Transcripts
1. Introduction: Do you want to so to
amazing creatures, characters, props, environments, but don't know where to start. If that is the case, and
I welcome you to next Tut's complete guide
to Sievers 2022. My name is Abraham Lill. I have 11 years of experience
in the three D industry, and I've been teaching
for the past seven years. I also manage my own it
studio here in Mexico, and I will be your instructor
throughout this course. In this course, we will
be covering all of the most important aspects
inside of Sievers. I will be showing
you different ways in which you can
start your projects and bring to life all of the amazing things that live
inside your imagination. Huhout this course, we will be learning about the
principles of sculpting, dynamice, C spheres,
part surface tool, poly pain, rendering
and much more. This course is divided
into ten chapters. Each chapter will
develop one project that will you specific tools
about the pipeline. At the end of all
of these courses, you will be able to
create anything that you can imagine
for this industry. I have designed this course for beginner level students who want to start their career
inside the SR software, and the only thing you need is to have a pen tablet to work. It's going to be very important. Make sure to have CRs 2022 as well in the latest update,
and you'll be ready to go. Join me and start creating amazing sculptures
with Sievers 2022.
2. Zbrush Interface: Hey, guys, and welcome to
the next part of the series. Today we're going
to be talking about the interface, and believe me, it is a tricky one.
Welcome to the interface. Cs is famous for
having one of if not the worst interfaces
in the Trey world. And one of the reasons is the guys that
initially built CRs, they were not used like
interface designers. They were just
programmers, right? So they tried their best and they created this,
which is not bad. It's not bad, but it gets
a little bit confusing. So let's go over
the first things. Usually, you're going
to get this home page whenever you open C which
has a couple of news. Maybe the news like
updates and stuff. Always good to check
it out and just see what's in store for us.
You can just close that. If you don't want to show
this every single time, I believe there's
an option here. There we go. So you can change if the news have innovator or always, depending
on what you want. So that's the home
page right here. And then we have this like tab up here that gets open again, every single time you open Saber and this is called the Lightbox. Now, this is very important. And we're going to circle
back to this guy in the next idea when we talk about customizing our user interface. Because there's a lot
of things in here that we want to have available for us during our
working sessions, right? So this is going to be the
live books very important. I'm going to close it right now because we're not
going to use it. Live lions, we're going to
talk about those later on. And then let's talk about the general interface right here. Now, I'm going to
preface this by saying that I have a 24 inch screen. I'm working on a smallish
screen, and therefore, some of the buttons
that I have might not be available if you're
working on a smaller screen. If you're working on a
display tablet as well, you might have a slightly
different view here. But usually, you're going
to have your menus up here. Every single tool
inside of sea brush will be found or can be
found inside of this menu. So if at any point,
I'm talking like, let me just create
something here. Like if at any point I'm talking about, and I see
something like, Okay, you're going to go to
the deformation menu, and you can't find
the deformation menu, as long as you know that
it's on the tool palette, you can go here
to the tool menu, and it will be here,
somewhere around here, it should be, okay all of
the menus, all of the tools, all of the things that
we're going to be using are going to be up here
on the main menu. Then we have all of
these lines right here, which are the main lines that have to do with
the brush itself, okay? So we have things
like the draw size, the focal shift, the intensity, whether it's adding
or substracting, whether we're working with
materials with colors, weight materials and colors, whether we're using
sculpted spra, we're going to talk
about this later, whether we're drawing,
moving, scaling, or rotating. So pretty much anything
that you're doing here or what you're doing with
your brushes will be up here. We're going to talk about
each specific thing more in depth as we go
through each one of them. But yeah, so this is
the general area. Over here, we have the palette. I'd like to call
this the palette, and it's very similar
to fold shop where you have very common tools, right? So this first one, are all of the brushes that come
by defol severs. We're going to talk
about brushes and custom brushes later on as well. But most of the brushes that
we're going to be using are going to be in this
place right here. Now, there's an important
thing that I want to mention, and let me open a
little software that I have here real quick. So I use this little
software here to show you, you're going to sit down
here on the screen. Whenever I press a button or any sort of key combinations, you're going to
see it right here, okay and the reason I want
to show you is usually, you want to start
learning the shortcuts of a software so that you can work a little bit faster, right? So to open the brush pallet,
this plot right here, instead of having to go all the way over here
and clicking it, you can just press the B key. So if you press B, the brush
pallet is going to open. And then if you
know the shortcut to the specific brush
that you're looking for, let's say, for instance,
the M brush, which is, and then v, you're going to
select it automatically, B, and V will select
the Mo brush. Again, I'm going to be repeating the shortcuts
for you guys, and you're going to see them
down here on the screen and whenever you need to take
a look at the keystrokes. But yeah, so there's
a lot of brushes. Don't worry. You don't
need to learn all of the brushes to become a
great sash sculpture. Some of them are, like, really,
really, really specific. So we're going to be
looking at most of them, but you don't need to
master all of them. Then we have this thing,
which is called the strokes. Now, for this, I'm actually
going to start a new project. So I'm going to go into
the lightbox option. I'm going to go into
my projects here. And then I'm going to
select this sphere called the Dinos fear 128, which means that it
has 128 resolution, okay? So just going
to double click. I'm going to say
no, I don't want to save any changes,
and there we go. And before we start
talking about this, we need to talk about how to move inside of the interface. So for this, I strongly recommend that you
use a Wacom tablet. Tablets are way way better to work inside of the servers
than just a normal mouse. If you want to do it with
the mouse, that's fine. Just keep in mind that
you're not going to have what's the word? The sensitivity to have lighter and heavier
strokes, okay? So if you click anywhere
outside of the sphere, if you click anywhere
outside of the sphere, you're going to rotate
the camera, okay? You're going to sit a
little head right here, which is showing
you where the is front view side view top view, and this allows us to orbit around our
object in this case. If you press Alt and click anywhere outside
of the object, you're going to pan the camera left to right, top to bottom. Okay? So normal click, just like tap and drag on your tablet, and
then alt and click. Again, move around,
and that's it. And finally, if you click Alt, Click on the tablet
and then drop your alt key without
dropping the tablet, you're going to be
able to sum in and out by moving up and
down or left and right. Okay? It's kind of
like a little combo, like a street fighter combo. It's old, click, and
then you drop the lt and you keep your tablet
touched like this. Okay? Now, if you're struggling at first
because believe me, the interface tends to be a
little bit tricky at first. You also have all of
those right here. Not this ones right here, so
people get them confused. This are about the
viewport itself. We're not messing with
this ones right now. I'm talking about
this ones right here. So frame will frame your object, which, by the way, the
shortcut, if at any point, you lose your object is F, F will frame your object.
That's the frame button. Move. If you click and drag,
you're going to move around. So three D, will allow you to sum in and
out of your object, and then rotate will allow you to rotate around the object. Okay? So those are the basic three
D movements that we have. There's a couple of extra
ones that I want to talk about real quick. And
that's the shift button. You can see me using the
shift button right here. If you're moving, let me quickly draw a little face
here. There we go. We. Okay. So let's say we have this ugly
phase right there, okay? So if you're moving to one
side and you press shift, it will automatically snap to the closest ortographic view, which in this case,
is the side view. Let's do that again. I'm going
to move up and then shift, and it will snap
to the top view. If I do this and shift, it will snap to the front view, even though it's
rotated, of course. So again, just move around and then press shift,
and it will snap. You need to drop the tablet first and then drop the shift. Otherwise, you're going to
jump back to where you were. So you can do this to compare
things like if you're just pressing and releasing shift, that works really well. But if you want to stay
on the ortographic view, you drop the pen first and
then the shift. Got it. So those are just
the basic moments. And it's very important
that you practice them. I suggest if you want, just pause the re right now, go into Cibers try
moving things around, and that should give
you a nice perspective. Now, talking about perspective, there's this thing called
dynamic perspective. And as you can see,
dynamic perspective, it is a way to fake out perspective here
inside of Cibers. I say fake because Ciber believe I mean, it is
a treaty software, but it uses a
different kind of math than Maya or treaties
to the Max or blender. So things will look slightly
off inside of hers, like if you were using like like a fish eye
lens or something. So I personally like to work
without dynamic perspective. So I always turn it off, and that's going to give me a perfectly orthographic view, which is going to look
just fine inside of Maya or blend or any
other software later on. So I strongly recommend that
you turn off perspective, you can use the letter P
to turn it on and off. And again, the closer
you are to the object, the more like intense and evident the distortion
is going to be, see how big the
distortion is over there. So that's why I personally
don't like using it as much. You also have the
floor, which is this one right here. Quick tip. There's a couple of
extra floors in here, X Y and C, which you
can turn on as well, if you want to measure them. There's this little super
little icons that you have here inside of
your little element. Y is usually the one that
we are working with. Now, as you can see, we have two little dots like floating
in our little sphere here. So if I draw on one side, it's going to draw
on the other side. That's called symmetry, and you activate it by
using the letter X. Make sure you always
have symmetry activated as long as you're doing
symmetrical work, of course, because sometimes you're just super focused on working on
one side of the character, and you forgot that
your symmetry was off, and then nothing is being
done on the other side. If that ever happens
to you, don't worry. We'll talk about how
to fix this. Fix that. There's a couple
of ways to do it. But it's a good
practice to always have symmetry activated as
long as you're using it. Now let's talk about
these things right here, which we left unattended for
a couple of minutes now. The first thing we want to
talk about is the brush, which, of course, we are using
the standard brush, which, as you can see, if I were to
drag on top of my sphere, I'm going to be creating
a little bit of volume. I'm adding volume to the object. I'm not adding more polygons. Every single thing inside of C brush is made out of polygons. And I can check that by turning
on this thing right here, which is called the polyframe
Shift F is the shortcut. I usually don't use the
shortcut as much for this one. So the polyframe will
show us the mesh, the polygons that make up our
little sphere right here. So by using the standard brush, what I'm doing is
I'm adding or I'm pulling those points
up in this case. And the reason why I'm pulling them up is because I'm using C and the intensity set 2205. Now, this is where
the Wacom tablets or any sort of digital panel
works really, really well. If you go super super soft, even though we're at
C and C intensity 25, you can see that I can do very, very subtle changes there. And if I go really,
really, really hard, I can also change this,
like, very, very intensely. So by having a digital tablet, you're going to be
able to very nicely blend together the changes
in volume of your object. That's why it's super super
recommended that you get yourself one of them
to work with Seers. Now, if you press C sub,
as you might expect, whatever you were
doing with C is now going to be done on
the opposite direction. So in this case, we're
pushing the points inward. See how we're stretching all of this area and creating
the sort of like cavity. That's what the C sub does. Now, if you want to
accelerate the process, you can of course,
increase the intensity, and even with very little
force on my table, I'm going to be creating
a super big hole because the intensity is
really really strong. And if I want to go a little
bit softer, of course, having a low C intensity will give me a super
super subtle effect. So again, depending on how
fast you like to work, you are going to be able
to change the C intensity. The focal shift in
the draw size are other two things that are
really important draw size. As the name implies,
will give you a bigger brush or like
a smaller brush, and, of course, depending on
the size of the brush will be the change on the
surface of your object. The important thing here
is the focal shift. And for the standard brush
is not that important, but there's a couple of other brushes that
really benefit from it. And the focal shift, it's kind of like the
hardness of the brush. So if you have a really, really low focal
shift like this, the brush is going to
be really, really hard. See how the borders of my little crevice there
are super super sharp, and you can really see the form or the shape of
the tip of the brush. However, if we go with
a very low focal shift, it's going to be really, really soft, and
we're going to get a very smooth and
soft transition. So again, depending on what kind of effect
you want to have, you're going to be
changing the focal shift. Usually, I keep it at
half point like zero, which is the medium point. And if I need specific things, I will change the focal
shift and the draw size. Now, as with the brushes here or pretty much any other
button inside of sea brush, I don't want to spend
a lot of time like moving from one point
to the other, right? I want to be able
to access all of these options in a
more express way. And the easiest way to do that
is by pressing space bar. If you pres a space
bar, you can see a multiply it there for
how long I'm holding it, you're going to get this
very nice effect right here. And this thing right
here has the draw size, the focal shift,
the C intensity, C adds up, a lot
of the tools that we normally have
outside of our element. These are particularly helpful
if you're working with, like, a display tablet
that has, like, the screen integrated
to it because you're not going to be close
to your keyboard as much. So if you map a key to get
this thing right here, you're going to be able
to access pretty much every single thing from a
sabrush in this specific place. So you're going to see me using Spacebar quite a bit to
access all of these points. Just keep that in mind, okay? That's a very helpful
shortcut right there. Now, at any point up here, you have this history.
It's first session. So once you close
Seuss, you lose it. So I can bring all of this undue history
all the way back, and that's pretty
much going to bring me back to the beginning. So we kind of erase everything
back in a super fast way. The next one is a
stroke and the stroke is how we apply this
brush to the surface. By default, we are using dots, and you can see it
a little bit more clear when we're using a low focus shift because you're going to see
each specific dot. You can see it over there,
how we're repeating a circle and doing it several several times until we get
this sort of line, okay? We can change this to free hand, which usually gives
you a nicer effect. However, you're going to see at this point or at this distance, it's really not noticeable. However, some brushes will benefit from free hand
rather than dots. Drag t will work in a
very interesting way. Instead of creating
a line of dots, you will create one
dot and then a drag it and make it either small or
big on top of the surface. This is really good to apply
like stencils and alpha. We're going to be talking
about those ones as well later on to specific places
of our character, drag dot is really, really cool because you decide where you want
a placel let's say, right here, and then
I decide whether I want it small or big or small. Okay? So you pick the place and then get it to
where you want it. Which is similar to the drag
dot, which is the last one. However, drag dot, you decide the size first
before drawing, and then you decide where
you want to place it. Okay? So let's say we want
to do like small dots, so I draw the dot, and then I just
drag it, drag dot. That's why it's called drag dot. And we drop in this case
at this dot right here. Okay? Now, you
might be wondering, well, where it's useful? Are we going to be using them for like a
match or something? Yes, we can use them
for so many things. But the important
part is, they play really nicely with this
thing is called Alpha. But before we jump there,
just a quick one color spray, it's just like a spray,
so you're going to see a lot of the
effect over there. And then sprays the same
thing but without color. In this case, we're not
we don't have any color, so it's pretty much
the same thing, the other two
elements right there. So I'm going to go
here to my Alpha. Alpha is like the
tip of the brush. So if you change the
tip of the brush, if you change the tip
to this like star, and I were to change
this to like free hand. Now, what's going to happen is, as you can see, we're
going to be drawing stars. So of course, the
bigger the brush, the easier is to see the star pattern like
occurring, right? And we get this very
nice surface detail that would be very difficult
to do just by hand, right? Because we've got a lot more
texture looks like scales. Now, if we change
back to drag wreck, we're going to be
able to drag and drop one star, wherever we want. Or if we were to change
this to drag dot, we're going to be able
to move this and place these little stars
wherever we want as well. So, as you can imagine, it's super super helpful to
combine these strokes and the alphas and create all of these interesting
combinations and effects. Now, there's some more useful alphath
others, for instance, I particularly don't like
this ones right here, which start like noise,
looks very weird. So I don't use them as much. And you can create
your own Alphas. I'll show you later on
how to do that as well. Then we have this
ones right here, which are de texture files. And let me tell you they suck. They're completely bad. They
look like from Windows 98. I mean, it's just like
random noises and stuff. There are some people
out there that use poly paint inside of tiers
to texture the assets. We will be taking a look
at poly paint later on, I believe it's chapter
six or seven. Um But we're not going to be
using any of these textures. These are very ugly,
very old textures, so not useful for us, really, they're there, but now we're not
going to be using. Then we have the materials
which are really, really cool. Materials will allow
us to see or kind of like visualize how this
guys will be looking, okay? So I'm going to go
here and let's say, I want to be doing
like a jewelry, and it's going to be
made out of coal. So I can get a very clear idea of how this
is going to look. And they're divided into two different like material types. This ones are called Mt
cap material captures, and these are just
standard materials. The standard materials
are pretty much like in Blender in May, there's your bland or Lambert. That's your bleen, that's your fng and they're going to be just like
basic materials. We can modify them, by the way, we have the material
palette here. There's a lot of modifiers that we can change to
change the material. We don't need to
do that right now. And this one's right
here, there are more like materials that you would expect to find in the real world. The only issue with this
one is as you can see, the light is always consistent. So it doesn't matter how
I turn this guy around. The light or the
reflection that's captured there, it's
always the same, see. So that could get a
little bit like weird. However, there are cool ones
like this green metallic, I really like it. It's kind of like stylized
cartoonish, I really like it. And I'm actually
going to be showing you how to download a couple of materials that I
really recommend to customize our interface
a little bit more. So I'm going to go back to the started material
and there we go. Now, in some versions
of CRs the start up material is this MTC
red wax. I hate it. If I were teaching you
guys a class and I was there with you and I saw
you were using this one, you probably failed a
class because I really, really hate this material. You can see it gets
the super weird lines all over the place. I hate it. It won't look good
on your elements. So never, or try to never use that one.
It's really not good. It's really, really not good. The cool thing about
the materials, though, especially if you're using
the standard materials. Some madcap do behave like this, but not everyone, you're going to be able to
change the color. So let's say you're
doing a hulk or something or like a
gobbling like an c, you're going to be able
to have a greenish hue, and that's going to allow you to understand or visualize
the form a little bit better. So always always super helpful. Very common mistake is people will switch
these two guys around. That's with the V k Vk. So the Vk as you can
see, changes the color. And sometimes people will
be like, Oh, my God, my culture disappear.
No, didn't disappear. This is set to black. So
you have two options. Either press B again to switch back to your
original color, which is the active
color, the main color, or if you're in this one, just move the color to the pretty much the
same color, which, by the way, you can just
drag and drop over there, and it should be
both the same color. So Viki will switch from main color to secondary
color over here. Very, very important. And that's it, guys. That's pretty much it over here. We have all of these tools again. We've mentioned
some of them. Now, if you don't
see some of them like the exposed or
like the dynamic, you can position your mouse like right here when you see
this like vertical arrows. And if you press out
and move around. Or it control and move around, you should be able to
see the whole bar. So you can move this
whole bar around, so it's a little
bit easier to see. Especially if your
screen is not as big, some of this will be missing, and you're going to have
to find them, of course. So over here, this
is the tool palette, which, again, we've mentioned
before, it's over here. So when we open it here,
it disappears from here. Otherwise, it's
going to be here. And this is probably
the one that we're going to be using the most because most of the main like sculpting tools are
going to be in here. At any point, you can undock by clicking that little icon and you can redock anything that you want on this
place right here. There's also another tray
over here on this divider. If you click this divider, you can see there's the
brush menu, which, again, I can just like unplug and I can grab the color palette
and get it there. So you can grab any menu, like the material menu,
and move it over here, and now it's stuck over there. So again, depending on
what you're working, you can do that. Finally, there's
another divider. It's kind of like
hidden down here, and this one is usually for
for materials and stuff. I don't use it as much,
but you might see some custom interfaces that might use a little
bit of that space. So yeah, that's it
for this videos. That's it for the
sea brush interface. We pretty much covered
every single thing. Now we're going to have one more video about the interface, which is about customizing the interface because
I'm going to be using a custom interface
throughout the course, and I want to show you how
to do it and why we do it. After that, we're going
to start with sculpting. So hang on tight,
and I'll see you back on the next one. Bye bye.
3. Custom Interface: Hey, guys, welcome back to
the next part of our series. Today, we're going to be talking about a custom interface. So how we can change a
couple of the things here to better accommodate most of the things that we're
going to be using. So in order to change the interface, it's actually
really really easy. I'm going to go here
into preferences, and I'm going to go
into configuration, and I'm going to say
enable customize. And you can see that the
screen changes a little bit. I adds a couple of more spaces, and we're going to
be able to move and change things around by
pressing control and. So if I press, for instance, control alt and I drag this home pitch button into
the view part right here, I'm going to eliminate it. So that space. I
really don't need it. I only see the home
pitch when I open Sever so I'd rather have this space
for something else, right? And you can change and
move things around. I'm going to be
talking about some things that I like to change. And then I'm going
to show you my actual current
costume interface, and we're going to be talking about some of the things
that I have there. So, for instance, one
of the things that we use quite a bit is this
thing called dynamish. So I'm going to
press Control Alt and drag this dynamish up here. There we go. And we like to
have this resolution as well. I'd like to have
this groups option. And the polish option
here, so that I have, quick access to both
of them right here, so you can just move
the room. There we go. Let's make sure that they're
as as possible there we go. Group polish dynamic
resolution perfect. Inside the modified topology, I'd like to use a mirror and weld quite a bit, so I'm
going to have it there. And I'd like to use this
thing called delete heading. Again, control and lt and
move this right there. Let's say, what
else? Close holes. Yeah, that's useful as well.
So we're going to go there. And you can change your
interface as much as you want, as many things that
you want to add, you're going to be
welcome to do so. So I'm going to keep it
really simple right here. I don't want to make this video super prolong.
