say All time we need
see the model and see and try to try to see why we can
Contrast these elements. It's always it. Yeah. So Of course, we could work a lot of Bao, on the anatomy of the sixth, but I think that is
not important for now. It's for a study
and the character. It very cool. So I make organize it
38. Conclusion: And weg, I you finish, I have added the fetter. I have I have bought
from Bernard $5 only. Useful. So I have tested, and I have applied.
It's not applied. I just have placed it here. So Marti have position. So this part and the hair part, we're going to make
in the second curse, where we need to make
the hair from hair cars. We're going to add some parts to break these elements
involving here, these things, and same thing
will be with the fader. Here, basically, we
just add that it and pose it to have a
better organization. So basically for this
character is it. I am using the half
as met cap here. It's from Big
artist from Brazil. He's focused on anatomy. So I am using it, this met cap, and you can make the download
if you want and use it too, it's very good because
we can see the details. It's very good for us. The same thing with this port of the the feed and
all these elements. So it's very good. Is it, guys? Remember, this is
the first part. Now the next step next step, we're going to
make the repology. Open D V and make the bakes. Remember this part here. Let me see here. This part here. We did a little bit more
open because we're going to make the topology and I need
open a little bit more, but second, of course, we're
going to prepare the mesh. Going to make all
these elements. The row will be the same thing, we will be by cs. So this first part is it. It's more simple. In the second part,
we're going to start making the other stage and make the rest of the
workflow and pipeline. Any questions, please ask me
by this Cord, by emo, well, by Instagra anything
that you need, you can ask me, will be a please help you and
chat with you, too. So is it, guys, see
you in the next curse? We have a lot of other things yet to do, a lot of work to do. And this is the life
of a Trey arc artist. So see you guys in
the next curse.