That's the way you do it. Like any single tool,
button feature, for instance, here on
the light options, I really like having
this light over here. So you can drag this
whole thing over here, and now I'm going
to be able to move the light around,
very, very helpful. So anything that you
see on the menus, you're going to be able to save it as your custom interface. One of the things
that I really like is going here into the
custom UI, sorry, into the eye colors and changing the switch
button color one, two, and the slider
knob color one and two, to something that
you might like. I personally like a blue, so you can just like grab
this and go for like a blue, like a darkish blue or let's actually move this
thing over here, there we go. So now we have the whole
blue thing up there. And again, we go preferences, this guy right here, and let's go for like a dark
blue, there we go. And now I'm just going to drag and sample this one right here, and then drag and sample
this one right here. Drag and sample this
one right here. Actually, like this
like lighter blue. Okay. There we go. Now you can see my whole interface has changed. It looks very fancy. It
doesn't change anything. I won't make you a better artist just by
changing the color, but it's something
that you can do. Now that you're done after you're done with your
custom interface, you can go here
going to Cfig again, disable able
customize and you can save this UI as your
custom interface. Now, you can see that right here on my sebrush data folder, which I'm by the way going to
copy this Control C. Okay. I can say this and call this
next to interface, okay? Look. And now that
configuration has been stored. I'm going to go
here preferences, and I'm going to
say load the UI, and I'm going to load
this one that says custom user interface,
I'm going to say open. This is my custom interface. As you can see, I have a
couple of other things. I have the hidden
backface masking, ser measure resolution. So this one is going to be
available for you guys, okay? Whenever I talk about
all of these things that I'm going to be
talking about later on, I'll show you
where they are. But if you just want to work
exactly as I'm working, check your documents in the document folder
for this course, and you're going to find
that little interface. So you just need
to go preferences. Fig and say load a UI, and you will have
my exact same UI. Now, if you want that UI
to be your standard UI, because otherwise,
we're going to go back to the standard UI. If you want this one,
let's go preferences, fig, restore custom UI. There we go. If you want this
new UI to be your base UI, you're going to say preferences, fig, and you're going
to say store fig. So this will create a
configuration file that we'll know that this is near
your new like basic UI. Again, to save the UI
preferences, save UI. I'm actually going
to jump right now to make sure I don't forget about
saving this guy for you. So here are the project files on the custom interface.
Call this next to. There we go. If you need it, it's going
to be right there. If I add anything later on, I'm going to just
show you, that's it. That's the first part
about customizing CBrah. Now, let's bring our color
back to the original one. And let me show you
one very cool tool or not to a resource
that I recommend. There's a very famous
artist called Glaucgi. He's a very talented Si
Brush artists as well. He has worked, I believe
in Nadi dog for a while. And in his Gumroad, there is this one called the Seabrh setup Hot
Keys UI plus materials. It's his UI. So you're
going to see that the interface is
slightly different. The shortcuts are
slightly different. Everything is
slightly different. You can get this yourself. I'm going to show
you how this works. So if you've never
used Gumroad before, you can, of course, tip him something or just download the four free
if the object is free. You just say I want this, you write your e mail, and then you download it. Now, when we get
this, as you can see, this is just a rare folder. Let's open it real quick. There we go. The archive. And you can see that
we have materials, all of these materials. We have the instructions,
the hotkeys, the interface,
this one, the CFG, that's the custom interface. In this case, I'm
only interested about the materials because
these materials are really, really good. He created these
very nice materials, and I really like them. And I want to show
you how you can download free materials such as this one and use
them in your receiver. Remember the folder
that we talked about before where you
installed your software, in my case is this
one right here. So I'm going to go see brush. And on the folders from C bruh, there's going to be one
called C materials, the one right here. As you can see, there's
only three right now. But if I were to grab
these guys right here and literally copy
them into my folder. Now, if I go into S brush, I'm going to be able
to open the light box, go into the material options, and you're going to see that we have this ones right here. I'm personally super
superfund about the plastlin. It looks very, very cool. It has this very nice
orange tint to it. It won't be it will be affected
by colors a little bit, so you can change
it a little bit. And this one, the longest
cult. It's really rely. This is probably my favorite
material of all of them, and it's really really cool. Now, Sea Brush actually has a lot of mat caps that
you can download as well, and you can look them up
just by going Seb Mt caps. And there's this MT cap
library that Siebh has. So a lot of them, a lot of them. Not only materials, they
actually had plugins and stuff. We're going to talk about
those later, but look at this. A lot of very, very
cool materials. There's a couple, sk
materials that I really like. There's a couple of, like,
Earth donmes like this one. This whole material looks
really, really cool. And if you want any of this, you're going to do
the exact same thing. You're just going to
download the object. And this little sip
file right here, like this malachite folder, you're just going to
open the archive. And then this one right here, we're going to copy and paste it on our C materials folder. So now, every single time that we open Sebra here
on the light box, on the materials, we're
going to have the material. I just just double
click. As you can see, we're going to get this
very, very cool material. So that's another
very important way in which you can customize
your sabrash experience. Now, If there's a material such as this one
that I really really like that you want to use every single time
you open sea brush. You can open up this little
window right here and say, make or save as,
start a material. And now, every single time that you open Seabsh this material, as long as it's on
your material folder will be applied to
whatever you're working. So super super handy because you no longer have to go
light box and apply it, it's always going to be
applied to your object. And yeah, that's it. I think that's
pretty much it for the whole thing about
custom interface. Again, there are things
that people can customize. You can look online,
and there's a lot of custom interfaces
that people use. So if there's a favorite
artist of of yours and he shared here or she shared their interface, you
can download it. I always recommend to
do a little bit of research because sometimes
people add a lot of stuff. I tried to keep
it really simple. So for me, I pretty much just added all of these
tools right here, which we will be talking
about throughout the course, and changed the color to
blue because I really like the So, yeah,
that's it, guys. Hang on tight because now we have everything
that we need to start for our first project
and our first sculpture. So get yourself ready, get yourself really
acquainted with the way of movement here instead
of Sivers with the basic shortcuts
of the space bar, and what each of
these elements do. You can try and do
something sample, like a little happy
face or something. Just play around with the buttons so that
it's a little bit easier because we're going to be jumping straight into sculpture. And yeah, that's it, guys. I'll see you back on the
next video. Bye bye.
4. Skull Primary Forms: Hey, guys, welcome back to
the next part of our series. Today, we're going to
start with Chapter two, and we're going to be working
on our first project. So let's get to it. Now, as you saw in the title, we're going to be doing a skull. However, I wanted to change things around because usually, whenever you get a Crush course, everyone does like
a human skull. It's kind of one of those rites of passage that everyone does. And I mean, it's cool. We
can learn a lot of from it. Actually, in our past
Sh video or series. We did one of this however it
a little bit more stylized. Today, we're going
to go for realistic, and we're actually going to
be doing a cheat skull, okay? So there's a software that
I want to share with you before we jump into the
sculpting part of things, which is called PRF. PRF. So you can get this
software free. Just just have to
look it up here in Google. It's called PRF. It's a really
lightweight software that allows you to copy any images into your PRF
file, this one right here. And in my case, I
have two screens, so I can move this with. Sorry. I can move this with right
click to the other side. And I'm going to be able to see my little skull on one side and sculpt on my
other screen, okay? So how does this work?
Super super easy. You're going to select
any image like this one. You're just going to
copy and then go into P Rf and control B to
paste. There we go. You can move these
things around, you can scale them, rotate
them whatever you want. So the only thing I
want to do is I want to get a couple of
reference images. And one of the things
that's really, really important is
you should try to avoid using sculpted
images, okay? You will find anytime you look for some
sort of reference, especially sculpts
and things like that, you're always going to find
Ser sculpts or drawings. And the problem
with drawings and Ciber sculpts is that
sometimes, not always, but sometimes artists will make mistakes on their
sculpting or sculptures. So if you use this
as a reference, you're going to be
copying those mistakes because it might look good, but again, there might be certain things that
are not great. For instance, like
this one right here. I mean, you don't
need to be an expert artist to know that this is way, way too simplified, and it's
not what we're looking for. This one, on the other hand, it actually looks quite good. It's a three D model looks
a little bit better. Still a couple of soft spots. So that's why I always
always recommend you get this kind of
things like replicas, which are fine, or
the real deal, right? Like if you can get
the actual real deal for your sculpture,
that's always great. So for instance, this
one, look at this. It's beautiful. Let's copy this. And you can save us
many images here on your pure graph
file, which is fine. So I'm going to move
this to the side. And now let's jump onto Seb, and let's start
with the project. Today, we're going to start with something called dynamish. And I'm going to talk
about this feature inside of Shh very short. For now, I'm just
going to double click and instead of a project. I'm going to get or remove dynamic perspective,
and let's get to it. We already know how to
move around severs, and now it's time that
we start thinking about the primary forms that make up this guys
right here, okay? So we're going to do the skull open like this first
one that I really like. And as you can see,
we pretty much have two main bones or two
main masses, right? We have the upper mass, which
is this one right here, and we have the lower
mass, which is the jaw. And if we see it
on the front view, we can see where the holes
and everything is, right? So it's going to be
it's going to be quite interesting to
create this sort of thing. So whenever we sc, Primary forms are
shapes that capture the general silhouette of our
object, or our character. So in this case, for instance, this upper area has this sort of like outside like
a romboid shape, and that's what we need to do. So one rule of thumb that I
want you guys to follow is anytime that we're
sculpting and we're in the beginning stages
of the sculpture, you're going to be
using big brushes and you're going to be
making big changes. I'm going to press and V. Let me turn on our
little There we go. Key capturer There we go. So VM, which is going to be the shortcut
for the mop brush. And while taking
a look at my PRF, which I'm going to move to
my second screen right here, I'm going to start moving this things to generate or start creating the overal shape that I think this call
is going to have. So I can see kind of
pushes like this, see how I'm moving it like this. I'm going to go to the
backside. Let's go like this. I'm definitely going to
push this up because this is going to be
hollow. There we go. It's very, very important that we take a look at the
reference because the reference is
what's going to tell us how things are
supposed to be. Things a little bit too
flat. Let's push it. Again, see how I made the brush bigger and just push it in. Unfortunately, for me and for everyone who
teaches sea brush, it's not as easy to teach
seabrh because opposite to my blender where I can tell you exactly what parameters to
use and what tools to use. It becomes a little bit
difficult because you need to What's the word
you need to feel it. I can't really tell
you how hard I'm pressing on or the angle at which I'm moving
things around. It's a little bit more artistic, which will take a
little bit more time. Now I'm going to show you
one of my favorite brushes, which is called
the clay build up, and it's B, C, and V. The clay build
up, I really like. It's like a standard brush,
it's a little b harsher. It's a little bit
more aggressive. I really like it because I'm
going to be able to really quickly carve in the main shapes of our object like
this one right here. Now, how am I carving? If I didn't change CAD to CSO, you can press Alt at any time, and that will do the opposite
of whatever it is selected. So right now, I have CAD selected by pressing
alt as you can see, I'm going to get
this inverse effect. So I'm going to do
this. And let's the little nose over here. Now, here's where things
are going to start getting interesting
because as you can see, one thing that's
happening is that the polygons that
make up my surface, my element are
becoming a little bit too stressed, I would say. You can see how it's very
smooth and nice over here, and it's really harsh and horrible over here and in the I. Why is this happening?
Well, remember we talked about this button
right here, the polyframe. These are all of the
polygons that make up our little sculpture right now. And when we use our tools, the moon brush, the
Damon standard, or the Heclabal
standard or whatever, we're pushing and pulling the polygons up and
down into the surface. We're not creating new polygons. That's where dynamish
comes into play. So if you remember when
we started this project, I said that we were
going to start with the dynamich but I didn't
mention what that was. As you can imagine, or if you've done a little
bit of research before, Dyamsh is a specific way of working instead
of severs that recalculates the surface of your object to add more
geometry where it needs it. So if it detects that there's
a lot of tension over here, like polygons are
getting way too stretch, it will add more
polygons over there. Right now, you can see that
we have 43,000 active points, And if I were to turn off
dynamish and turn it back on, you're going to see that
we're now at 49,000, okay and as you can see, there's way more
resolution here. There's way more
resolution here, and now things don't look
as bad as they look before. Now, I don't want to
be going once and every single time that I need to recalculate turning
this on and off. I don't want to do
it over here either. This is just for me to know that dynamich is right now active. So what I'm going to do is I'm going to show
you the shortcut. So let's say that we
continue working. Let's I'm going to
use my clay build to remove a little bit of
the volume from here, which is kind of like
the jaw that we have because we're going to have the like the main
fangs over here. So see, now I'm adding
a little bit of volume. I can also go to the mo brush. Let's move this thing around. For instance, over here, we have this very
nice sgomatic arch. Well, I'm not sure
if it's called the sgoaticrch in the cheetah. But in the humans,
it's called that. This one actually, there's a hole that goes all the
way back to the head. So we're going to have
the effect on this call, see how I'm using Alt to
remove some of the volume. Again, I call this
primary forms because we're just getting
the general sheep. It's like sketching. Like if you like drawing, it's very similar to
sketching where you're just moving a couple of things around to create the
proper elements. Let me use my mood
bush and here's what we're looking at your reference is going to be really important. Take a look at this front right here and take a look at mine. See how my space Okay. On this area is way too
big compared to this area. I need to fix that. My
head it's way too big. I really like this inclination. I think we're not that far off. But we definitely need
to fix the other parts. So I'm going to
use my moot brush very big brush I'm
just going to push these things closer in and get it a little bit
closer to the reference. Because that's what people
are going to expect you to to do on your creations. They want you to make
sure that you're nailing perfectly or as
perfect as possible, the reference that you're
referencing, of course. There we go. Here we're going to have a couple of holes where the teeth are going to be. And again, I'm not worried
about keeping everything super clean or anything because we are going to be fixing
all of the stuff. It's just just a rough we
sometimes call it the blocking as well because
we're just blocking in the general shapes
of the element. But see how again, we have a lot of stress
in certain areas. So it's time to recalculate.
I'm going to press control. And drag outside of my element. This is creating
something called a mask. Masks are really useful. We're going to take a closer
look at them later on. But when you create a mask and you have dynamice active and the mask does not touch the character outside
of the character, it will that's kind of
like the shortcut to recalculate the surface and make sure that this gives us a nicer, smoother effect like that. There we go. Now we
can start taking a look at the back
part of this thing. So let's start cutting
cutting, cutting cutting here. Just to create a rich. Usually, skulls have
the rich where they attach to the rest
of the elements. I'm actually seeing on
one of my references that there's a little crest
over here, very useful. There we go. I'm going to use my moo brush again and just push this thing
a little bit back. Super important, one
of the best advices that I can give you
guys, always, always, always turn your cameras around, like look around
and make sure that you're analyzing your object from all of the different areas. Remember, the circut for
the mood brush is B and V, and the circut for the
clay built up it's BC B. There's also the standard
brush, of course, which is B S T, and that
will give you this one. Which, talking
about that, there's a little bit of a bug
that sometimes happens, and people freak out about this. If you by accident press
just the T button, you're going to get this
little message, it says, Hey, you want to change
the 2.5 D mode. And if you don't know
what you're doing, and you just say, Yeah,
switch, whatever. This is going to happen. And you're going to
start drawing, like, a lot of different skulls
pretty much everywhere, and you're not going to be
able to continue sculpting. Why is this? Because we jumped from
the three D mode to the 2.5 D mode here inside of Serge, and we're creating like
colash or something. So to clean this up, very easy, you're going to press control to clean the whole thing up. You're going to draw one skull, just one, and then you're
going to press T again. And that will bring you
back to three D mode, and you're going to be
able to continue working. It's also known as edit
mode or draw mode. So very, very important. You remember that
one because it's a very very common problem
that some of my students face. Let's remove a little bit
more of this volume right here and a little bit of
the volume right here. There we go. Now as you can see, the whole skull is
becoming very, very nice. Now, some of you might
be wondering, well, how could we cut a
hole through this? Because I know in the
reference that all of this area right here it is
supposed to be missing. Is there a way in which
we can actually cut that? The answer is yes, it's
a little bit tricky, but I'm going to
show you, of course. Just make sure to follow this. In the best possible way. So what we're going to
do is we're going to use something called
an insert multi mesh. We're going to insert a mesh, but we're going to insert it in such a way that we substract
it from the object. So let me show you.
If you press B, you're going to go into
the insert ulthes and there's this one called
insert mult mesh primitives. If you click that
one, you're going to see that we have a
lot of primitives. And these are really,
really handy. Whenever you want to
add a volume, like, very fast, let's say we wanted to add some
spheres over here. You would just
select the sphere, draw it on top of the character. And then with your Wk, you would move it into place. And now, when you use control and drag and then
control and drag again, those things are going to be
like joined together, okay? So very, very handy. The cool thing about this is, for instance, let's
use a capsule. If you press alt and draw, you are going to
draw these pieces, but they're going to be
a little bit invisible. They're there. As you can see, they are there, but they're like, upside down. I'm pressing W, and I'm using
this little thing called Gizmo to position them where
I want them to cut the hole. So let's say right about there. Let's go like about there. There we go. We really need to make them go across
the whole thing. We can rotate them around with little Gasmaus any
other treaty software. These are just like ways
to manipulate this object. And now, if we press again Q
to go back into draw mode, I can press control drag again. And as you can see,
we create a hole. So that's going to
allow us to have a little bit more
realistic thing here. Now, you can see it gets
a little bit tricky here. It gets super super thin. To fix that, we're going to use another brush called
the inflate brush, which is B N which
is the inflate, and we're just going to
inflate that a little bit. You never want to have
super super thin areas because it makes it a little
bit difficult to work. Now, as you can see,
we have the hole. Now, it's just a matter
of polishing it, right? So I'm just going to start doing a little
bit of sculpting here. So that the hole
doesn't look like a completely horrible hole and it starts looking a
little bit more organic. And that's one of the
ways that you can use or that you can do
to create a hole. Another one would be to erase this whole thing together and just like pull this
thing on one side, pull this thing on
the other side. And once they meet,
when you dynam mesh, they should join together, kind of like doing an extrusion. However, I really
like this method that I just showed you. I think I think it's good. Now, I'm going to
repeat it again just so that everyone
is on the same page, and then we'll stop this video and we'll
jump into the next part, which is the secondary
shape. Let's do this again. So you're going to press B, and then you're going to
select this primitives. You're going to
select the capsule, and you're going to draw
one capsule and press. Actually, you're going
to press Alt first and draw the capsule so that
it's an inversed capsule. Then you're going
to press W, and you're going to move
this capsule around. You're going to rotate this. Remember, you need to press W to access this little gizmo
that you have right here. And you're going to position
this. Imagine that we're substracting this piece
from the objects. So we're going to position it, I would say right about there. Okay. Make sure it goes across. Even if it's not like
the complete hole, it's fine because we can of
course, expand it later on. And once you're ready,
once you know that the piece is where
it's supposed to be, you're going to press Q, and you're going to press
control and drag outside of your object and
then again control and drag to recalculate, and that will
subtract the shape. You can press this key. I haven't mentioned this
one before, which is shift. Shift will turn
your cursor blue, and it will soften things up. So it's another way that you can use to kind of like
bland things together. In this case, I
kind of like using my clay build up to
give it more again, more like an organic
field to the whole thing. And there we go. Now, again, as we mentioned, if this thing
becomes way way too thin, you can use V IN, which is the inflate brush to inflate this a little bit more
and get more more volume. There we go. As you can
see, we have this very, very nice blocking of the main shape of the
head that we're going to be using to keep on
building on top of this. Now, this is one of the things
that it's always a little bit difficult for me to explain, but sculptures don't start
looking great at first. It's a process where
more and more refinement will give you a super nice
and super complete piece. However, it is a little
bit difficult to explain to some
students at first that things will take it f. You won't be having a perfect
sculpture at first. You need to keep polishing until you get a
very nice effect. Let's move this
thing right here. Before we move on
to the next part, I want to show you
real quick how to save because we've been working
for about 20 minutes now, and it will be a shame if
we lost all of our work. Sievers has an
auto safe feature. So if you let it
just sit right here, you're going to see in
a couple of seconds, there's going to be
a number over here, like waiting 60
seconds or something, and it will create an
automatic quick shape. Quick shapes by
default are saved in this area right here on
the quick safe folder, and there are a great
way to save some of your works because sometimes
Sievers will crash, and you will get a quick
save which will save you. However, if you don't
have a quick save and you want to actually
save this thing, I'm actually going to go all the way up here to the tool palette. Tool pallet. I'm
going to hit save as. Let me go real quick
to our project files. There we go, and we're
going to save this as or actually, this
is Chapter two. We're going to save
this as Cheetah. Okay. Scull underscore zero one. I always like to do
progressive saves. So if I need to go back to a previous version, I have
the previous version. And again, it's very important
that you save as a tool. If you try to close CRs,
it's going to try and say, Hey, do you want to save this
as a project, CRs project. I don't recommend saving
as a CRs project. We're going to talk about this later because it usually saves way more information
that you need and files become really,
really, really heavy. So C tools are
usually a better way. You also don't want to
save as C files over here. So if you try to save this, you can see it's
going to be a CPR. That's a project or a gift for a PNG, you don't want that. You want a CT. CT is usually the best way to In my opinion, the best way to save your tools. And yeah, that's it, guys. I'm going to stop it right here. Try to get to this
point just like this general creation
of the Chet's head. And I'll see you back on
the next one when we add the jaw and start working on
some of the secondary forms. So hang on tight,
and I'll see you back on the next one. Bye bye.
5. Skull Secondary Forms: Very well, guys.
Let's continue with the second part of this
very nice sculpture, which is the cheats call. Now, as you can see
here on the reference, the cheats call has a jaw, and the jaw is going to
be very, very important. This one seems to be a
little bit more decomposed. I really like this
one right here, which I think it's a cast. I think it's like
a three D effect because it's really,
really soft. So we're going to use
it as a reference, but then we're going
to deviate from it and create a little bit
more interesting effect. So in order to work with
multiple sptals because, yes, we could extrude
the jaw from here, but I don't think it's
really necessary. We need to use something called a sub T. So as the name implies, a subtle is another
part of the tool. The main tool, in this
case, is this call, subtols are going to be
extra parts that we have. And generally, as long as you see a different part,
a different island, a different object, you want to keep it as a separate subtle because it will give you better
results in the long run. So to add a new
subtle, is very easy. You're just going to go here to this option right
here that says a pen, you're going to click
it, and then you can depend any sort of basic shape. I'm going to start
with another sphere. Which is this one
right here. Now, to switch from one
subtle to the other, you can click it
here or click back, and you can also press old and click on the
option right here. You can see it changes from
this dark gray to light gray just signifying or showing you that it's the
selected subtle. Couple of things about subtle. There will be
something important about which subtle is on top. Right now, we're going
to keep it like this. And you can change the
name of the subtle. If you select this subtle
and you hit rename, you can just write,
for instance, chica. And that will keep it a
little bit more organized. That's a horrible way to spell. I think it's supposed to
be double TN. There we go. C T jaw and enter. You can duplicate them. You can delete them
just very very careful deleting this undoable. So if you delete this uptol you're going
to lose it forever. Just very mindful of that,
not something that you want. Now, this is
something we're going to be talking about
this one later on. But these are visibility
like masks or sets. So you can turn on and off
the visibility of an object. So let's say we select
the skull and we turn this little off that's
going to turn the jaw off. Which is a good way to do it. But if you don't want
to do the little, you can also do this
visibility sets. So for instance, we can
go to visibility set two, which you will keep this one on, and then we can go to visibility set three and switch it around. So now if we go to
visibility one, we have both visibility two, we should only have
this one right here. It works a little bit
better when you have more sbtols and then
visibility tree, it will only have
this one right here. So you can again, switch
around each one of these ones. Or you can use the little
button right there. So now it's a matter of modifying this and creating
the shape that we want. I'm going to use my mood brush, and I'm going to start
moving this around. Now, as you can see, there's no symmetry.
Very careful here. Every time you add a subtle, sometimes by default, it
won't have a symmetry. So very important to make
sure that you There we go. Let me just very important
that we modify this. Now, I'm going to start
pushing this back down like this to create the general
shape of the jaw, right here. There we go. Very important
to go to the front wall and this becomes thinner
as we go to the center. Not super thin because we have a couple of teeth on the front. See, you can see me there
changing the size of the tool a little bit and trying to keep it as
straight as possible. There we go. Let's push it forward or
backwards. There we go. Smooth, remember shift, smooth. And now we need to do, again, the same trick that
we did before to cut the hole because as you can see here in the reference, the jaw is, of course, hollow. So you will see this
sort of like U shape, but it won't have any
sort of any other thing. So here's where turning off the skull will be a nice idea. Now, I'm going to
do the same tricks. I'm going to use B, and
then use a primitive, and let's use the sphere, alt and draw the sphere. There we go. So remember
that's like a negative sphere. And then I'm going to use
my moo brush to kind of, like, sculpt the sphere. See how I'm sculpting
this sphere right here. To kind of go across
the whole thing. Okay? So it can get a little
bit tricky because we're saying like the other side of the sphere, which is fine. And then here on the front view, that gives me roughly
a general idea of where this thing is
going to be. There we go. Now again, control, drag, control drag again, to recalculate, Oh, we
don't have dynamic. We need to turn dynamic
on. There we go. But unfortunately, since
we did this before having dynamise, I'm
going to have to redo it. So I'm just going to
press control C a couple of times until we don't have the
sphere that we go. So that's dynamish first. Now when we go B, I, so this IMM primitives,
alt and draw. Now it knows that that
sphere is going to be what's the word? It's going to be? Substract
it from the main shape. So let's go right about there. Let's go there.
Push it like this. There we go. So now
I can press control. Let's push this a
little bit more. There we go. Control drag, control drag, and as you can see, we
have this very nice hole. Now as you can see, the
borders are really, really inconsistent.
I don't like that. So I'm going to smooth
them out with smooth with the shift key to clean
the borders out. But at least now
we have the shape. Now I'm going to
introduce you to another one of my
favorite brushes, which is called
the trim dynamic. And the shortuts B for brush, T from trim and then
D from dynamic. And this one flattens things out. It's kind
of like a bbble. So if you've used any
other treat software, this one works really, really
nicely as a sort of bbble. So it will sharpen
some of the corners, and it will make sure
that we don't have that super sharp weird line
that we have over there. Now be very careful because it follows the normals
of your objects, so the direction of which the
average faces are pointing. So you might see some weird
behaviors every now and then, like there where doesn't
really know how to do it. So a little bit of smooth
and a little bit of dynamish here and
there will be good. There we go. You can also use your clay builder by the way. So for instance, just start pushing a couple of this areas here to flatten out
this join that we have. And look at this. Now, it
really looks like a skull, because we have this very
nice prominent thing coming here on this area. There's a little hole there. That's one attaches over there. And we're creating
this very nice effect. Now, of course, we are
missing the facts. I know the facts are
going to be very important and we still
haven't added them, but we will add them later
on, and as you can imagine, we're going to be adding
them as separate subtles. And again, this is where the
process is really important. One of the main things
that you want to look up for or try to always land on your sculptures is
you want to make sure that you have a process that will allow you
to take any concept, monster, character,
creature, a prop, anything that will
allow you to take any concept that you're given
and deliver a final result. We don't work from inspiration. Inspiration is great, and
it's a great motivator, but we need to have a process. And the process that I'm
going to be showing you throughout this whole
course is primary forms, secondary forms, tertiary forms, primary details,
secondary details, and then micro details. That's going to be kind of like our mantra or the way we're going to be like
following everything. I'm going to jump back
here to the main phase. And as you can see, we have this area here,
like this big fang, and there's a little cavity, and then we have
the front fangs, and we can see it on
this real skull as well. So I am going to use it or I'm going to try and
capture that here. So I note there's going to
be a big fang over here, and then we have a
little bit of a crevice, and then we have the ice. 1 second. I get this sort
of issue on my screen, sometimes it kind
forgets where we are. It's very, There we go. It's like a bug. It
happens sometimes when I press ten space
bar at the same time. If that happens
to you, sometimes you're going to have
to reset the software, so just say real
quick and then reset. Now this is way thinner. I can see under reference,
it's a little bit thinner. I'm going to start carving out a little bit of
the volume here. Let's soften up here to create the main
section over here. Same for the nose, it goes
a little bit further down. Let's really the effect here. There's a bone in here. There we go. Cool. Now, here on the
top of the nose, I can also see that there's
like two main volumes. So I'm going to use I'm going to create a shotgun barrels, like a double shotgun barrel. I'm going to introduce you to
a new brush on this video, which is called the
Damien standard. So Damian Standard was
named after an artist named Damian who created this
brush a long long time ago, and it's been on
Crush ever since, and it's B D BDS
Damien Standard, you're going to be able to carve in it's kind of like a knife. So we'll create this very, very nice sharp line here. And then we can smooth
this out and see how nice that transition
starts to look here on the top of the cheetahs. Now, I can also see
here on the reference, especially on the real one
on this one right here. See how the of the cheat
is not perfectly circular. And right now because
we use the capsule, ours is looking a
little bit too perfect. So I'm going to use
my move brush again because we're still in the
primary and secondary forms, and I'm going to start
pushing and modifying the form so that it fits a little bit closer
to what we have. It's more like like
an accelerated. So it's not perfect.
That's going to give us a more
realistic look as well, which is, of course,
what we're looking. Now, there's also a hole right here where I would expect
a nerve to be coming from. So I'm going to
indicate the hole and just smooth it
out. There we go. Then on the reels
call, I can see like this thing coming
back like this. And this is one of
the cool things. I'm not expecting to
have perfect anatomy, what's the word perfect perfect anatomy
representation right now, we're not creating this for
any zoologist or anything. It's just our first exercise, our first big thing. So the most important thing
for me is for you guys to be getting familiarized with all of the tools and
with the process, okay I'm going to
use my moo brush here to move this thing forward because the jaw should
be pretty much straight. And if we have the
main fang over there, we're going to have one Let me take a look
at other references. I see three main
teeth over here. So it's like one over there, and then a second one is
going to be over here, and then the third one is
going to be over there. That's where the main
fangs are going to be. And on the front, we have four.
So I'm going to have one. Again, I'm using,
two, three, and four. That's where the
teeth are going to be once we get to the
point of adding them. I'm going to use my old brush and I'm
going to clean some of the surface because
you can see it's starting to look a
little bit wonky, a little bit like two dirty.
So all of these areas. One way to clean them up
is to just like polish them with clay build up
and then smooth them out. It's very, very common in the sculpting world to
do something like add the detail and then
later remove it and then add it again and then remove it and add it again. That's going to add a very nice, natural build up to the surface, and then we'll create
a nicer effect, as you can see, right there. So don't be afraid to erase
and change some of your work. It's completely
completely normal. Now, here's where
we're going to face one of the main
very common thing, and it might happen to you, so I might as well talk
about it right now. When you have a small or a soft usually like a
small or a thin surface, and you use a very
big brush right here, you're going to see that
we're going to start pushing from the
other side like this, and that's something that
we don't want, right? There's two ways to solve this. First, you can use
a smaller brush. If you use a small brush, then the chances of
that happening will be less because it's not pulling from the other side
of the surface. But one thing that you really, really want to have is this
thing called backface mask. Now, as you can see, and
you're going to have it on your interface if you're
using my same interface. If you don't have
the same interface, you can find it here
in the brush menu, and it's called Auto masking, and then there's this
back face masking. Okay? So when you turn this off, it doesn't matter how
big your brush is you're not going to be pushing or
pulling from the other side, which is really, really
handy. This is per brush. So every time you change
the brush, for instance, let's go to the standard
brush, you're going to have to turn it on again. So that's why I have
it as a button right here because every
time I change a brush, and every time you
start C brush, you need to select
that one as well. So that one's really,
really, really important. So let's add like
the little holes that we're going to have,
which are going to be here. These are like the bottom fangs. And then this are a couple of other bottom
fangs right here. We're going to have
four over there, and then we're going to
have one, two, and three. Okay. So now we have pretty much all of our secondary
forms ready to go. As you can see, our scroll is looking better and
better every time. And again, this is
what I was mentioning. I'm not sure if it
was at the beginning of this video or
on the last one. But sculpting is
one of those very, like, process heavy parts
of the whole thing, right? So you're going to be like
pushing and pulling and modifying and adapting a lot of these things until it
looks really, really good. So you won't have a
nice effect at first, and we can go all
the way back here, like, let's go to this part. We just had this sphere, right? And as we started pulling
and pushing the forms, like, at this point, you might have been like,
this looks horrible. This doesn't look
like a cheetah at all, the more we move it, the more we modify it and
the more we add to it, the closer and nicer
it's starting to look. So this is the process
that we follow. For me, I tried to make these exercises relatively fast and quick so that you
guys can follow along. But usually, this sort of thing will take you
like a full day, four, five, 6 hours until you really nail
the whole thing. This one is going to take us about an hour or maybe
a little bit more. But yeah, just keep in mind that these sort of things
take time and you need to be
patient and you need to build the form until
you get it right. Okay? So I'm going to stop
to be right here, guys. We're going to finish here
with the secondary forms. And in the next one,
we're going to be talking about the fans and how we can create a very
nice and easy way to create several of them and
duplicate them and populate the whole thing and start getting the whole shape
of our chea together. So keep on working. Try
to get to this point, try to get the jaw
in, try to get, like, the holes where the
fangs are going to be, polish some of your shapes a little bit more as
you can see here, and I'll see you back on
the next one. Bye bye.
6. Skull Tertiary Forms: Hey, guys, welcome back to
the next part of our series. Today, we're going to
continue with deteriaryfm. So let's get to it. This
is where we left off. And if we take a look at
our little reference you, you can see that one of
the things that we're missing are, of
course, the facts. So let me show you a
very nice technique that we're going to be using
quite a bit throughout the series to generate more
meshes in a faster way. So the first thing
I'm going to do is I'm going to append a new shape, which in this case is
going to be a sphere. And I'm not actually
going to position this sphere on its
actual place just yet. I'm going to use the position
that we have right now to sculpt it in this
sort of like fang shape. Now, we've talked
about this before, but you can press
your letter W or click any of these buttons up here to bring up this thing, which is called the Guzmo. And this gizmo will
allow you to transpose, remove the object around in a very similar fashion to any treaty software
like Mayo or Blender. Now, I'm going to
move this sphere to the front, as
you can see here. Make sure symmetry is
turned on as well, so we're always in
the same plane, and I'm going to
make it smaller. Then I'm going to
make it longer, so we create this
sort of fang shape, and I'm going to
use my move brush. Here we go BM to create the sort like
curve shape over here. There we go. You can see it's
looking like a fang. Now, let's flatten the top here. I'm going to use B t and D
to go into trim dynamic, and I am going to flatten
the surface over here. So we can get a flat fang. We can actually go press F
here to frame it. There we go. We can actually go into dynamise already so that we get
this very nice shape. And now I'm going to start
going through the sides, and I'm going to be
sharpening this thing. So as you can see,
imagine we got a stick on the forest
or on the woods, and we're using a
knife to sharpen it. It's a very similar process. It's going to give us
this very natural, very nice effect in the
whole thing. There we go. Now we can go with
V and V again with the Mo brush and push this a
little bit closer together, so we get a sharper fang. Let's push this one over here. As you can see, without
a lot of effort, we're able to carve or create this very nice sharp fang shape. If you want to go really sharp, we're going to have to really push the borders over
here on the back side. Let's go into MV again
and push this again, there we go see how it's
starting to look sharper. So just a combination
of train dynamic and Mo brush will allow us to
create this very nice fang. Now, it's a matter
of positioning this guy exactly where we need. But first, I want to
move the pivot point because as you can
see the pivot point, it's not in a very
practical position. It's going to be
difficult to line this thing with this thing when the pivot
point is down here. A very quick way
to do that is to open this little lock
that will allow us to move the pivot point and position it,
let's say over there. Then we lock it again,
and now when we move, we're going to be moving again
from that specific point. If I want to move
this to the side, I actually recommend
to turn off symmetry for this just in case
there's any weird behavior. And now we can scale this down until we're
close to the size, which that one seems fairly nice and position it
exactly where we want. There we go. See how cool this looks now. And again, as I've
mentioned before, it's very important that
whenever you have an object, just this one that is made
out of different materials, it's better to do it as separate pieces rather
than keeping it as the same as the head because it will look better and it will
give you a nicer result. So there we go. Nice
little fang over there. Now, I want to create
the other fang. But before that, I'm actually going to create
this inner fang and this inner fang before we duplicate or mirror
everything to the other side. So the easiest way to
do this is to press control alt and then click on this red
arrow or any arrow, and that will
duplicate the object. Now, as you can see, we
don't have to work as much. Remember, smart, not hard. We don't have to work as much, and we're going to be able
to create and position this like fang where it's supposed to be right
about there, I would say. Then again, control alt and
just move it to the side. Let's make this one slightly smaller. And get it right there. Cool, right? Now,
as you can see, we have the front fangs of
our character right here, which you can see the distance is actually
not that great. One, two, three,
actually, that's six. Oh, yeah, it's six,
it's one, two, two small ones, and
then a bigger one. Let's do the bigger one. So I'm going to control D, and this one is slightly bigger. I'm actually going to rotate
this one a little bit. Like this. Move it a little
bit for up. There we go. So that means that,
of course, over here, we're going to have to
do something as well. But there we go. So now, as you can see, we have four fans right here
on our character, and this should allow us to mirror them to
the other side. However, before we mirror them, it would be a nice
idea to add like this what are they molars
or something over here, which as you can see have this very irregular
shapes, right? So I'm going to go into a pen. I'm going to append
a new sphere. And I want to combine
this sphere with the rest of the alum so that all of the teats are in the same subto. So I'm going to
select this one right here and there's
one called merge, merge down, and it will
merge it with the one. Oh, my God. Okay, so it
crashed This is very common. Don't worry. Don't panic.
Sometimes it happens. And the cool thing about
this is usually when it's like a controlled crash
like the one we just saw, Sabh will save a
quick safe file. So you're going to see
it right over here. I'm actually glad it happened on this stage of the element. No, that's not the one. Make sure you look
for the one that says CPR rather than document. So this one right
here. There we go. So as you can see, we're pretty much in
the exact same place. We just depended this one
and we're ready to go. Super important,
if you ever crash, if you ever get this
sort of crashes, safe, immediately safe. Before moving forward, make sure to save a copy just in
case this crashes again. Let's try again, I'm
going to go sub tools, going to go into the Oh, it actually did combine them. Perfect. Now, the problem
is, as you can see, I can't scale this fear by itself because it's combined with the rest of the elements. So I'm going to do
something very simple here, and it's called a mask. So let's turn off this guy so
that we don't see anything, and I'm going to create a mask around the teeth
like this. Okay. So now the teeth are mask, and if I were to go to W again, now only the sphere is
going to be moving. However, the sphere is creating some weird
elements, right? So I'm going to press
this little button here, which is called G
T on mask center, and I'm going to press this
little thing that we'll make sure that the axis is
completely center again. So now I should be
able to work with this as its own like
little molar thing, okay? So I'm going to keep this guy's mass,
that's totally fine, and you can see that the
molars, they're weird. They're really weird.
I'm just going to do an abstract shape. So I'm
just going to push this. Let's turn on symmetry again. There we go. So I'm going
to push them like this. I'm going to use
BTD trim dynamic to flatten this upper part. Let's sharpen some of
the things over here. Then I can see there's
three big mountains, there's a mountain here. We only use my clay built
up, so there's one. There's two, and
then there's three. So again, a rough, weird shape to get into
the shape of the molar. If we want to do like super super precise, we
would, of course, need to look for more reference, but I think this is good enough. Now, the only problem is
if I do dynamis right now, you can see that the
little guys right here, the three or the
three teeth here, is it two teeth teeth, right? Te plural. So the trial guys right here are getting
combined, right? So in order to avoid that, I need to go down
here into geometry, and I need to go into dynamice. And there's a little
option called groups, which will dynamise its own
group as a separate piece. However, the problem is, you can see that
all of these guys have different subgroups. These are called poly groups. We're going to have
a little bit of a talk later on about polygrops because they're really,
really important. But right now, the only thing
we need to do is we need to go to poly groups
and say a groups. And what other groups would do, and I can press
this as many times to get different colors. And as you can see what other
groups would do is they will add or create a
different poly group, for each specific object. So now, if I were to
say geometry, dynamish, but I keep groups turn
on and I dynamish, each object will be
dynamice in its own island. So they will not be combined, which is super super handy
for us. So yeah, there we go. Now, you can see
that this one has more resolution. That's
because of the size. Depending on the
size of your object, the resolution of the
dynamish will change. We'll talk about that
a little bit later. So let's go back to Soptal here. Turn back on the sals. Grab this guy, let's mask it, and then to invert a mass, to press control, and tap. And that would switch
the mask around. So now I'm going to be
able to move this guy. Let's get rid of symmetry, and we're going to do the
exact same process that we did for the front teeth. So we're going to
have one right there. Again check the reference.
So you can see that first one is really small and
then there's two big ones. So this one is going
to be like small one, and then again, control alt, And
then the second one, you can see it's a
little bit bigger. It actually has a
different shape. We can change that later on, and then the third one is
really, really big. So again, W, control, move to the side.
Let's make it smaller. Let's roll to the little bit, really get it in there,
and there we go. So now all of the teeth of our skull are there and
they're looking quite nice. Again, at this point, you can
just just your move brush, and you can see that
this one is a little bit more triangular shaped. So just move this and create more like a triangular shape to the whole thing and
that's going to look good. Now, I am going to go back again into my poly
groups because one thing you're going to
notice is this one don't have any polygroups or white.
That's bad for us. So I'm going to go
into poly groups, and I'm going to say other
groups again so that each individual teeth has
one specific poly group. And I'm going to
show you a very, very super handy tool that we're going to be
using quite a bit. I actually don't remember
if we have it here. I don't think we have
it, but we can add it later on, which
is C plugging. Subtle master, and
it's called mirror. So plug ins are, of
course, extra little ads, extra little tools that we
have here instead of Crush, and there's this one
called subtle master, and there's one called mirror. And mirror is really, really, really good because as the name implies, you just
select the axis, which in this case,
is the x axis, we select that we
want to keep them in the same subtle,
and we just hit. And as you can see, now we
have the exact same teeth, On both sides of the
elements. Pretty cool, right? Look at how nice
we have the fangs and the front teeth, everything. Now, this doesn't mean that we can't modify things
For instance, now, I'm going to turn on symmetry, and I'm going to show you
BMT, which is mopological. And Mopological is
really cool because it will only move things that are in the same island of faces. For instance, if I need
to move this guys back, I can just move them and
they're only moving, as you can see, the teeth that are part of the same island. So again, just the ones. If I were to use the traditional
movet everything moves, which is not something
that we want right now. Now, one of the
great things about using subtles is the
fact that if I were to jump back here to the main shape of the skull and I were
to use my clay build up, every subtle that we
have will act as a mask. So if I were to add at,
like, bone over here, you can see that it
very nicely hogs the surface without me having to worry
about going over it. So it knows where the
other subtles are, and it will create the
perfect cavity for them. So it's really,
really, really handy. And that's why I
strongly recommend whenever you see an object
or a creature that has, like, multiple parts, do
them as separate subtle. It will give you more tools. I will give you more control, and at the end of the day, it will look a lot a lot nicer. As you can see right here. So I think we have a
very low intensity. Let's up it up a little bit. There we go. And as you can see, look how nice the
transition is now into the fangs and into the
molars, right? Really cool. Now, what if which is
a very valid question. What if I wanted to
use the same fangs, but down here and
the same molars, but down here is
the way to do it? And the answer is yes,
we can duplicate them, but we need to do it
in a smart way, okay? So I'm going to go back to subtles and I'm going to
go back to the teeth here. And a very common
option will be, why not just duplicate? And then we double you? We center the pivoth
here or sorry, here. Let's go to the origin. Like here, pressing Alt and then clicking and then just
rotate this around. And that's it, right? We could just rotate this guys around 180 degrees. And
there we go, right? We could just position them
where they're supposed to go. Well, the problem
there is, we're not going to get the
exact same results. I'm going to show
you a better way. I'm going to delete this up too Let's go back to
this one right here. And what I'm going to do is, I am going to duplicate it. So I'm going to duplicate this. Let's shift and click the little icon so that
we isolate this one, and I only want the fans. So I'm going to control shift. This is a very
important shortcut. It works with polygroups only. And it's control shift, and click on your object, and that will isolate
that specific poly group. And then I'm going to
go into my geometry tap modified topology
and delete hidden. And what that will do is now only this guys are here, okay? So we pretty much deleted all of the
other facts over here. So now it's going to
be a lot easier to move these guys and position them where
they're supposed to be. And we could even,
like, if I were to press X to remove symmetry, I could press control, shift, and t and
create this red box, which is called a visibility
box and hide one of those. Let me show you here. So,
see how I hit that one, and now I can go again to
geometry and say delete hidden. So now, Only this
little fang exists. So we pretty much deleted every single other
fang from here, and we just got this
one right here. I'm going to repeat that
once we do the molar. So if it's a little
bit confusing, don't worry, wait a couple of minutes and we'll go back to it. I'm going to move
the point here. Remember how we did it before. So we have it right about there. Let's turn on now the jaw line. And let's move this
guide down, rotate it, and then let's
rotate it like this, 180 degrees, so that's
facing forward. And we're going to, of course, position it, scale it, probably make it a little
bit smaller and position it. On this. On the reference, I can see that they're
slightly facing outwards. So we're going to move
this again a little bit. There we go. Let's move the
foot point to the center. It's going to be a
little bit easier to manage and just a
tad bit smaller. Just keep playing around
with the proportions until we get it right or as
close as possible. Okay. There we go. I really
like how that one looks. Important to, of course,
turn the other ones on and make sure that they're not collapsing with each other. So if we need to rotate them a little bit, I
think it's a good idea. There we go. That looks good. I think size wise, a
little bit bigger. So let's make them
stubbier, shorter. There we go. Think something like that's
a little bit better. Perfect. Now we're
going to do the same. Down here, I can see it's a
little bit difficult to see, but it seems like
there's six as well. So I'm going to
do six. So again, control alt make
them really small, not really small, but
smaller, of course. Rotate them around. So that
would be the first one. Let's make it a little
bit thicker there. And then control alt. That would be the second one. It's very important that
the third one is not going over the middle point because that could cause issues
later on with the mirror. A little bit there it's not bad. Just just be mindful about that. I'm actually going to say B. Again, B t, which is
move topological. Let's just push this guys a
little bit further over here. Again, so they're not exactly
in the middle section. We can fix all of these
elements. That's no problem. We just want to keep them
consistent. There we go. So remember what we did before, we would go to geometry, sorry, first to poly groups to give them a poly group to each
little teeth right there, and then see plugging mirror, and we would mirror
to the other side. There we go. So now we have
the bottom row of teeths. And again, if I feel like
this are way too big, which they do seem a
little bit too big, I can just say B MT, which is more topological and
start moving like symmetry, of course, start making
them a little bit smaller. Because we can hide all of this with bone from
the jar, right? So that's going to make
them a little bit smaller. Now, let's repeat real quickly. Oh, that's dynam over there. That's dyno measure real quick. Let's actually go get
into poly groups, other groups and
then dynamic so each different or fang has a different poly group,
and there we go. Let's do that same thing
that we did but now for the molars, for
this guys over here. I'm going to go here. I'm
going to duplicate this tool. And then on this du duplicated
tool, let's isolate it. I'm going to press control, shift, like this to only show these guys
right here, both of them, and then I'm going to remove symmetry and heat control shift alt to hide this one over here so that only one
of them is remaining, and I'm going to
go into geometry. And then it's modified topology. I actually have the
button over here, so I'm not going to use it. This is the last time I'm probably going to
use it over here. So I remember it's in geometry, modified topology and
it's delete headen. So that's why I have it
over here, delete headen. There we go. And
now this sub tool, it's only one molar. So let's turn on the jaw. Let's move this thing to
where it's supposed to be. So this will be like the second molar,
this one right here, and then there's
another one over here, which has a weirshape which
we can always scope later on. That's fine. Okay.
That's one right there. And then there's a
small one on the front. So again, control
alt make it smaller. There we go. That looks good. And we are going to
give each one of them its its own poly groups. So we're going to go polygrops. We're going to say auto
groups, there we go. And then we're going to
say plugging Mirror, we mirror to the
side, there we go, and we're going to go subtle since I don't want to
have as many subtles, I know that both
of these guys are the lower teeth I'm
going to grab this one. I'm going to say
merge merge down. You can see now this are
both the lower teeth. Let's turn everything
on. There we go. That's the tertiary
forms, my friends. Let me just rename
this real quick. Let's call this lower teeth. Let's rename this one as well
to keep everything clean. Upper teeth. And
that's all. That's it. Four sub tools right now. Here's where the visibility sets could come into play
because we could separate one without the teeth, one with the teeth,
et cetera, et cetera. But as you can see, this
is looking pretty good. We're in a very good position, and now we can start polishing pretty much everything
that we have. So we have primary forms, we have secondary forms,
we have tertiary form. It's now time that
we start polishing these forms before we jump
into that detailed part. So make sure to move or to advance all the way to
this part, my friends. I'm going to save this real quick just to make
sure that we have everything backed up in case
anything wrong happens. And yeah, it's time
to start working on the main details.
We're not details yet. We're going to polish a little
bit of this thing first, and then we're going to
jump into the details. So, hang on tight,
and I'll see you back on the next one. Bye bye.
7. Skull Refinement: Hey, guys. Welcome back to
the next part of our series. Today, we're going to continue with the refinement of the sol, and we're going to be
talking about something called DyamshRsolution. So as you can see, we
have a very nice shape. Most of our basic
forms are there. It's looking cool. It's looking close to
our reference here. As we mentioned, this one
is a little bit softer. This one is really,
really, damaged and corroded or eroded. So we're going to go
to an in between. Now, the problem here is we are now faced with a very
important conflict, right? And that's the fact
that even though our shapes are looking good, we can still see the
pixelation of our elements. And that's because right now, our dynamis resolution is set
to 128, which is not bad. However, now that we
want to jump into more specific details like this crevices or like the
changes in shuette and stuff, we definitely are going to need a little bit
more resolution. So my general advice, this is just one way to do
things, which is dynamic. We're going to talk about
several other ways to build our sculptures later on. But in dynamic, my general
advice is never go higher in resolution until
you've used all of the amount of detail that you have available to
yourself, okay? So try to keep your
resolution low until you need it because a lot of people
tend to go really, really high in the resolution, and then it becomes a little bit harder to work because
as you're going to see, certain things are going to be a little bit
more complicated. So I'm going to up
the resolution and recalculate dynamise
and as you can see now, my squares, my little
squares shares are way, way bigger or smaller rather. And that is going to allow me to have a
little bit more detail. So let me move this
thing to the left side. There we go. So that we can see. So I can see that detail. So what I'm going to do now is I'm going to
start using again, my mood brush, for instance, VMV but I'm going to use a smaller brush to start changing the
silhouette a little bit. So you're going to
see me going here, for instance, and
then, for instance, like with the clay buildup,
and I'm going to start carving in specific
areas of the eye. So for instance, let's do like a ridge here
inside of the eye. Sometimes bones have the ridges, and you can see I really like the texture of the clay buildup. I feel like it looks very like man made, which is
really, really cool, doesn't look like so C G. So I'm breaking up
the silhouette here, and I'm kind of going
into the different parts. I can also see There's another like a rich coming back here. So I'm going to follow this, rich, see how I'm creating
this hard surface. And then I'm going to smooth. Of course, I'm
going to smooth to clean that surface up because I don't want this
to look like like bubble gum or chewing gum. I want to make sure this looks a little bit more
interesting, right? So, I'm just going to start
pushing these things around. There we go and smoothing
them out a little bit. Remember, smoothing is to hide some of that
texture and then to build up on top
of that texture and create some very
interesting effects. I like to use my
clay build up like a sketching tool, as
you can see there, creates very, very nice effects, very nice forms and silhouettes and makes it look very,
very natural, very cool. See how nicer this looks. Now, I'm also going to
use my trim dynamic. Trim dynamic is really good
to polish and keep the bone. What's the word?
Really strong effect. Let's control and clean
that up. There we go. Again, that weird little bug. I found that turning off and
on the floor helps bring Sievers back from that limbo or something. So let's go here. Let's start adding this volume. And in one of the reference
that we have over here, I can see that the fangs, they create this sort of,
like, cylindrical effect. They're really, really
big on the root of the teeth, right? So I'm going to add this sort of effects how I'm
going side to side, and then smooth them out. And it's going to
create this very, very nice effect over there. Perfect. Same thing for
the front teeth here, we can add the sort of like
root canal sort of thing. So it looks like these
things are actually going into the skull,
into part of the bone. On the nose here, I'm actually going to start carving
a little bit more aggressively because usually the nose is really, really thin. There's a lot of bones inside of the nose and they're
really really fragile. That's why when someone hit
someone else on the nose, they usually bleed a lot because there's a lot of bones
and tissues there that make it a little bit
sensible or sensitive. So I'm going to start
again, adding form. It's all about adding
and removing form, changing the way things look to make it look more
and more interesting. Notice how I'm not
leaving or letting any single space be left
without the details, right? So I'm making sure to go all around the call and make sure sure that every single
part that I'm working on has at least a little
bit of surface detail, a little bit of tertiary form and polish because otherwise, you're going to get certain
areas that are completely unworked and then
other areas that are like super super detail, and that that doesn't look good. So you want to make
sure that this thing looks good from
every single angle. Now, on the damage one,
let me show you here. On the damage, I'm
seeing this sort of, like, very interesting rich. I really like it.
So I'm going to duplicate or kind of
copy that thing in here. So it's like it's like a
rich that goes in here. Because usually the skull
is not a single bone. It's actually made
out of several bones that connect together, fuse together and create our
skull or any animal skull. So I'm using here Damen standard to cut
into the group and then clay build up and see how that makes it look a
little bit more natural. Pretty cool. This little hole here where one of the nerves is going to
be coming through. Let's make it a
little bit deeper. It's a little bit more intense, more visible. There we go. And again, if you
really don't know, because I'm not a
cheetah anatomist. I don't know about all of the zoology anatomy that
I might need to know, but I can understand how certain forms and
things will happen. So if I add just a little bit
of noise all around here, this is going to make it
look like a very old, very damaged skull, which is kind of what we're going for. Sometimes you don't
have to be unless you're working for like
a scientific journal or something where things
need to be perfectly perfectly scientifical
and perfectly accurate, most of the times, as
long as you capture the essence of the character
or an animal in this case, you should be more than fine. So, for instance, here,
the psychometic arch, it kind of goes like out. So there's a little
bit more like going out and going down. It's more like like a curve. So I'm going to use my move brush big brush and start moving these things
around. There we go. Okay. I like. Now I'm going to click this guy and I also need to
increase the resolution. So let's go to double
the resolution and sometimes need to change something and then dynamise or sometimes just turn
on and off again. There we go. And
now we should be able to start working a little
bit more on the effects. For the jaw, I usually like to have a strong jaw
line down here. So I'm going to create this little line here
with my clay build up, see how I'm going all the way around kind like
creating a border. So when we smooth that border, it kind of looks
like a rich, right? So like a very organic
rich that gives a little bit more support
to the whole jaw. You can see that the
bone changes here. This is an excellent
exercise, by the way. This is why I love doing skulls for a first exercise whenever
I'm teaching someone rush. Because it teaches you to look
into the reference and to copy things that are just
seeing in the reference and try to match them
as closely as possible. And that's always
really, really good. You're going to see a lot
of clicks over there. I might change this size I think it's a
little bit too big. Let me try this real
quick. There we go. Keyboard. Let's try font size. Let's do 20. There we go. Can close this. There we go. That should be a little bit
less intive, right? Let's smooth this out to
clean it up a little bit. Very important to add
the little volume on top of the molars here to make it seem like
they're actually going. Also on the other side,
a lot of people forget about the inside of the jaw whenever we're
doing these things, and there are a couple of angles where you
are actually going to be seeing some of
this effects, right? So Okay. Very important. We have symmetry turn
on, that's of course, helping quite a bit because it's making it a
little bit easier. Let's add this
root canals again. Smooth them out. Same
thing on the inside. Let's carve in a little
bit here on the inside. Okay. Let's add a little volume there and smooth
out. There we go. Again, as we've
mentioned before, this is one of the
great advantages of having subtles made out
of different subtles that they know or sepers know that the other subtle is acting
or working as a mask and they will try to move and sculpt around the objects so that you don't have
any issues over there. I'm seeing here on
the reference that the j also has a couple
of little holes, probably, again,
nerves and stuff. So it's going to be a
little hole over here. There's another one over here. And over here, change in forms. This thing goes in like this, creates an interesting rich and there's a small
protrution over here. Again, just add more volume. It's all about practice, guys, with three D and with
everything art related. The more you practice and
the more you try yourself, this kind of thing,
the easier and the more natural all of this
is going to come to you. I'm going to remove some of these things because I think
we're going way too low. Actually, this thing seems to be Going further down
or further up. We might need to
find a little bit more reference to
know exactly where the insertion of the
jaw line is because it seems to be a little
bit wonky right now. I mean, again, as
a first exercise, we don't need to be super
super anatomically correct. My main goal with
this first exercise is for you guys to get
used to the process and to the tools inside of S. Several of my students have tried
this exercise before, and some of them have they're not really
happy with the results after a couple of tries. If you don't like where
yours is going, do it again. And again, and again, and as many times as you need. Sometimes doing something
or like an exercise several times really really pushes you and makes you
learn the things. I remember when I did my
first couple of skulls, I would do them like
two, three, four, five times until you get it
something that looked nice. And the more skulls you do, the more exercises you do, the easier and the nicer
everything is going to look. So I'm carving a little bit
more out here because there's another reference that
I'm looking at that has more holes over here, and this is roughly the
shape that we're going for. Very important, it's very
important that we try to keep the same sort of
consistency on the dynamic. So if everything is at
a really high dynamise, everything should be
at that same dynamic. So you can see right
now this teeth, they don't have the
same amount of dynamic. I'm going to grab
the picker here and I'm going to pick
this one right here. If I grab this picker, I should be able, there we go to grab this guy right here, which says should be 264, and when we dynamise this guys, now there's more resolution. If we need more resolution
for those guys, we can go a little bit higher. Careful, J. Dynamic.
There we go. Let's go. There we go. Then just move this out. Let's turn this on
to see the dynamis. For some reason, some of
them are not dynamising. I'm going to press Control L. Sorry, Control F. Oh my be. It's not control F. Control
I've created a folder, which I don't like
or want right now. So let me I'm going to
bring this up. There we go. So we're going to talk
about folders later on. What I want to do is going
to have all of them be the same the same poly group. So I'm going to go down here, polygroups I'm going
to press other groups. There we go. Sorry, group visible so that all
of them are the same. Now we go to geometry, turn this off, and we turn
dynamic on there we go. See now all of them have
the exact same resolution. They're going to have
enoughly high resolution so that we can work
on these elements. For the teeth, the only thing I want
to do is I want to have a little bit of grunch
on the borders. You know, how animal teeth usually are more damage
towards the root, where the foot gets stuck. They don't brush
their teeth, right? So we're going to
have a little bit more of that sort
of like damage. And then the outer part is going to be a little
bit more nicer. So just a little bit
of texture work, especially like on
the molars over here. And here's where if you if you want to spend
the extra time, you can actually go and
look up how each of the molars look in the actual part or cheetah and and create a very nice or try to copy the
exact same thing. There we go, see how
that looks a lot nicer. We're going to do the
same thing over here. So click this guys. Let's go to poly groups, and we're going to say group visible so that they all
share the same poly group. And now when we dyn mesh,
you can see this happens. Now, when this happens, you can see that some
of the t are combined. That's because the
resolution is really low. If we increase the
resolution and we dynamesh, there will be a little
bit of joining. You can see some of them
did join, which is fine. I mean, I don't mind especially on those ones that
are really close together, But if you don't want them
to happen, then again, you can try to do
the groups thing while keeping the
same polygraph. Let me show you how that
would look. Let's go back. Here again, we go poly
groups, all groups, and let's try again geometry
with groups turn on, high enough resolution and
dynamish actually work. Now we can just work
with each one of them. Again, same process, we're
just going to add a little bit of dirt and noise on the
lower end of things. Let's turn on symmetry. So we don't have to
work double, remember, work smart that hearth
and there we go. Look at how nice
this is looking. Let's go back here, remember, to jump from one
subtle to the other, it's just about pressing Alt and click on the subtle that
you want to jump on, and that should give
you the result. Perfect. So I think we're in
a very good position, guys. As you can see, our Cheetah Cull is looking
really, really cool. We're quite close
to the reference. I mean, we're of course taking
some artistic liberties. But as long as you
guys are learning the tools, I'm completely happy. Now, what we're going to do next we're going to be
working on the details, and we're going to be doing two types of details for this one. We're going to be doing
like a general detail and then we're going to
do a specific detail. So hang on tight,
and I'll see you back on the next one. Bye bye.
8. Skull Details: Hey, guys. Welcome back to
the next part of our series. Today. We're going to continue with
the details of this call. And as I've mentioned
in the previous video, we're going to
divide the details into two types of details. We're going to do a
general of detail just like noise and general grange texture to
the whole thing, and then we're going to
do specific details. Actually, we're going to do
it the other way around. First, we're going
to do the specific details and then we're going to do the the different details. For the specific details, what I want to do
is I'm going to grab my Damien standard, BDS, and we're going to be
doing what we did over here, where the bones can
emerge together. I'm taking a look
at reference here, and there's definitely one line coming here through the
middle of the nose. I'm using my Damien
standard here to create this very
nice suture line, and this is probably going
to go to the back here. Again, we need to look for a specific Cheetah anatomy book, but this should be good enough. Now, I'm also seeing
that it divides itself through the sides of the nose all the way to
the front of the face. I call this a specific
details because I'm going to be teaching you about
Alphas very shortly, and there are
certain things that Alphas won't be able to create, and this is one of those things like this or lines will be very difficult to generate or to create with Alphas
by themselves. Let's take a look at
the reference here. I want to add a line here. Again, some of them might
not be anatomically correct, but I just think the
sort of cracks and stuff will cool on our skull overall. On this area back
here, like, again, it feels like I would follow
the sort line or rich. Let's just go over here. Usually this sgomtic arc either blends or creates a
division over here as well. So again, I'm inventing
here a little bit. We're deviating from an accurate, like
anatomical process. But sometimes the cool
factor also comes into play, and it's fine as long as the project and the
art director are fine with it. So there we go. Because the chances
of someone being like a cheetah anatomy expert and taking a look at your skull
in a game and being like, Oh, that's completely
inaccurate. You would never have
a line over there. Are quite low, right? So Again, there's a little
bit of unless you're doing a scientific journal or like a biology
textbook or something, there's a little bit of
room that you can use. So there's going to be a
lot of this sort of things where you're going to be
going with Damian standard, adding like specific
little lines and specific little cracks. Let's say maybe this guy had a very big crack on some
part of the skull here. So I'm going to break symmetry, grab my Damian standard, and let's say just
like a big crack. Maybe he died while fighting
like, I don't know, like a buffalo or something, and he's going to have a big crack on the
skull over here. So this is one of
the great things about Sears that you're
going to be able, to modify and change certain things that are going to make your
project a lot cooler. So here's, for instance,
let's break symmetry again. And I d of a crack, let's just create a little bit
of a hole over here. So here's where we're
deviating from symmetry, and we're adding
specific details to different parts of the model. We're breaking the symmetry, but we're creating something
a lot cooler, right? Something that's going to be very, very nice,
for instance, let's add another one of
those holes over here and make it seem like this call has been through a lot, right? Like maybe it's a fossil and we found it after
a long, long time. So there's going to be a little bit of damage
here and there, right? So go crazy. Have fun. B, be creative, try to find something interesting
for your elements, and you guys are I think you guys are going to
have a great great time. Ciber is a super
super fun software. So if you're not having fun, you're doing something wrong. There we go. Now it's time
to jump into the details. And whenever I talk
about the details, I like to use an analogy,
which is a cake, right? Everyone has had a cake, like a birthday cake before. And a lot of people are really talented and they create this
beautiful decorated cakes. But you should know, and I think everyone
knows that even though the cake might be
like super decorated, If it doesn't taste right, then it doesn't matter
how pretty it looks. It needs to look pretty, but it also needs to
taste good, right? The bread needs
to be, very nice, very moist, very fresh, and that's the
kind of thing that we're looking for on a cake. Well, the same applies
for a sculpture. The detail that I'm going to
show you how to do right now is super super super
super easy to do. But if you don't
have good forms, if your primary, secondary, tertiary forms are
not done right, then it doesn't matter
how much detail you add. It's going to look wrong. It's
going to look ugly, okay. So keep that in mind for
this next technique. I'm going to go into
my standard brush. I'm going to see B. The standard brush is the brush that we're
going to use to add the surface detail so it
looks like bone, rock. I'm going to change the stroke to spray. Spray is really good. I'm going to change the alpha
to something a little bit grongy I'm actually going to go here into the light
box and in the Alpha. We can grab this I'm going to have to use leather
though. That's fine. Let's go here into
the Alpha here. Let's use this which
one would be good. I don't want that's a
little bit too much. Yeah, I think this one
Alpha 25 can work fine. So what's going to happen now
is as we go over the thing, see how we're adding surface
detail. That's good. But as you can see the dynamish is still a little bit too low. So I'm going to go into mature dynam mesh we're here
and just go to increase the resolution dynamish we're over 1 million polygons now, and when we add the detail, as you can see, it's going
to look a lot nicer. Now, what I'm going to do
is, I'm definitely going to lower this and have
this C so that we're kind of like removing elements from this and
see how easy it is to just cover the whole surface in this sort of,
like, grainy effect. This is one of the most
powerful things about Seabh. The fact that Adding
this sort of detail, like this sort of
minimal detail. Later on, we're going to talk
about ski detail and stuff. It's a really,
really, really easy. So you can see it really
doesn't take that much, and we're already covering
the whole surface. One of the important things
here is you want to keep your brush in the same size because if I change
the size of the brush, the size of the detail
is also going to change. And in this case,
that's not what I want. So I want to keep the brush
in a very similar size, and I don't want to overdo it. One of the very common
mistakes is people overdo it. And as you can see, it's
going to start eating away from our character, and
that's not what we want. It's just a very soft thing. Like, actually, if you
see this from afar, you're not even going
to see the detail. That's why the primary forms
and secondary forms are so important because those are the things that you're going
to be seeing the most. But when you go up
close like this, then we're going to start
seeing this thing and it's going to look
very, very cool. Let's jump onto the jaw and do the same thing. We're
actually before that. Let's cover every single
square inch on this guy. It's all of it so that we don't have any smooth
section or smooth area. Everything should have
a little bit of things. Let's go to the jaw line now. Same thing. Let's
increase the resolution. Usually, you want close to 1 million, so that
should be good. And as you can see,
this is looking way, way nicer. Look at that. Now, see how this is not erasing the previous
work that we've done. Like we're keeping pretty much the same work that
we did before, like, the little holes and the canals
for teeth and everything. And that's important
because again, remember, those are
the primary forms. These sort of like the building
blocks of a hole culture. I'm going to go
into trim dynamic. I'm going to trim this
thing a little b more. It looks a little
bit too sharp for my taste. So there we go. Now, for the teeth, I'm
actually going to change this. I'm going to go in standard. I'm going to change
this to drag, and let's use this Alpha 60. Be Alpha 60 will allow me
to add this line, see that. Again, we definitely need a
little bit more resolution. So let's increase the
resolution, there we go. Now when we add this lines, as you can see here, it's going to look like the
teeth are cracked, which is pretty cool. Be gentle, don't overdo it. You don't want to create such a dramatic
effect or anything. We want to keep it simple. That's another one of
the big secrets here. Keep it simple. Keep it nice. Don't go overboard here. I'm going to go here, and I want to add a
couple of extra details. Now I'm going to do this.
I'm going to do spray, and let's do little dots like
this Alpha 23 real like. And in certain areas, I want to add like a little
bit of, like erosion, right? So so a couple of
areas of my character, we'll have like this sort
of erosion sort of thing. And at any point, by the way, at any point, you can just
go back and say, like, I want a couple of
extra dots and things like a couple of extra
damage in certain areas. Like you're free to
go back and change. You might need to
rebuild some of the detail, but as you saw, it's actually really, really easy to rebuild that
sort of detail. So it's normal
completely normal to go from one point to the other and be creating
this sort of thing. There we go. Nice. Now, later on, we're going to talk
about a specific Alpha and other things
that you can do. But I think for now, this
is really, really nice. I think we've got to a very nice point here
without our sculpture. So I'm going to stop the
video right here, guys, and there's just going to be just one more video
in this chapter. We're not going to
talk about rendering. How can we present this thing in a nicer light, literally. So, just hang on tight, and I'll see you back on
the next one. Bye bye.
9. Skull Render: Hey, guys, welcome back to
the next part of our series. Today, we're going to continue
with the school render. So let's get to it. This
is what we have right now. And as I've mentioned, we're
in a very good position. I think this is
looking quite nice. You are going to have, of
course, all of these files in your project files for you to review and check
the progress. Let me load like the
first one that we did. This is what we had
at the beginning, like a couple of an
hour and a little bit over an hour ago,
and look at this. Like we've managed
to convert this into this very, very nice scull. So hopefully, throughout
this first exercise, you've learned a lot
about the process and the techniques that
we're going to be using. This is pretty much all of the
things that we're going to be This is the process that
we're going to be following. Of course, there's a lot
more tools that we're going to be learning. But yeah. So now, for the render, you definitely want
to present this to your friends in
Facebook Instagram, or maybe after your
more experience, you want to present
this in your portfolio. There's, of course, external
software like Maya Blender or what's the word or Marmo
set S Brush. Key shot. Like, there's a lot of software out there Bra I'm
going to show you how to do a quick and nice
render it inside of Sash. If you press this little
button right here, which is called the
best preview render, you're going to get render. And it's immediately going
to look a little bit nicer. You can see that the floor
acts as a ground plane, so you're going to see the
shadow being projected there. But the cool thing is, there's a couple of lights
over here that we can change to generate a
slightly nicer setup. So I'm going to open
this little thing right here so that we have
this element over here, and this first
little light bulb, I'm just going to move it
to the side like this. Now, let's change
this Matt grade to the started
material. There we go. Remember this one. I don't know why I didn't start
with this one. I think because we selected
the dynamispre right? So remember the started material is the one that we got from Glauco and if we hit BPR now, you can see that we get a
very, very nice effect. Now, I can turn a
new light over here. Turn it on and move this little point to the
other side like this. And now, if I render it, I'm going to have
two points of light. This one's right now
being over ridden. But if I increase the slight a little bit more and I hit PR, you're going to see that
we have a very nice effect here, kind of like a ram light. Now, here's where using
dynamic perspective might be good because you're going to have a nicer effect. Let's go to a side
view or trick or view, something something like this so that we can really
appreciate it. And you can click on
any one of these ones, let's say that we
want like a top view, and then that's
like a ram light. Let's take a look
at how this looks. Not bad, right? This is
a little bit too much. So I'm going to decrease the
intensity now. There we go. Now, the only thing I don't
like about this is that the shadows are a little bit
too intense, as you can see, and to change that,
you're going to go into render BPR shadow, and you're going to
decrease the GI strength. So let's say like a 0.4. So now the shadows are going
to be a little bit lighter. The other thing I
don't like because you can see is that the
light is really sharp. It's like a flashlight, right? So I'm going to
change this so that it's more like an area light. So I'm going to go
again into render. And the angle, we're going to increase the angle a little bit. The more you increase this, the smoother the shadows
are going to be. So this is going to look
a little bit better. So let's decrease the angle. Let's say, I think, like a 50 angle is
going to be fine. There we go. Yeah,
that's a lot nicer. And we can, of course, change a couple of other things. For instance, if you increase the race or you
increase the blur, it will take a
little bit longer. Let's do like four blur
and let's do like 54 race. It will take longer, but it should look a little bit nicer. You're going to
see how the shadow starts looking even
nicer and nicer. So this is a great render
that you can take. The only thing that you need
to do now is to export this. So let's find again, like
a nice camera angle. Look, I think this
camera angle is nice. Let's take a BPR render again. Wait for this to
finish. Of course, this is going to be
dependent on your computer. If you want to change,
you can also change the focal length of your camera. So if you go here, I
believe it was on the draw. You can see that right now,
we're in the 50 focal length. Let's start like an 85 or even at 24 depending on how intense you want
the distortion to be. I think 85 is going to be a little bit
better for what we want. I want to keep it as
standard as possible. I think something
like this works fine. There we go. Let's PR again.
Wait for this to render. There we go. Now, to
say this, super easy, you're just going to
go here into document, and you're going to
export image right here. Usually, it's going to be AJP. I'm going to have it here
on the project file. It's called this Ceder And it's going to
give you a couple of options here to crop the
image if you want to, to have the specific
weight, right now, it's almost full H it's not full HD you definitely want your
quality to be at the most. And you can adjust
a couple of things. You can change the
contrast, for instance, if you want a
supercontrast image. You can change the brightness. There's a couple of post production things
that you can do. I usually don't change
a lot of these things. Most of the times, I do my
renders in other software. But again, if you
don't want to have any issues and
just get your work done, this is a
great way to do it. I'm just going to
hit. And if we were to ni to our to files, we would find this
image over there. That's one way to do it. That's one of the
things that you can do. I'm going to show you one more. Just one more thing
that we can do here. And that thing that I want to
show you is the turntable. So a turntable you can do very easily here inside
of the movie tab. And the movie tab is really cool because as
the name implies, you're going to be able
to do a turntable. Now, you can actually
record your whole session. When you start working,
you can record, and at the end, it creates this time lapse of
the whole work. We're going to talk
about this one later because it does take a
little bit more memory. You can do a forward history
or backward history, which is also interesting. If you do a forward history, you are going to be doing
like how everything started. Now, here, as you can see, recording every single step. We can to cancel, right now, we're not what's the word? We're not doing
any sort of thing. So I'm going to go again
here into the movies. Let me delete any movie
that I had recorded. Oh I actually don't
want to save. Movie. And again, if I were
to do forward history, as you can say, see here, it's going to record a
video of the whole process, but it's for each subtle. So that's one of the
bad things about this. Unless you're doing everything
in a single subtle, All of the other subtles are
going to be like finished, and then this is
going to happen. You can see the
cameras also moving around really really crazily. We're going to talk about some
of these things later on. Just keep in mind
that we have this. I'm just going to delete. Let's go all the way to the final part, which
is this one right here. Let's find a nice
little element here. I'm probably going to do no
perspective for this one. So let's go right here. Or maybe, let's do no
perspective like this. And I'm going to do EPPR
very important that you do EPPR so
that it knows that you want to do, full
resolution here. You're going to
go into movie and you're going to hit turntable. And what's going to
happen is it will start rendering one frame
for this thing. Now, right now, it is
rendering the frames, but it's not saving
them as a movie. It's just rendering the frames. So I'm going to pause
this real quick guys so that this finishes
the rendering. It's taking about 2
seconds per frame, and I believe it's going
to be like 260 frames. So it's going to take a
couple of minutes here, probably like ten or 12 minutes. Um, and once it's done, I'm going to show
you how to export that movie so that you can show everyone your little
skull as well. As you can see, the only thing is, since
we are in this, like, perfect view, perfect from view, I don't think we're
seeing the ground plane. But yeah, so let me
pause this real quick, and I'll be right back
when this finishes. Very well. So the movie
has finished rendering. So I'm going to go
here again into movie, and you can actually go
here and say play movie, and you're going
to see the movie. B the only problem. I'm not going to
do it again, just because this is not
the rendering chapter. We're going to talk about
rendering later on. But the only problem is there's
a couple of things like the overlay image
and which opacity, the inside going
inside going outside. Whether we're
recording the whole screen or only the workstation. Just just want to
show you that you can actually record this
things inside of Sivers. No need to have an external
software or anything, and it's going to look
pretty pretty cool. If you want to export this, it's just a matter of
going here, port. It will give you
the same sort of, like window that I think it
just does like an MP four. So yeah, that's just like a general overview of rendering. But we're going to talk
about this in a little bit more in depth when we get
into the final project, which is going to
be very, very cool. So yeah, that's it for
this chapter, guys. Make sure to practice,
make sure to try to get up to this point where
the call is finished. This is going to
be very important so that you are up to speed and that we can
continue learning more and more tools
here inside of Savers. So yeah, hang on tight, and I'll see you back
on the next one. Bye bye.
10. Minotaur Armature: Hey, guys. We'll come back to another part of this series. Today, we're going to
continue with Chapter three. We're going to start
with a new project, and this is going
to be a really, really, really cool project. So let me just prepare
something here before we jump into
it, and there we go. Today, we're going
to be talking about another way to start a project. The first four chapters or three chapters,
Chapter two, three, and four are all about how to start the project
inside of Crash. And today, we're going to
be talking about armatures. So armatures are one of
the things that we've been using in the sculpture
world for a long time. And armatures are really, really good whenever you want to make sure that your
proportions and your forms are adequately or adequately, yeah,
prepare, okay? So you have the full
control of your character. So the way we normally do
this is we create a drawing, and then on top of the drawing, we build this skeleton
that allows us to, for instance, post
our characters before we start adding clay. There's a couple
of other technical significance to the armatures, such as reducing weight, to reducing the material that
we're going to be using. Again, keeping the
form and the stability of the material intact
in the real world. In the digital world, we really don't need to
worry about that because, of course, the clay is free
and there's no weight. So things are not going to
fall on top of each other. But I do think that armatures are really,
really important. And for armatures,
inside of seers, we have something
called C spheres. This is a really, really, really old like tool inside of severs and I think in the
past couple of years, people have been kind of
like getting or letting C spheres fade into the darkness because dynamic is so
powerful nowadays. You can start with this sphere and create
anything, right? But I do think that C
spheres are really, really important because they allow you to keep
your forms control, and having good proportions
and good form are, as we know, the basis of
a really good sculpture. So how do C spheres work? Well, we're going
to learn how to build this sort of armatures. And the way this works is, you're going to start with
like a mother sphere. And from that sphere, we're
going to be extruding more and more spheres at
different sizes, lengths, and everything until
we get a shape that roughly equates to
our final character. And then from this sphere, we're going to transfer
it into dynamis and we're going to start sculpting more and more interesting things. Okay? So let's
jump straight into CRs and let me show you
how C spheres work. You can insulect C ferus by going here into
the light box. And then all the way over here, there's this Che CPR, C project, going
to double pick it. And there we go.
Now, you're going to see that the interface
changes a little bit. Like we don't have
our usual, brushes. As you can see the
brushes that we have are really different.
They're like, sketch. We're not going
to be using them. Same for this thing, like this are not working like
exactly the same. We still have symmetry. Let
me turn dynamic perspective. And the way this
works is very easy. When you place your
stylus or your mouse, I actually recommend
working with a mouse for this
particular section. So when you place your mouse on top of the object and
you start drawing, click and drag, you're going
to create new spheres. And then we double, you're
not going to get the gizmo, but you're going to be able
to move these things around. With E, which is scale, you're going to be able to scale these things up and down. And with R, right now,
nothing is going to happen, we're going to be able to rotate this spheres, as you
can see over there. So that's pretty much it. Another important thing is if you create more spheres that you want and you
want to eliminate some of them, you press que, and then with old, you
just click on the sphere, and that's going to delete
the sphere until you are all the way down to the
motherphere, the base sphere. Okay? So those are the basic tools and elements that we're
going to be using now. Let's talk about the projects. So for the project,
we're going to be doing a minatur and I
really like Minatur. I like anything fantasy. Some of you guys already know
from the YouTube channel. But, yeah, like Minats I think are really,
really, really cool. And I think this is
a great exercise. So Sorry. So we're going to
be doing a bust. A bust is only like
the per tours, because otherwise, this will
be a full premium course. So we're just going to
be doing the operators, but we're going to be
building the base mesh of the mintor from scratch. Now, I don't want you
guys to copy something from the Internet or to copy my interpretation of a minor. I want you to do your own.
So feel free to play around, create different sort of things and find something
interesting, okay? So this is what I'm going to do. I'm going to start
with the chest, and this is going
to be my chest, which has a good volume. Now, on top of the chest, I'm going to draw a sphere now, see how we have that little
green dot right there. That means that
we're in symmetry. So if we were to draw,
this sphere that we create is going to be
perfectly symmetrical. So that's like the
abdomen rather, and then this is going
to be like the chest. I'm going to move this
thing a little bit backwards because usually
in gesture drawing, the chest is stilted slightly
backwards like this. Then I'm going to draw
like the base of the neck, and then I'm going
to draw the neck. And then I'm going
to draw the head. Now, you need to
be mindful, yeah, you need to pay attention here
because you don't need to make this thing perfect here at the base mesh or
the C sphere level. The most important thing about this particular part of the process is that
things look good in regards to the forms
and the proportions because we won't have as much control as what
we're going to have later on once we get
into dynamic, okay? So I'm going to press
my letter Q again. I'm going to draw
now like the snout. And that's going to
be like my snout. And we can move this thing. You can see it's kind
of like extruding, which is very cool, so
something like that. And now let's start fixing
some of this stuff over here. So, for instance, I want to have this big curbter here
on the shoulders. Now, for the shoulders, I want to add these
fears right about here. So I'm going to go back to my letter Q, which, by the way, I forgot to turn on our little
carnac thing. There we go. So I'm going to press my
letter Q and click this, and that's going to create
a new C sphere there, and now I'm going
to be able to draw. So I'm going to draw like
the shoulders there. Let's go there. Perfect. And we're just
going to move that. Now, see this thing
that's happening there, that Siberh telling me,
Hey, you know what? It's going to be a little bit difficult for me to
understand what's going to happen here once we
convert this into dynamise. So if you see this thing, it's kind of like a warning that Sieberg is giving you about the integrity of the C fheres. How do you know if this
is going to work or not? If you press your letter A, you're going to get a preview. And as you can see, the
preview is not bad. It's not a nice blob of clay. So even though it's
giving me this warning, it's fine on the preview, so we can keep working. However, if you see that thing
and you try the preview, and something doesn't look good, you're probably going
to have to change it. What's the easiest way? Just move this sphere a little
bit lower or There we go. So that one just move
it a little bit so that we can work a
little bit better. There we go. So we're going to move this forward,
and that's perfect. So as I mentioned,
we're just going to do the bust and we're not
going to do shoulder. So just having this sort
of like balls over there, that should be more than enough. Now, for the horns, I don't want to go for some crazy horns. So I'm going to draw
one fee right here, which is going to be
the basis of my horn. And then I'm going to
show you this trick. I'm going to press Q again. I'm going to start drawing,
and I'm going to press shift. When you start drawing a new
sphere and you press shift, what's going to happen
is it's going to copy the exact same size as the sphere beneath it
or below it, okay? So now with Wu, I'm going to move this to where I
want this horn to be. Let's go for some
crazy horns like here. Then with my letter E, I can scale them down so that they're not super
intense like this. And then with Q, I
can add a couple of in between spheres
like one, two, three, and four, and we can
start moving them around to create something
interesting, right? Like like a rbture to the horns. So I'm trying to think
about something crazy. Let's go back and then
forward so that he can, like, impale people with them. Think about, like, a video
game character, right? Maybe look a little bit
sharper. There we go. Now, of course, the
more spheres you add, the smoother the transition or the whole thing
is going to be. And here's where rotation comes into place because I can go to this first sphere and press R. And if I rotate this thing, which is like a
bone, like a joint, I'm going to be able to
rotate the whole thing, and that will give me
different abuse and different interesting shapes
for the whole element. So try it out as well, try to find out
interesting things with the horns right there and you should find something
cool. There we go. So I really like this
armature right here. I think it's a good armature. The horns are a
little bit too big, so I'm going to go here, and I'm going to actually
go to scale them again, press letter to go
into scale mode. And then I'm going to scale from the first bones that everything becomes a little bit smaller. Not that small, though, probably a little bit. There we go. Now, again, remember, we don't
need this to be perfect. There are some people, some artists out
there that I've seen create amazing sculptures
with C spheres, they look almost finished with just like the
proportions here. I think it's a little bit
better to make sure that the proportions are working
and then fix them with time. I usually think that that's going to give you a little
bit of a better result. But yeah, yeah, this
is the armature. Now, the secret
question here is, how are we going to
transform this into this, like into an actual workable
mesh that we can work with dynamish And that
my friends is going to happen with this thing
called adaptive skin. So adaptive skin is
actually the preview. Whenever we press the letter A, we're actually turning
on this thing, the adaptive skin preview. And as you can see, it's
giving us a density of four with the dynamis
resolution of 256, so it's almost 200,000
polycons, which is fine. The only thing we
need to do once we're happy with the result, such as this one
right here is go here into adaptive skin and
say, make adaptive skin. Up here, this is very important.
Super super important. Up here, you're going to see
that we have a new tool, which is this one called
skin C sphere one. Right now, the active
one is C sphere one and this one is called
the skin C sphere one. Do not and I repeat, do not make the mistake of starting to work on
this one right here. This is just a preview. And
actually, you can work. You can actually
go into the clay build up and do everything
that you would normally do. But that's not the real
clay that we need to work. It's just a preview. So
you shouldn't do that. You should create the
adaptive skin like this one, and then on here, now we
can start work, okay? So, yeah, this is pretty much
it for the C sphere thing. And again, as I mentioned,
Capes are super, super cool, super advanced because there's so many things that
you can do with them, like dinosaurs, monsters, creatures, characters, anything. And actually, if you go
here into the light box, there's this thing
called the CSF folder, and there's a lot of characters
already ready for you. So we have the Cap
dragon, Cp quadruped, Cape scorpion CSF
quadruped three, Gael, And I believe there's
actually another one, yeah. This CSU. It's called the CSU. And these are similar
to C spheres. They're not C spheres per se. They're a little
bit different. They're like
armatures, but there's an armature for pretty much every single animal
that you can imagine or at least any
variation of an animal. So if you ever need to create an animal that resembles or closely resembles
any of this, just double click on this one. You will open a new
project, create an adaptive skin and
start working from there. It will save you a
couple of minutes, and it's super super handy. You can save your C
spheres, by the way. So if you were to go over
here and save this one, I'm actually going to
save this one for you in case you guys are
having any issues. So let's call this
minotaur bus Che. So this is now saved, and I can continue editing. So one of the things
that we've done before, there was a project
that we worked where we had to do a
couple of dinosaurs. We would create one CS fhere
dinosaur like armature, and then every artist would grab the same
armature and would variate or create
variations on that one to create different
species of dinosaurs. So super super handy. Anyway,
now that we have this, now we can start doing again, our basic process, which is
the blocking and everything. However, as you can see
the horses right now, they're a little bit
intrusive, right? Let's change our material
to the started material. There we go. And the problem is,
if I want to work on the neck and on the
back and on the chest, the horns are going to be
like not ideal over there. So I'm going to show you
real quick how to separate a piece of an object into
a different element. And there's a lot
of ways to do it, but I'm going to show
you the ECS way, which is with masks. If you press control, I'm not sure if we've talked
about this before. I mean, we talked about mask, which is this one
right here, right? But we haven't
talked about masking the actual surface here. So you can actually mask
out parts of your mesh, and whatever you
mask out won't be affected by any of the
brush strokes that you do. So again, super super
handy technique. In this case, I'm just
going to mask this horns. And if I go here into the split option inside
of the subtal palette, I'm going to find this
one that says split or rather split
mask points, okay? So, I'm just going to click
this and there we go. So now, this guy
right here, the head, It's its own element, and the horns are its
own element again. I'm just dynamising there. Let me soften the edges as well. There we go. And you can see how there are two
different parts now. So that's going to be
super handy because again, I could just turn off
the horns for now, focus on the general
shapes of my minotaur, my bull, and then we can move on to the rest
of the elements. So I'm going to start working
just a little bit here just to show you the
basics of the forms here. And I'm going to use my movers. I'm only going to use the
movers to show you guys how important it is to
create the basic shape. So let's start increasing
like the shoulder heres. There's some muscle,
very big muscle on the back of the body called
the trapezius muscle. So I'm really going to make
it a little bit bigger. Same for all of these
areas over here. I'm going to use my clavle to fill this up a little
bit. There you go. Where I know that this
is not an anome class, but I need to touch on a
little bit of anatomy. Whenever you're
working on anatomy, you need to make sure that
you know where your bones are because bones are like
the armature of the body. So we're going to have
the clavicles over here going into the
shoulders over here, it's going to be like the
basis of my clavicle. Then we have the
pectoral muscle, which is a really, really big muscle that we have
here on the front. See how I'm trying
to draw the lines of the direction of the muscle
so that it follows forward. Let's give it a
little more volume. Let's really buff this guy out. And then immediately after
the pectoral muscle, we have a little bit of a dip. So we're going to see a little
bit of a crevas like that, and here we're going to have
the border catch border. So we're going to have
something like this. There's a couple of muscles
around here called the rads. We're going to be polishing some of this stuff later on as well, but I really want
to get the cinder. There we go. For the
face, well, of course, we know that we're
going to have the eyes, somewhere around there. We're going to have the nose, somewhere around there as well. I want to have a big chin. And we also need a
little ears, right? I'm actually going to show
you a new brush here, which is very cool. It's
called the snake hook. It's B S, and then they changed the shirct
because it used to be H. Now it's K. B S K. It's going to ask you
about this sculpture sp. We'll talk about
sculpture spra later on. I'll just say, and skip this until next
restart, whatever. The snake hook a
really powerful bruh. I it's a really damaging bruh. It's a really aggressive brush because it really
pulls the surface and it creates a lot of weird effects over
there, as you can see. But once you dynamesh it back, you're going to get something
a little bit nicer. There we go. Now, let's change
the gesture a little bit because he seems to be
standing like pretty straight. So I want to kind
of give him like a hunch back sort of
feel. There we go. Let's do it like a tank, like a really,
really strong bowl. There we go. Now, let's
say we wanted to create the bust effect where a couple of the areas are
going to be like flat, right? Like if this was a statue. The easiest way to do it
is by using a couple of brushes that we're going
to be exploring a little bit more in depth once we
get into hard surface, which are called
the knife brushes. So if you press control and shift and you go here
into the options, there's going to be this
one called knife curb. And knife curb is one of
the most amazing brushes. It's a newest brush. It got introduced in Ciber 2022, and the way this
work is very easy. Do you draw this
line. Again, you control shift and
draw this line. And whatever is on
the gradient side of things will be just
like that eliminated. So I can move this
with space bar, sorry for the spam over there, but I can move this over here, and when I drop it, you can see that anything that was on the
gradient just got cut. It didn't go, flatter
or something. We literally cut that piece out. So, as you can see, now,
our arms are looking way cleaner and I can do
the same thing over here, like on the bottom
side, and there we go. So, see how cleaner
now this looks. Let's turn this
off, the polyprame. And now this really looks
like like a statue. I usually like, especially on their arms, not so
much down here, but I like to use
a little bit of trim dynamic to get this sort of like chisel rock effect where
it's not perfectly cut, but rather like
chiseled out, right? So it looks a little
bit more interesting. Let's turn on the horns
again. And there we go. So as you can see, guys, we have our basis, the basis of our sculpture. This is a very good position. Try to get to this
point, you know, create your your armature, or use this one if you're having too much too many problems, and then use your move
brush, your dynamise, and your elements to start pushing and pulling
the forms around. Again, as you can see, these are just not
even primary forms. This is just like a general
blocking of the shape because now we're going to start going through the main things. Okay? So yeah, hang on tight, and I'll see you back
on the next one. Bye bye.
11. Adaptive Skin and Subdivisions: Hey, guys, welcome back to
the next part of our series. Today. We're going to
continue with the minotaur. So let's get to it. This
is where we left off. And as you saw in the title, we're going to be talking
about the adaptive skin, which is the dynamic
thing that we just did and something
called subdivisions. But before we do that, we definitely need to
add a little bit of primary form to our general
character right here. So let's get some
real life reference. I'm going to look for a bull. Because, of course, bulls
are the inspiration for minotaurs I just
want to check or take a look at the general
shape of the head. I'm going to be
using this image. I'm going to use PRF right now, but if you want to,
you're free to do so. And with my clay field up, I'm just going to start
carving out certain areas. So I can see that
there's a little bit of a cavity over here. And then there's like
the mouth over here. The nose is a little bit
lower than what I did. I'm going to use stream dynamic to really flatten this
out a little bit more. Rever is always important to
move actually like this one. This shape looks interesting. Again, feel free to experiment. I consider this to be
like a free exercise. So you don't need
to be super super realistic as long
as it looks cool, then we're in a good position. We're exploring more
tools and we're learning a little bit about
the processes always. So I really like this
accelerated kind of like phase, see how sharp and fast
this phase looks. I kind of like that. We're definitely going
to have some sort of sigmtic arc over here where the eye is kind
of like protruding. So we don't need to
do the ice right now. I just need to add where
the ice is going to be. So roughly about there. I think is a good place. Let's do like a strong jaw. So I'm going to add a little bit more of a jaw muscle over there. There we go. The mouth is definitely going
to fall over here. Oh, I like that. Kind of
like an old minotaur. Maybe he's been cursed with this effect for
a long, long time. Let's add a couple
of more volume here on the horn
so that it kind of like creates this transition
into the main horn. I think that's going to be cool. Let's do a little bit of
extra forming here again, just to make it interesting. I'm going to use
my am in standard now to mark where the
nose is going to be. There we go. Now, let's turn off the horns
just for a little bit. So while we focus on
like ears, for instance. So let's create a little bit of the gap that we're going
to have here on the ears. There we go. Same over here,
like a couple of lines. Now, back here, I
would expect to see a little bit of a spine. So I'm going to add
a gap there and then feel it in a little bit
like this, smooth it out. See how that starts to look
like like a nice spine. Let's just train
dynamic to flatten this a little bit again. There we go. Now, I don't love this curve, so I'm going to fix it. I'd rather have, like a round, super super round curve. Now, for the neck, there's usually a muscle called the sternoclad
mestodus in humans. It goes from behind the
ear to the front here. So I'm going to I'm just
going to mark it slightly. It's like the sort of B shape. It has a little
extra leg over here. Smooth it out, so it's not
like super super visible. On here, we usually have
a little bit of a gap, so I'm going to I'm
going to carve in a little bit here because there's not a
lot of things going on, like at least muscles. Because this big guy right here, that's the trapcus muscle. That one super big
muscle. There we go. We also have the deltoid, which we're not
seeing quite a bit, but we can add a little bit
of the deltoid over here, just to kind of suggest that the deltoid is
going to be going over there. Back here, we have the scapulus they're like the sort of
triangular shaped things, which we're probably going
to cover with fur later on. But right now, again, we're just trying to get
something here. Let's flatten the
chest a little bit. I think it's a little bit too
round and very important. In the chest area, we usually have a little bit
of a gap over here. So I'm going to mark
the gap over there. There we go. That's the mouth. We're going to be working on the mouth and
everything a little bit more in the next
couple of videos. But as you can see,
we're building. We're building something, we're creating this very
cool character. Let's have a little bit more
of this bone over there. I think that one's
going to help. Let's use damian
standard to give it a little bit more definition
here on the neck muscles. I like it. I really like
this guy. It's looking good. And this is one of
the cool things about Seers that since it's such a free software in regards to the artistic
liberties that you can take. Sometimes you go
with an idea and then you start finding,
happy little accidents, happy little things that
will make it different, like Bob Ross used
to say, right? So just roll with them and
see where they take you. If it doesn't work, no
problem. We just change it. We just modify it
and make sure that it works with another
modification. Let's add a little
bit more volume over there. And
that's it. Now, I The horns are a little
bit too thin now. The guy looks really,
really buffed, really heavy, but the horns look a little bit
too simple, right? So I'm going to
grab the horn, and I make sure you're
going to go B N, which is the inflate brush, and let's really
inflate the horns, especially like on the on this area right
here, there we go. He that starts looking a
lot heavier, a lot nicer. We can, of course,
move this out, even use trim dynamic to kind of like soften up those angles that we had from
the Csphes which, again, another way to avoid those Csphre angles would
be to add more c spheres. The more spheres you add, the rounder things
are going to get. But for now, I think
we can do this, and that's going to work. Yeah, really. Now,
if you want to change something about the
horns, remember, at any point, you can bring the gismo
up like move it to the origin of the horns and you can move
them around as well. So maybe you want to go really low with the horns
like this, like a ram. Or maybe you want
to go really high. I mean, you can change things. Even though we've
already finished, like, the Cape thing, we can
always change things around. So for instance, I think this curvature looks a
little bit nicer. So I'm going to move it. I think I'm going to move them down so that from the side view, we can see the face, which I think will be important. And then we can even just like, give these guys a little bit more curvature.
Look at that. Pretty cool, right? So yeah, this is pretty much it. Now, If I were to add ice, let's say we want to add ice, which is something very, very common that we do
with characters. We add ice. And
it's going to work in a very similar
fashion to what we did with the cheetahs call in the past module in
the past chapters. I'm going to go here into a pen and I'm going to
append a sphere. I'm going to click the sphere, and we're going to
move this sphere and position it where
the ice should be. So let's go right over here. I'm going to make small yes. When you make
smaller yes, things look a little bit
more realistic, big ice tend to
make things look a little bit more cartoonish,
something like that. There we go. And we're going to do the same process, S plugging, and we're going to say
subtal master and a mirror. And that's going
to give us the eye on the other side,
perfect, right? Okay good. So here's
the problem, though. If I wanted to scope like the eye lid and everything
here on the character, I'm not going to
be able to do it. And there's two reasons why I'm not going to
be able to do it. First of all, is, of
course, the resolution. We have a very small resolution. So even though I tried to
create the eye lids over here, and they look okay. They're not going to look
great because as you can see, we don't have enough squares enough polygons to
really make this work. Some of you might be like, well, we learned from the Cheetah
that we can just increase the resolution and dynamise
this, yes, we could do that. But even if we do that, see how the surface looks
really, really, really dirty. So right now we're almost
at 1 million polygons and the surface is still looking
really, really like that. I don't like this topology. For those of you
that are unaware, there's something called
topology in the Treaty world, and treaty topology is super, super important because we
use this to ensure that the deformation of any animated character works in the
best possible way. Now, we're not going to go
into this sort of topology where everything has to be
perfect for animation to work, but having cleaner
topology really, really, really helps with sculpting even better detail
on our characters. Sometimes if you're doing a
small pro or a small acid, small creature, staying in
dynamic is perfectly fine. Fine. However, for more refined characters like
diskI right here, I strongly recommend
that after you have all of your proportions
and your basic forms done, you jump into something
called subdivisions. So let me show you
how subdivisions work before we do them
on diskI over here. So I'm going to go here
and I'm going to say, let's grab like this
cube right here and I'm going to make
this a polymsh three D. So inside of the geometry tap, instead of going all the
way down here to dynamic, we can stay up
here in this area, which is called subdivisions. You can see that we have
this division called divide. And if we divide, you can see
that what happens here is, since we have all
of these lines, when we divide, we pretty much multiply the amount of
elements that we have by four. It's very similar to what
we have in other software. Let me show you
actually real quick. So, pretty much, I hope everyone has used a blender or Maya
or something similar. But if you have an
object in Blender or in Maya and you
apply something like subdivision multifier like this one right here,
it smooths the object. And the more
subdivisions you add, the more phases you'll get, and the smoother
the result will be, as you can see right here, okay? So that's exactly the same thing that's
happening over here. Every time I press the byte, I'm adding one more level of subdivision to
the whole thing, and that's allowing me to get even more and more
details, okay? So in order for us to really use subdivision, we
could, of course, use subdivision with
this thing right here, which is the what's the
word, which is the dynamish. But the problem with
using subdivision with dynamish is
that the topology, the way that the
little squares are all organized, it's really bad. So it's not really going to help us hold the
detail that we want. So there's a couple of steps
that we're going to follow. So make sure to either write them down in a little note
pad or in a little like something so that we can you don't forget
because we're going to be using this
process quite a bit. The first thing we're
going to do is we're going to grab this
skins sphere one, which is the main body and let's press shift and
click to isolate it, and we're going to duplicate it. We need to have two of them. The main one, let's call this. Let's rename this
and call this base, and let's call this target because that's the one that
we're going to be rebuilding. So I'm going to select
the target one, make sure that we're only
saying the target one. And I'm going to go down here to the option that sets in
geometry, C remeasure. Okay? C remeasure is a super
powerful tool in set of sever that allows us to as the name implies,
remesh, rebuild, recreate the wire frame, the topology of the model, in such a way that it
tries to follow in the best possible way the
flow of the object, okay? So the nicer your detail is, as you can see right
here, look at that. So it knows that we need to have some sort of interesting
flow over here, some sort of interesting flow
over here and over here. And as you can see, this
topology is way, way, way better, way cleaner than
what we had with dynamise. This is still not good
for animation, though. You won't be able to
animate with this or at least not nicely because
it's still very dirty, but it will be a little
bit better for sculpting, which is what we're
going for. Okay? Now, there is one thing that
we can do to ensure that our s measure works a little bit better because
as you can see there, like if I do it again, there's a couple of areas that Sabra really doesn't
know what to do, and it just like creates whatever it needs,
and that's it, right? And we don't want
that. We would like to have some special loops, some special lines in
a couple of places. So there's a nice brush
inside of the brush pallet, which is called this
one. Se measure guides. You can see it's here on our custom interface because
I use it quite a bit. And the ser mesh guides, it's a little bit of a
guide that you can add here to help the overall
thing move along. Okay. Give me just 1 second, guys. So yeah, these lines right here are going to give you a little bit of a
better definition. So for instance, I can
tell Sievers try to give me a loop here on the nose. Try to give me a nice line
going across the mouth. Try to follow the
externocladmstod, muscle, try to go
for the clavicle. Like if I tell Sievers to
try and follow these things, when I do s measure by using
this curve strength slider, I can help Sievers find the lines and the
topology that I need, which will give me
a nicer result. So let's just wait
a little bit there and boom We should
have, there we go. So as you can see now,
this is a lot cleaner. You can see that the
loops on the eyes, the loops on the nose. Everything is a lot
cleaner. So this is going to be a lot
easier to scalp. But we have a big problem.
That's the first step. First step is to see
remesh the target element, which is this one right here. The problem is that
we had a lot of detail here that was
already kind of good, and we can keep polishing that
we lost when we did this. And the reason why we
lost this is because this was almost 1
million polyigans and this was only 100,
or sorry, 11,000. So we need to change
this thing, right? So we need to modify the
amount of points that we have here so that closely matches the amount of
points that we had before. And here is where of course, the subdivision
comes into place. So I'm going to go
into geometry on the target polygon on
this one right here, and I'm going to say Dibi one. We're at 47,002, we're
at 200,000 almost. Three. We're really close. Now, you don't
need to be exactly like you can go over or under by about 1,000 100,000 or
200,000, that's fine. It should hold like
fairly nicely. Now that we are close to
the amount of things, we are going to project
all of the details from this guy right
here from the base object to the target object. So you're going to select
the target object, and you need to make sure
that only the target object and the base one are turned on. Otherwise, other things could get projected, and
we don't want that. You select the one that
you're going to project to, which in this case is the
target one that we renamed, and you're going to go down here to where it says project. And the only thing you need
to do is say project all. And what's going to happen
is brush is going to analyze all of the
other subtols and it's going to try and move the
polygons so that they match the origin or the position of the other
polygons that we have. So let me turn this off.
And as you can see, you're going to see if you
see this sort of, like, grayish thing where
it looks like ashy, that's a good indication. That makes you do things right. So I'm going to
turn off the base. And as you can see this looks pretty much like what
we have with the base. But this is not the base.
This is the clean topology. So we're now working with subdivision levels
without having to sacrifice of the work
that we did with diners. Again, this is a technique
that I use quite a bit, and it's really
really recommended because of the
following advantage. Now that we can actually
delete this base. I'm just going to select
this one and delete. Just be very careful
when you delete, there's no going back, so make sure you know what you're doing. So the great advantage
with this guy right here is if I want to work on the
big shapes of the object, I can go to geometry
and go all the way down in subdivisions to
like this place right here. And maybe my art director is
like, Hey, you know what? Like, we would like him to have, like, smaller ears.
Oh, that's fine. I'm just going to
grab my move brush and make this ears
slightly smaller. And then I can jump all the
way up to the final level. And here's a cool thing. Let's say, he has,
like, a tattoo. Let's say, here,
like tattoo. Okay. And we go all the way down. You're not going
to see the tattoo. It's gonna be very blurred. But if you move things
around, let's say, my r directors like, give
him more pectorals, okay? I'm just going to bob him up. Like, really, really inflate the petroal muscles.
That's fine. And then when we go up again, all of the detail is
still going to be there. That's something that we
can't do with dynamise because with dynamise whenever
we change the resolution, we either gain or lose more
and less polygons, right? So it's really, really, really cool to be able to
keep all of the detail, work on the big shapes on
the lower subdivisions and then work on the high stuff on the higher subdivisions. Now, there's a couple
of shortcuts that you should learn to help
with the subdivisions. Shift D will bring the
subdivision level down. D will bring the
subdivision level up. And if you're at the
highest subdivision and you press control D, you're going to add one
more subdivision level. You can see that we're
now all 3 million pools, which we still don't need. We follow the same rule
that we do with dynamice. We don't jump onto the
next subdivision level until we've used all of the subdivision
levels that we have. So there we go, guys. That's pretty much it. Now, we have a very clean topology, a nicer topology to
do sculpting with, and we're going to
be able to start detailing some of
the secondary forms. So on the next chapter,
we're going to be working on the eyes
for this creature. Hang on tight, and I'll see
you back on the next one. Bye bye.
12. Sculpting the Eyes: Hey, guys. Welcome back to
the next part of our series. Today, we're going to
continue with a miniature, and we're going to be
sculpting the eye and some of the other
facial features. So now that we can actually
work with cool topology, because as you can see this
is a cleaner topology that we can use to follow along
the shape of the eye. It's going to be a lot
easier to sculpt it. Now, on this other screen, I have a window with
all of the different, i references that I'm
going to be using. I really like this
one right here. So let's take a look. So what we're going to do
here is I'm actually going to press control shift and drag. Well, remember that one
that was the knife brush. Let's change back to this select t. I'm going to
control shift and drag on this y right here so that we're only
focusing on this area. If you want to hide more pieces, you can just go to the side
view, control shift t, and we hide all of this area, so that we're only focusing
on this front part. This is a really, really
handy technique like isolating parts of the
model, because otherwise, Sarge has to think about the 8,000 100,000 polygons
that you have, and it can become really, really intensive
for your computer if you don't have a lot of ram. So in this case, it only
needs to think about 40,000, which is
exactly what we want. So, talking about form, I'm going to go in my clay build up and I'm
actually going to change the alpha to a
round alpha like Alpha 12, so we get a little bit
more of an organic feel. And I know that we're going
to have an upper eyelid. So I'm going to start adding the volume here on
the upper eyelid. See how nicer this looks now
that we have proper topology because it flows nicely with the rest of the things.
Let's smooth the sound. There we go. And that's it. Now, the lower eyelid will
be coming on this side. Again, let's add
it. There we go. Usually, as with humans, bowls also have a little
bit of a tear duct. Let's add a tear duct
right about there. There's going to
be a little bit of a membrane over there. Perfect. Smooth this out. Like all of this volume,
we can smooth out. Now, I can see that
back here on this area, we can push this forward. So we're going to have it's
kind of like the eyebrow. But then as we go
closer to this area, we start like a concave shape. So I'm going to start
carving in this shape. Did a little bit of
roundness over there. There we go. Same
thing over here. Let's carve this
a little bit out, so we create the transition, and here's where we're going
to have the sac or Pack. There we go. Nice.
Nice. Nice, nice. Here's the sigmatic arch, which is like a bone that
supports the whole eye, and look how nice
that eye is looking. I'm going to grab my
dam in standard now, and very softly, very smoothly. I'm going to start adding
some more details. So for instance,
here on the eyelids, I really want to push the effect of this
thing like going in. You can actually use
the Damian sander with an inverse with t and drag and create this sharp
line where the eyelid starts. Same for the top part. It's going to create a nice
little shelf right there. See how nice that looks. With my move brush, I'm
going to move this thing a little bit closer
to the sphere. It's not like pushing so
much out there we go. Dan stander again. Let's do a little
bit of details here. Okay. Perfect. So see
how nice that looks. That's what we want.
We want to create some interesting shapes and
realistic looking effects. And as I've mentioned before,
this will take some time. Whenever we do this premium
courses and this videos, tutorials I try to keep it short and simple so that
you guys can follow along. But keep in mind
that whenever you're doing a character
for like a project, you won't be given just like
one or 2 hours to do it. You're going to be given weeks, sometimes even months when the character is really complex
to do the full process. So so take your time and make sure everything looks
as nice as possible. So control and shift, click outside of the object
to bring everything back. And let's start focusing
on the nose now. So I'm going to follow
the nose rich over here. Now I'm going to use the loops
that we just created with the nose to start really
detailing this guys over here. There we go. Let me look at some other reference here because I don't have any
nose reference there we go. It's kind of like a weird shape because it the little hole
is right about there, and then it goes down into
the beginning of the mouth. And that's where the mouth is
going to be coming out of. So again, see how I try
to make my strokes, my brush movements follow
the shape of the elements. That's something
really really common. We do that in drawing quite
a bit where you draw in the direction of the shape so
that it supports the lines, I'm going to use
them in a standard to carve into the mouth. There we go. There's a
little bit of a separation there you can see how my
minating Very menacing. There we go. So, how it creates a little
bit of a wrinkle there. So it's not just one line. It's a couple of lines that
they play with each other and they create this sort of more natural fill
to the whole mouth. He looks very
friendly. I like that. Maybe he's a friendly minotar. Now, for the chin, I don't
want to have a stronger chin, so let's have a little
bit more volume here. Let's support this whole jaw with a little bit
more bone structure. So all of this will have a
little bit more structure. Same thing over here. Usually there's a big muscle
beneath the sgomtic arch, which is that one
right there, which is the one that helps
us chew things. So we're going to have
that one over there. Perfect. Pretty cool. You can see how the
forms are getting more and more polished and
things are looking good. There are some studies from bowls where they're super
muscular and stuff. Try getting some
of those reference because that's really
going to help. Here's where I'm going
again, similar to the Sta. I'm going to start
deviating from anatomy and just creating some cool shapes and cool forms. As long as they make
sense, we should be fine. Let's blind that a
little bit there. I think I want to push this like upper side of the
head a little bit more. So again, with the
clay build up, just really, really
push this forward. There we go. Look at that. Pretty cool. Pretty cool. Nice. So as you can see, little
by little, I mean, just remember how this thing looked a couple of minutes ago, like 40 minutes ago, we had this, nothing. And now after working
with a little bit, we're in a very good position. Things are looking
nicer and nicer. That's the big deal
about sculpting, and that's one of the
hardest parts because to teach because a lot of
people take a look at this, like finished sculptures and they're like, Oh, I
want to get there, but they don't understand
that they need to go through very horrible
looking pieces before getting to this n nicer effect which
we have right here. Very subtle, very soft. As you can see, I don't
go like super extreme. I go really, really soft, and I just build on
top of each other. It's a lot of
practice, of course, it's a lot of experience, but you need to start somewhere. So this exercises are
great for that. Cool. So let's go back here to
the eye, keep polishing it. So I'm going to start adding
some extra wrinkles here. Okay. And one of the biggest
tricks I can give you about wrinkles guys is number two straight lines.
They look horrible. I use this thing called
the Cris cross method where you kind of like
crisscross each line, and that's going to give you a little bit more of
a natural look. So for instance, if I want
to add a wrinkle right here to really push the eyebrow,
instead of just doing that, I'm going to do a criss
cross and kind of blend in the transition from
one point to the other. Okay? After I blended, I
might even going in with a clay build up
and add a little bit of volume because wrinkles are when skin loses
its elasticity, right? And you will have peaks. You will have things
that are pushing out, but you will also
have ballis so you need to account for
both of them, okay? Very, very important. Now, let's go to the ice. This is not something
that I do all the time, but I'm going to give a couple
of divisions to the eye. Control, control, control, so that we have a
lot of divisions. Make sure to have symmetry
activated. There we go. You can do an old school
sculpture technique where you would carve in the eye and then fill in like a little
sphere right there. And it's going to make it
look like an actual eye. So that's a very
common technique. Michael Angela used
to do it quite a bit on his sculptures,
and it looks good. As you can see, it gives
some more realistic eye. It's just carving in and
then a little bit of a sphere it's kind of like the light shining
through the whole thing. Now, if I want to play around with these areas
a little bit more. One thing I can
do, for instance, I can mask out with control
the upper area of the eye, and then with my move brush, I can move in the
lower area and see how things kind of fit together
a little bit more, a little bit more organically. And that's because we're
protecting the upper area, and when we remove it, things are looking a little bit nicer. Don't worry about
wrinkles and fine detail. We're going to be taking
a look at that later on. But yeah, that's looking good. So let's keep
polishing. Let let me take a look how we're doing
on time. Okay, we're good. So I'm going to keep polishing. Let's do a little bit
on the deck here. So again, cows usually have this like flap on the neck
on the front of the neck. I'm just going to
add it over there. I'm just going to
add like this form. I don't want this again. We're not going for anatomical
precision at this point. We just want things
to look cool. So let's work a little
bit on the ear. For the year, we definitely
want to carve in a little bit more into the
into the thing there, create the cartilage here. Just an indication. Imagine we're all
the Greek artists and we're doing our
interpretation of the minore, and we're just carving
it on marble, right? So we're doing our best. There we go. Yeah, I like it. I really like it. Okay. Perfect. Now, for the chest, I'm thinking about what
to do with the chest. I think we're going
to go with fibers. I'm just going to start adding the main fibers that
the muscle usually has. I'm closing the gap over there and then just
fanning out like this. Very important. It
goes into the arm, which we don't see right now. Over here, we have a
couple of other muscles. There we go. It's
just an indication. Again, we just want
the surface to look like it's been detailed, even though we're not going for precise anatomical perfection. Because that will take
way way more time. Okay. We could do a full course of just doing a minotaur and that
would be amazing, but it would take quite a
bit of time, of course. Let's go back here. Okay.
Soften this up at the volume. There's a couple
of muscles here, going into the arm as well. Then there's another one that
goes backwards like this. Again, it's just
an indication of general work that we're
doing here on the character. Cool. So I'm going to
stop to be right here, guys, just to keep
things organized. And in the next one, we're
going to be working on the horns because the horns definitely need a
little bit of work. They're super playing right now. And whenever we work, one of the things that
I always recommend is try to work with
everything at the same time. You don't want to be
doing more work on one area and then leaving
something until the very end. I'm actually moral muscle here, and there's one
thing we're missing. We're missing nipples. This guy is a mammal, so I would expect him to have
some sort of nipples. No need to be super detailed, an indication up there and that should be more than enough. There we go. This
guy is looking cool. Perfect. Nipples are
a little bit too big. Let's smooth them out.
We'll rework them later on. That's it, guys.
I'm going to stop to right here. I'll see
you on the next one. So when we continue
working on the horse. I'll be right back. Bye bye.
13. Sculpting the Horns: Hey, guys, welcome back to the next part of our
series that we're going to continue with the
horns of our minatur. So let's get to it. I'm just going to click the
horns and then I'm going to shift click on the little eyes so that we're isolating them. And I'm thinking
about what kind of horns we want because
usually bulls, as you can see right
here, they're very soft. The horns are very soft, but I really like the
Cimarron goat horns, like this sort of
things like this, look really, really cool. And again, we're free to do whatever we want as
long as it looks cool. So I'm going to show
you a technique that we can use to create
something similar. So what I'm going to do is I'm going to be using a masking. Masking, again, as
we've mentioned before, works really, really well. So I'm going to mask out
rings along the horns, okay? So with my control,
mouse right here. I'm going to be
masking some rings. The important thing here
is we kind of need to follow the curvature
of the horn. Otherwise, this is going to
look a little bit weird. So make sure you're following and when the
curvature changes, we need to adapt the
rings a little bit. They don't need to be perfect. Usually rings in trees
and in like horns, they bury they change. So for instance here,
see how it kind of changes the
direction a little bit. So let's change the
direction as well. So it's going to be a
little bit wider there, and then the ring
is going to look a little straighter over here. There we go. Let's do one
more. Let's do one more. And we just keep
going along now. As you can see, we're
still in dynamis. This one is not
subdivision levels. This is dynamish
that, of course, means that things
are going to be working a little bit
different. But that's fine. There we go, and let's
do one final one. The tip is going to be really sharp, we're going to
keep it like that. Now, what I'm going to
do is I am just going to Let's go to the front view. There we go. I'm going to
go into R, which is scale. I'm going to press Alt and go into go to axis,
which is the center. Freeze this, go up. If we scale this up, you can see that we're
going to be able to create this weird shapes that are going to give us a
very interesting look. I'm actually going to scale
this a little bit less. There we go, but see
how nice this becomes, how we're creating this effect. We can also use something
called the deformation. I think this one is going to
work better. Let me go back. And there's this deformation down here in the
deformation path. We're going to talk about
deformations later on as well. But there's one
called the inflate. Inflates as the name implies, will inflate
the whole thing. So we can inflate
this a little bit, and as you can see,
we're going to create a very crazy looking horn. That's looking a lot lot better than what we had
on the character. So by just adding
those little things, look at how nice this
character looks now. Now, I don't like a
lot of this thing, so let's fix them a little bit. What I want to do
is I want these things to kind of like fan out. So I'm going to blend in the
beginning of each spiral. So instead of them
looking like bands, I want them to look
like they're like growing into this sort
of like a ridges. So the beginning of each
spiral, only the beginning, I'm going to train dynamic
so that it looks like it's going or it's kind of like
extruding out, right? So again, this is all about doing a
little bit of research, looking at some reference and creating something
that looks cool. So something like this.
It's looking good. Just continue. As you can see, guys, it's not difficult. I wouldn't say that the
sculpting is difficult, but it's definitely
time consuming. It will take time to get to a really nice effect or detail, for instance, here,
we definitely want to keep this really,
really sharp. So we need to make sure
that it makes sense, right? Like the volume of the horn
is becoming less and less. So I want to make sure
that it looks Like, it could impale someone. There we go. Now, if you take
a look at this ram thing, you can see that there's
like an upper ridge that looks very, very cool. So I want to have that. So I'm going to go here
with my clay build up, and I'm just going to start
building like an upper ridge. Like right around here. Right around here, like all throughout the upper
part of my horn. And we can go with the
Damon standard later on and add the line
that we're losing. But it's important that we really create this very
nice, interesting shapes. Because again, that's what
people are going to see. People are going to be seeing
this amazing sculpture, and they want to see, interesting shapes
and forms, right? So here again with
the Dimintandard, now we can go and recover some of those areas
that we have, but now the rich is there. So we can follow the rich all along the upper area
of our character. Now, here's where, again, the transition from dynamise to subdivision could help us create some nicer
looking effects. So another technique
that you can use, and it's very handy is you
don't need to always reproject things because as you
can see the shape here is really close
to what we want. So if I were to just go
here into a geometry, ser measure and just
ser mesh this as is, like with no other thing, you're going to see that
it's very similar. Cs does quite a
bit of a good job, and now we can go
control D, Control D, control D. And to get with
clay buildup and start rebuilding some of the effects that we have here
with the horn, right? So so you don't always need to have the base and the target. You can just sometimes
remesh whatever you have. And as long as you get the
shape that you're looking for, then you're good.
You're good to go. So here, as you can see, I'm using my clay build up again, but I'm always following
the direction of the horn. Very important. Let's jump into the
Damon standard, and let's do a little
bit of this like sort of criss cross technique to
to generate the divisions. There we go. As you can see, our horns are looking
a lot more interesting because we've added all of this visual interest
to the whole thing. Don't worry about the
high frequency detail. We saw in the ramps there that they had like this
fiber looking things. We're going to be adding those at the end when we
work on the details, which is going to be very,
very shortly, actually. And that's going to add a
lot of interest right now, this is primary and
secondary forms. So we want to make sure
that we're really, really marking this sort of effects going
all the way across our character. There we go. Okay. Just go all the way around and create this
cool looking horns. Again, my mess have mentioned before. You
need to have fun. This is a fun process,
and it's always important that you have fun
with the whole thing. Let me go with clay build up
again and I'm going to add a little the noise
to the ridges. I just want to remember this
upper ridge that we have. I'm just going to
build it right here. So it looks like we're going
through the main part over here. There we go. So again, primary
forms, secondary forms, main shapes first, and then
we focus on the details, and we focus on the fun stuff on the sprinkles and the
frosting of a cake, right? Remember the analogy that
we use with this cull. We need to create
something cool first, and then we can build on top. I think I'm going
to merge this two. Makes sense to have a
big initial horn there, and there we go.
That looks good. Perfect. So yeah, I think we're in a really
good position now, guys. I'm going to do fur. I want to do a
little bit of fur, like a little bit of hair here, like a mohawk or something,
like a sculpted mohawk, of course, maybe a little
bit of a chin hair, and then we're going
to jump onto details. We're really, really close
to finishing this project. So make sure to keep
on working on this. Make sure to get all
the way to this point. Remember that you don't need to follow this one
exactly as it is. You can create
your own minotaur. I'll see you back on
the next one, guys. Bye bye.
14. Sculpting Fur: Hey, guys, welcome back to
the next part of our series. Today. We're going to
continue with the minotaur and we're going to
jump into some fur. Let's add a little bit of
extra fun factor to this guy. I'm going to jump
right into this guy, and we're going to start
with a little bit of a goat go t or
something like that. I'm going to go here
into Septols and we're going to
append a new sphere. There we go. We, of course, are going to position
this new sphere. At the chin, which is where this thing is going to
be starting, right? So right about
there, I would say. Now, I'm going to
use my Mo brush, MV, of course, and I'm
going to use symmetry, of course, to just keep a
rough shape to the goat. And now, I'm going to
introduce you guys to another thing that
we have here instead of Sebh which is called sculpts
P. Sculpts used to be this software that Pixolgic deployed as well or
was giving away. It was actually free, I
believe, a long time ago. And the sculptures was
pretty much like dynamic. Like, it's a precursor
to dynamise. So the way sculptures works
is very, very simple. First of all, I need
to turn a dyname. Like this here has to be
set in dynamise moth. And once this thing is set to dynamise moth, we can go here, and we should be able although I'm not sure
why this is not active. We should be able to activate sculptors pro. That's weird. Okay, let me go B SK, which is the snake hook brush. Now you can see that snake hook actually
allows me to work with sculptures promove
and here's what it does. Usually, when we're
working with, like, a move brush, right? And we grab this
thing and we move it, we're just moving
the polygons, right? We're just like transforming
the position of the polygons into whatever
we're looking for. However, when we're using certain kinds of brushes
like the snake hook, B SK, you can see that
the brush turns purple. And what happens is, once
I start dragging this out, see how we're creating in real time more geometry,
That's really, really, really handy
because it takes into consideration the
size of the brush, and it will add
polygons in real time. So you can see how it's
converting and adding more stuff as we move
the stings around. And we can also
actually do it with, like, clay buildup as well. You can see Clay
buildup also has a cultures mode right there. So what's going to
happen here and you can check it out
on the Act points. As I start adding more stuff, the active points are going
to start growing, right? So it is a very, very handy way to
add more geometry to your object without having
to re dynamise everything. Just keep in mind
that every single time that I'm adding
a new stroke here, it's actually adding
more and more geometry. So we started with like 2000. Now we're at 10,000, and you can imagine how this could become a little bit problematic. The great thing about Sculpt Spro is that if
you were to grab, for instance, the
Damian standard brush, which is a really sharp brush, and I were to go
right here to really emphasize this sort of like
hair strand effect over here. What's going to happen
is it's actually dynamically subdividing
only those areas. So it is quite optimal
because it does that, but it is not as organized as a subdivision or
dynamic by itself. So just be mindful about that. Right now, I'm going
to turn it off. We clay dynamic here. And while still working
on this asymmetrically, I'm just going to start pushing a couple of things
here and there. Like let's do a little bit
of a hair strand over there, and then let's do
hair strand over here and another one
over there. See that? So now, we're able to create this nice little go
t for the character. I'm actually going to move
the whole thing a little bit. So it matches the shape of
the head a little bit more. Let me turn on symmetry
on this size right here. Actually, let's turn
on sculpt spro again, so we get a little
bit more resolution, especially on the
sides over here, and we can start building all
of this very nice effects. Let's turn off symmetry again. And there we go. This is one of the ways in which
we can sculpt fur. As you can see, it's a very
dynamic way of doing it, very cool, and it gives us a nice little effect right here. So I'm going to go back to cloy builder without sculpt
spro and with symmetry, just to add a little bit
of extra volume there. I want to give it the
sort of inflated, sort of like hair effect there. We go a little bit more
stylized more cartoon. That's it. We have a
nice little go t there. Now, let me show you
another method that we can use to create a little
bit of hair over here. And this one, we're actually going to go back
if you remember to the cheetahs Cull we're
going to go back to the insert multi mesh brushes. What I'm going to do is I'm
going to append a new spear, and I need to append a new fear because this fear is going
to be like a placeholder. Actually, what I'm
going to do with this fear, I'm going
to make it really, really small and get it inside the character doesn't really
matter where it is, as long as it's inside
and we don't see it. Now, I'm going to say B, and then let's select again, the IMM primitives like
this one right here. Let's start with I think a
capsule is going to work fine. I do have symmetry
on there we go, and let's insert a
capsule right there. What I can do, of course, is
I can move this around in the very similar
way in which or how we did what's the word the Oh, I forgot it. The
cheat is called. Now, with my boo brush, I'm going to start
softening this up and creating again like
a hair strand. Let's break symmetry and
move it to one side, move it to the other,
smooth it out a little bit. There we go. I'm going
to control D, duplicate. Rotate, scale, move it around, move it to the other side, and then duplicate,
move it around. Move it a little bit like
this, duplicate, move around. Let's do five,
right above there. Maybe this one is a
little bit smaller. Let's duplicate and let's do
a couple of small strands. This are going to be useful to break up the
hair a little bit. For instance, here
in the front view. Actually, we forgot, let's
get this one right first. It's going to be to
the side like this. There we go. You can see
we're doing asymmetry now, which is a little
bit more tricky because we don't have as much
control in the symmetry, but we'll get more
dynamic sculptures that way and symmetry is really,
really good for that. One a little bit to the side. Oh. There we go. There we go. So now, when we remove this, if we were to do dynamic. Of course, we lose everything. Why are we losing everything? Because remember, whenever
we duplicate an object, it doesn't have any poly groups. So dynamic thinks that
those objects don't exist, and they're actually
going to be used to remove parts of the match. That's why you see
if I do dynamic, you see that this
thing is getting those sections removed, and
that's not what we want. So we're going to
go to polygroups. We're going to say other groups, and that's going to give
a specific group for each one we can turn on
groups and do dynam. So each specific, hair segment has a little bit of
a mohawk effect. There we go. So now, of course, we can either increase
the resolution, Let's smooth this
out and dynamic. There we go. We can increase the resolution, to give it a little
nicer effect, or we can jump into
sub division method, whichever one you prefer. Here's again, where it's not
a bad idea to go back here, go back into our insert brushes, go back into primitives, another capsule, and let's insert a couple of
small ones, right? Let's do this one. Let's
really push it, smooth it. And again, this
little small hairs are really good to
break up the surface a little bit so that the hairs not perfectly aligned
all the time, right? So we're using this to break
the symmetry a little bit. No need to add a lot, but just a couple of them, I think would be a good idea. Like maybe one over here. Let's do one final one. Over here. Here we go. So here that starts looking
very nice, pretty cool. Again, we are groups
and dynamics, so that everything has
its own poly group. Now, if you want, of course, we can go here and we
can start using our clay build up to add a little bit of texture to the overal hair. As we've mentioned
before, the more time you spend on something,
the nicer you can look. Right now, I'm going to
keep it quite simple. I'm just going to do a very
basic hair strand texture. Just so they're not
like horns and they're more hair or bundles of hair. There we go. We
can soften it up. You know, it's just a general description of the whole thing. Let's take a look
at the overal shape now with hair and
everything else, and it starts to look
pretty cool, right? I'm going to show you
another technique. I'm going to go here, and
let's say we want to add a little bit of eyebrows, but we don't want to do
a separate eyepiece. We can actually sculpt
here using masks. So I'm going to mask out where
I want my eyebrow to be. So let's say all of
this area right here. And then if we
invert the mass with control and tap
outside of the object, whenever I use like, clay build up or snake
hook or anything, I'm going to be able to
create a very harsh line between the eyebrow was and
where I want this thing. So let me grab my move brush. Let's sound like a couple of little spikes here and there. It's going to give a little
bit more personality a little minotaur right
here. There we go. And when we take it
out, as you can see, it's going to look like
it's actually like it's own little eyebrows, right? So masking and using multiple subtles like
we just saw here, is going to be super, super important for the whole process. Now that we're
working on details because we're about to jump into the texture details and the
last part of the general, like, a miotar things. It's important that we add a little bit more
personality to it. So why not add like an ear ring? So I'm going to go a pen. That's a pend a ring right here. And super simple, I am just going to rotate this
guy around 90 degrees. Like that, make it smaller. And let's add a little
earring going over here. Now, some of you might
be wondering, well, could we cut like a
hole so that it really looks like this thing is
going through the ear? And the answer is yes,
of course, we could. We would have to rebuild the dynamic and do a lot
of things to get that. But it could be done. However, I propose an easier solution. Let's just simulate like there's a little hole in
here by creating a little cavity where this or dispecing is
going to be going, right? So we carve in a little bit. And then we add a little bit
volume on top like this. And as you can see, we get
this very nice effect. Now, careful here, we
had symmetry turned on. So this is where we
would definitely need to smooth this one out because we only want to have the earring on one of the sides. And yeah, I think it's
looking pretty cool. I think I'm going to do a
couple of modifications here. I'm going to move a little bit more of
a snout over there. Careful here. I
didn't have symmetry, so let's turn symmetry on. Okay. Just a couple of minor like form changes so that he looks a little bit
more like a bull. Okay. I like it.
I like this guy. He's looking cool. So
yeah, there we go, guys. As you can see, we're in
a very good position. We have a very simple fur. We're going to be
talking more about hair later on when we take a
look at a fiber mesh, which is a little
bit more it's a little bit closer to
traditional hair. This is more like sculpted hair. But I just wanted to show you
how you could very easily block in this sort of things without that much of an issue. Another thing that we could do, Miniatures sometimes have
like hairy chest and backs. So I'm actually going to go
here with clay build up. Let's go and add just like an indication,
like a transition. So I'm just going to
use my clay build up, and I'm going to be
creating this sort of like buckles or like hair strengths. It's not necessary. This is one of the things
about sculpture, especially when you're
doing this sort of representative sculpture, you don't need to do
everything all the way to the finest detail unless
it's required, of course. Sometimes just suggesting that there's certain textures and certain effects is
more than enough to sell whatever you want to
sell, for instance, here. If I just do this sort of thing, just having this
quickly lines all over the place will make it seem
like he's a hairy dude, even though I'm not sculpting
each individual hair. Sometimes subtleties
and simplicity can be a lot more what's
the word powerful, then actually sculpting
every single detail. We do that, or I can show
you it's something very, very common in miniatures. I've mentioned that
I play a lot of D&D. So if you take a
look, for instance, at an owl bear from D&D bars are these creatures
like an owl and the bear. And if you wanted to, like, really do a realistic bar, you would have to do
feather by feather. However, if you take a
look at the miniatures, the miniature sculptures
that a lot of people do, Some of them do go like
feather by feather, but others, what they
do is they simplify. They they would change the way, look at this,
I love this one, and they would just indicate
that there's fur all along the place even though
it's not like hair by hair. And that's more than enough to show how all of this
looks or works, right? So, depending on the project, depending on the art style of whatever thing
you're working on, sometimes you won't need to detail everything all
the way to perfection. One nice little
detail that I can recommend here is if you're
doing this technique, when you get closer to the
center, break symmetry. That's going to really, really, really bring
everything together. Because people will notice
when something is symmetrical, the closer it is to the mid
section of the character. So if you break symmetry
here at the mid section and then you turn on symmetry back again on the sides, that's fine. Because again, see how it's very obvious that there's
symmetry here. But if I break the symmetry, if I start adding again some of the squiggly lines
in this sense, then people won't really notice
that this is symmetrical. And then the further we get away from the midpoint, like
this section right here, the more difficult it
is for the audience to identify that everything
is done symmetrically. Look at this. Our minatar is looking very, very, very cool. He looks
friendly. I like it. He looks like like a
nice friendly minatur. I don't know if the horns
are a little bit too big. So let me take a look. Yeah. Maybe making the horn. Slightly smaller might
be a nice idea here. Just a slightly smaller. I think that looks a little
bit better. I don't know. I like the big horn as well. Looks very menacing. Let's
turn on symmetry. That's fine. Cool. So I'm going to stop
to be right here, guys. And in the next one, we're going to talk
about skin detail. We're going to be doing
leathery texture. We're going to be doing
all of the horn texture, maybe even a little
bit of hair texture, and we're going to
be ready to finish this nice chapter here
about character sculpting. So, hang on tight, and I'll see you back on the
next one. Bye bye.
15. Sculpting Details: Hey, guys, we'll come back to the next part of our series. We're going to continue
with the details. So let's get to it.
Now, this is where we left off with our very
nice minatur right here. And nice time that we
start working on details. Now, last time we did
details with the skull, we just threw in a
quick alpha over the whole thing
because I just wanted to show you the basics of it. Now we're actually going to go in here and I'm
going to show you the proper technique
that we normally use to detail a character. So the first thing that you
need to understand is that for proper detail to
be shown on the model, you are going to need
quite a bit of polygons. So in this case, since we're working with
subdivision levels, it's very easy to go to the
last subdivision level, which we are right now, should be about subdivision level four, is going to press control D two at another
subdivision level. Now, we're at 3.0
34 million points. They're actually not polygons. Each one of this I think
counts as two polygons. So this will be like
6 million polygons. And this will allow us to have
a very, very nice effect. So let's start with the yes. There will be
certain details that you won't be able to
get with an Alpha, and these are the sort
of details that you really want to go in
here and do by yourself. So for instance, like
the little nice lines around the eyes, the
eye bags right here, those are the kind
of things that you really want to sculpt by hand, because we're going to give
your sculpture a lot of life, a lot of personality, and a very nice artistic look
to the whole thing. Now, there are some
alphas that you can use to help yourself
in this endeavor. And the way to do urge
them is the following. I'm going to press B, S and T to go into my standard brush. I'm going to change
this to Dragert. I'm going to go into
light box and if I go now into my alpha sections, there are a couple of
alphas that come preloaded with C bush like this
leather is keen 67, which is like an elephant y. So I'm going to double
click right here. And double click, and this should load this on my
Alpha channel right here. I'm going to press comma which will turn off the light box. And now, if I go to the other
eye, which is the same one, of course, and I drag
this thing here, you're going to see
how we can drag all of this beautiful detail from the Alpha into our
eye right there. Now, the problem is,
we're right now at CAD and this looks
a little bit weird. So we'll change
this to CS and I'm actually going to lower the
intensity a little bit. Now, when I do this, you're
going to see how very easily, we can add a lot of texture to the eye
without much effort. We can do the same thing
on the top side like this. Nice. Now we can, of course, smooth some of the
detail out if we don't want it or
even everything, just like soften this up a little bit if we
don't want as much. But see how easy it is
to get this detail. That's the kind of detail that I like to call the
tertiary detail, the micro detail,
which is detail that you can get very, very quickly. So let's do a quick pass of this sort of like detail
on the whole head. And for that, I'm going to
again go into my light box. I'm going to select
this leathery skin 15. Double click again, and I'm going to change this to spray. So now if I start
going over here, you're going to see
how we get this very nice leathery effect on the whole bull's head. So let's start adding this. I just adding the general
like texture to it. Now, again, remember, all of this that I'm
doing right here, this sort of detail,
this sort of effect. This is like the
sprinkles on a cake. So it doesn't matter how nice your high frequency
detail looks. If you have a very horrible
primary and secondary form. That's why it's
very important to spend enough time working on all of the forms of your character before jumping in this stuff. As you can see, these
are really fine details, which look good. I'm
not going to lie. They look okay. See
this thing right here. The horn is intersecting
with the ear. Can we fix this? Yes, of course. I'm going to press
Shift D to go all the way down to the
first subdivision level, and I'm just going to move the
ears forward a little bit. So they're no longer
intersecting. There we go. And you press D again,
jump all the way back. So as I was mentioning, the detail that
we're adding here, like, the high frequency detail, it's really important because
it's going to break up the shine of the
skin and it's going to give you a nice
little effect here. However, you don't you
don't want to abuse it, and you want to make sure that the form and the character that you're doing so far looks
very nice without it. If it looks nice without it, then once we add it, it's
going to be even better. So I'm going to start
using my demin standard now to add those kind of wrinkles that would
be pretty much impossible to add
with pure alpha. So again, this is
where the artists hand really comes into
play because we can really go in here and start adding things that would be very difficult to add with just
like traditional alpha. Very, very softly, I can start adding this texture and
this effects that again, would be quite difficult to do. Let me look for a little
bit more reference. Let's go for face. There we go. I want to see the texture on
the nose and stuff. And you can see
that the texture on the nose, it's a
little bit different. It's like shiny and
not as leathery, more, a little bit like
pores or something. So again, I'm going to go
into PST standard brush, let's go into the lightbox. And I do believe we
have this sort of like a bumpy skin or even this
scaly skin might work. I think this leathery skin
might work, actually. So I'm going to
grab this one, but I'm going to change
this drag erect. So that way, we can really change how we can change
the texture on this area by following along the lines of the mouth and
stuff. There we go. Nice. Nice, nice. I really like that. That's looking good. Now, there's a lot
of alphas online. Some people share
their alphas freely, so always being the lookout
for those kind of offers, and there's other people
that will sell their alphas, but they are quite nice alpha, and it's a good investment
because if you're going to be doing a lot of certain
types of characters, then you might be using a lot
of certain types of alphas, and that will be, of
course, very good for us. I'm going to carve in a little
bit more here on the ice. So I'm going to be
a little bit more aggressive on the wrinkles, always doing the criss
cross technique, of course, we wouldn't want to keep
it super line heavy, we always want to
blend things around. There we go. See how we're
adding those effects, and that's giving us
a way with more like visual interest throughout
the whole character. Nice. Let's take a look at some reference
here. Here you go. And I'm trying to see if there's any specific thing I
want to look up for. But I don't see any like I was trying to see if there's,
like, pores or something. If you want to do pores,
pores are also really good. Again, I'm not sure if this is going to
work for this one. Let's try it. But we have this bumpy scheme right
here. Double click. And we could add
like some pores. I've seen more of this
in, like, cats and stuff, so I'm not sure if it's
going to work on this guy. But yeah, there's a lot of
things you can do like. If you want to add a couple
more pores here and there, I don't think it's a bad idea. Here's where again, details or specific things
about the character could really come
into play as well. Like, let's say he has, like, a scar on this side of the face. So I'm going to press
X. I'm going to show you how to do
one very nice scar. I'm going to draw the scar. With my mask because
you can see here. I'm using control and just dragging across
to draw this scar. And then with my clay build up, I'm going to build
up a little bit of volume on this area. This is called a Kalid scar. Probably you have one of them. I have a couple of them on
my knees from when I was a kid and you would
like scratch your knee. And that's where
the skin just like forms on top of it and you
get this sort of stuff. If you want a more like
a traditional cut, then the demon standard
usually works fine. Like maybe you want to have like a gap over here, like something. Lips usually get this
sort of crackling effect from an
injury or something. So again, this is
where you break symmetry and you start
changing things around. Now, for the horns, we
can do something similar. I'm going to go standard
brush a drag t, but I'm going to change
this to Alpha 60, which is going to give
this sort of effect. Now, I'm going to keep this
really low in intensity because I really want to have
a lot of texture, right? So as you can see,
since we're going to be repeating this
texture quite a bit. I need to keep it low so that it doesn't feel like overwhelming. So very, very important that we do this in this way so that we get these nice little
fibers that we would normally see on, on
ramps and stuff. And now we turn around and
we do similar technique. We're going to have to do
this a couple of times. Important factors here do not change the size
of your brush. Remember, when you change
the size of your brush, the size of the detail
is also going to change, and that's something
that you don't really want because you're
going to start getting like either super
super big effects or super super small effects. There we go. Okay.
Let's go down here, and again, see how
nice this looks. Very important that we're
using rag and we're dragging roughly
at the same size for every single stroke. It's going to ensure that the detail is consistent, swell. So, very important that
we keep it like this. Keep it keep it consistent. There we go, there
we go. That's it. It's going to give us a nice little detail there
on the horse. And even though we
have that detail, that doesn't mean that we
can't keep on sculpting. So for instance, if you really like the rich that
we have over here, I can continue
detailing that rich and really pushing that form. I can go here with
Demin Standard again and really make sure that the rich reads as a rich, right? So, see how that starts looking a little
bit more intense. And I'm not going to get
tired of saying this guys, take your time, take,
take your time. We make these videos in
this way so that it's easy to digest and to understand the main things about the work. But me doing this in
40 or 50 minutes, doesn't mean that you will be doing that the
first time around. So make sure to practice, make sure to take
your time, make sure to do several
of this, right? Try a cyclops, try a goblin, try an or use the same techniques that
you just learned here with this nice little Uh, what's the word this
nice little miature and try your hand at
something more different. I'm going to use
stream dynamic here to sharpen the hair lobe bit. I don't want this to
look like like sausages. So I'm going to sharpen a little bit
of the point in there. Just to again to
add a little bit of variation to the whole thing. And that's it. This
is pretty much it. We should name this guy, right? He's just missing
a name and he's going to become a
character in one, like, fantasy game or something. But yeah, this is
pretty much it, guys. This is the end result for our very nice minatu I
mean of our chapter. We're going to jump now
onto Chapter number three. I sorry, Chapter four. And in Chapter four,
we're going to be taking a look at
something called C model, which is a completely
different way of scolding. We're going to leave creatures
behind for a little bit. We're going to come
back to them later on. But make sure to practice, make sure to continue
working on this one. One of the main mistakes
that a lot of students make. I did this myself when I was a student and when
I was learning from tutorials is to just watch the tutorial
and not do the work. It kind of seems like
you did the work because you've been seeing the
whole process and your brain kind of interprets that as you doing the job, but
you haven't done anything. You need to get your Wacom
tablet, your tablet, or whatever, and you need
to do the job, okay? Do the work,
practice, get better, and then I'll see you back
on the next chapter, okay? That's it for now,
guys. I'll see you back on the
next one. Bye bye.
16. Zmodeler Basics: Hey, guys, and welcome to the next chapter in this series. Today, we're going to be
talking about C modeler. Well, let me tell you it's
quite a journey. Let's go. I'm starting in new stuff. The first thing I'm
actually going to do is I'm going to go to
this S right here, which are the basic tools, and then I'm going to pick
this PolyMesh three D star. The PolyMesh three D star is a basic object like a
placeholder object. And we can actually convert this into the basic objects
that we know such as, for instance, we go
here and initialize. We can make this a Q Q here. We can make it a Q sphere. And we can make it a que
grid, which is just a plane. So I'm going to go with
the key cube right here. And what you're
going to know this is we have a couple
of things right here. We have x resolution,
y resolution, and z resolution, which is, of course, how many divisions
we have in each side. If I turn on polyframe, you're going to see that we
have two divisions per side. So I'm actually going to bring this all the way down to one. I'm going to hit key cube again, and you're going to
see that this is just a basic six sided cube. Now, C modeler was the answer. It is the answer
that Cash has to traditional development
packages like Maya or blender. Normally, in Maya or blender, you're going to be using babble, extrusions, insert edge lobes, insets and stuff like that
to model stuff, right? Well, it happens or it works in a very similar fashion
here instead of Crash. It now has its own tools to
be able to modify edges, faces, and vertices, which are the main components that make up any sort of
three D element. Now, the first thing to be able to go into C model,
which as you can see, we have a little
shortcut over here, is to convert this into
a poly mesh three D supposedly already is, but
I'd like to create this as a make poly mesh three D
and now this PM three D, it's a cube that's
ready to be work with. Okay? So if I were to turn this thing
here, Phil, as well, so that we can see the colors, you can see that this
thing has poly groups. We've briefly talked
about poly groups, but they're going to
be playing a super, super important
role from now on, because most of the tools
that we have instead of C molar will work with
polygroups and well, without further your do,
let's jump into C molar. It's going to press B and all the way down here,
we have C molar. So I believe it's C
and then the shortcut. I usually don't
use the shot cut. That's why I have my
little shortcut over here, just click it and
go into C modeler. And the first option that
you see when you drag your mouse on top of some object like this face
right here is Q Mesh, which is like the basic
function that C modeler has. And it says Qumesh a poly. So what Kms does, if
you click and drag, it will extrude this polygon
and create an extra volume, which is really handy
because as you can see here, we can ember or create a very interesting
shape that would be very difficult to
sculpt by hand, right? This is just more like a
traditional hard surface thing, and we can modify and do a
lot of different things. So How do we get access
to all of the tools? Simple Space bar. When you price the space bar and you're
inside of the C modular brush. Instead of getting to traditional
shortcuts that you get, like the size and the focal
shift and all that stuff, you get all of this options. And depending on what section of an object you're selecting, where it's a face, an edge
or a burdcy or a point, you will get different options. So this are all the
options for faces. This are all the options
for what's the word edges, and this are all the
options for points. You are going to
see the following three main boxes,
sometimes four. The uppermost box will be all of the tools that
you have to your disposal. So for instance, you
can see that right now, we have the Q mesh selected. We can move, we can mask, we can insert, we can
babble, we can bridge, we can delete, we can
equalize, extrude, flee faces, inflators, so
a lot of different things. Then as you can see
here, it's the target. Like, what are we going to what object are we going
to apply this action to? Is it going to be a single poly? Is it going to be
all the polygons, all the quads, all
the triangles, all the elements
facing to the front, all the poly group, island border, et cetera, et etcetera. So this has to do with
where are we applying. And after this are
options regarding or the specific to each of the tools that
we have right here. So we're going to do
a very simple well, not simple, but we're going to do a nice little exercise here. And we're going to do a D six. This is one of the exercises
that I normally teach whenever I'm teaching any
sort of modeling software. A D six, you know,
traditional D six die, just a normal die, could be a little bit
tricky to build, right? I mean, it's very
mathematically exact and stuff. So let's see how we can do it. Well, we definitely need
to start with the cube. And the first thing I would
like to do is I would like to bevel the edges to get a round
effect on the whole thing. If we go into the edges, and I prais space bar,
do we have the beble? Yes, we do. And by clicking
this line right here, there you go. We can
bevel the whole thing. But right now, the bevel is
set to edge loop complete. So do we want to do the
edge loop complete? Do we want to do the
edge loop partial? Do we want to do the poly loop? Well, if if we do edge loop partial and
we click and drag, we're not getting
anything in this case. And if we go polyop, we should be getting there we
go, that line right there. Is there a way in which we
can bubble the whole object? Well, if we go into faces and
we go bubble to the face, we could also bubble
this thing right here, if all of the thing would
be the same polygon because we're doing
bubble to a single poly. But what if we do all polygons? Bubble to all polygons? Well, now, as you can see, we can babble and create this very nice round
edge for the object. Now, when we beble, you can see here that we're
doing a single row. If we do two rows, we're getting two
rows like this. So there's an extra
division over there. And if we do two rows, but we do soft ditch, we can do a nicer
effect right here. Actually, I didn't seem to
change that much over there. Let's try this. Let's
keep it like this. Who, a little bit less
like that. There we go. So now, what I'm going
to show you guys is something called
dynamic subdivision. We already took a look
at subdivision when we were looking at a geometry
up here with this one, but we don't want
to divide just yet. We just want to have a preview. Again, very similar to
what you would have in Maya when you press number
three or in Blender, when you use a smooth modifier. And the way to activate dynamic self division is to just to activate this
little guy right here. So if we activate
dynamic self division, We're going to get
this overview of how the little die is going to look when we were to
divide this thing. You can also turn
this on and off with the letter d
in your keyboard. I'm going to say always, yes. So every time I press D, I think it's D and
control D. No, not control D. Shift
D. It's D and Shift D. D to activate dynamic subdivision and
shift D to deactivate it. And we're going to be
able to see the effect. Now, we already have this. Let's turn on this thing again
to see what we're doing. And now we want to
add, of course, the little holes on
inside of our die, right? So we need to divide
the element right here to be able to select all of the different phases
that we need. So what I'm going to
do is I'm going to press space bar
in the edge mode, and I'm going to say insert. And what insert will
do, as you can see, it will insert one edge loop. But I don't want
to insert and have to estimate where
this is going to be. So I'm going to press space bar, and I'm going to say multiple
edge loops, and I want. If I do this right now,
it's going to do only one. But if we go down
here, we can change. I'm going to do specified resolution, and we're
going to do two. Well, if I do two, it would immediately divide
this into two specific sites. So I'm going to do two there,
two there. And two there. Now, as you can see, as we start adding stuff and
changing things around, the poly groups are changing. And as I've mentioned before, poly groups are
going to be super, super important because
they're going to allow us to organize things in
different ways. So it's very important
for me to teach you now how to modify or change, clean up the poly groups that we have. And we
already have one. We can do audi groups,
which in this case, since this is a single object, everything in this area will
become a single poly group. If you have a
specific section of the object selected like
this guys right here, and I do a group
visible, for instance, only that area is going
to be its own poly group, and we're going to be able to do and change things around. We could even do this
middle section right here. Oh, Let's do like this, and we can do group visible. And now, if I want to do
a Q mesh, for instance, I can do Q mesh
and say polygrop, and now all of this polygroups
going to be Q meshed out, and we can extrude
the whole thing out. So there's a lot of
things that we're going to be able to
do with polygrops. Right now, what I want to
do is I want to select only the faces that
are going to have the little numbers because I
want to modify those faces. So I'm going to go into phase, and I'm going to select the
option which is polygroup. What do I want to poly
group, a single poly. So let's say one, two, three, four and five. So as you can see, now we have the number five selected here, and each little dot
that will eventually be a number is being
selected in the proper way. Okay? Now, if I want to have
a different poly group, I would click and without dropping my click,
I would press out. And this will cycle through different colors of poly groups, and they will create a
different poly group. In this case, I don't
want to do that. I actually want to keep the same poly group as
what I did right here. So let's do it again,
one, two, three, four, four, five, and then
on the other side, we're going to have one and two. On the top side, let's have
one, two, three, four, five, six, back here,
we're going to have one. Over here, we're going
to have one, two, three, and four, and over here,
one, two, and three. So it's kind of like selecting all of the phases because we're painting a specific
poly group that's going to allow us to
select them easily. But it's pretty much like we just selected them
in other software, again, like My pleasure. So let's go into Poly phase now. And what I want to do is I
want to create an inset, so there's this inset option. And if I insert a single poly
group, yeah, that works. As you can see, that's
what I want to create. I want to create a
little loop right here, but I want to do it on
every single phase. So I'm going to change
the target from a single poly to poly group all. So every single
phase that shares this poly group will be affected by this inst, as you
can see right here. The only problem is, as
you can see, up here, the number six is inserting the whole poly group as a single poly group,
and I don't want that. I would like to have
them a separate number. What we can do here is
we can do center only. So now, when we do this, or sorry, that's
not center only. It's inst each
poly. There we go. So now each poly will be
insided as a different effect, and they will get a new
poly group as well. So it's going to be
very easy to select those new lines to generate or create
other things, right? So in this case, what's the
next thing that I want to do? Of course, I want to take all of those poly
groups and I want to push them in to create a
little hole for the dice. So I'm going to
press a space bar, go into Q mesh, select this guy, and push it in like this. Now, if I press the
letter D, look at this. Our die is pretty much
looking like a normal die, like what we would expect to get from a traditional
modeling element. And this actually
has proper topology, like proper soft
division topology. You could take this
into Maya blender or any other software and use
it as is because we've been building this in a
traditional like poly modeling or box modeling
process in effect. Okay? So this is the basics of
poly modeling, my friends. This is the basics of C modeler. And it's very
important for me that you guys finish this little
exercise right here. I know this was a
relatively short video. It's just the basics of the
whole thing because now we're going to be using
these tools to build a prop. And people don't usually think. I mean, nowadays, yes, but a couple of years ago,
it was a little different. People didn't usually
think about CRs as a prop modeling
software where you could do like weapons
and guns and stuff. But now it's with as many tools that we have inside of Serge. It's very easy to create
the very cool things inside of this software. So make sure to finish
this little di right here. It should look
something like this. You can even go into the
geometry and in the subdivision. You can increase the subdivision smoothness here
from level two to, like, let's say, level four, it's going to be
super super tight. But yeah, this should be the end result for
this first lesson. In the next lessons
or in this chapter, we're going to be
working with an X. We're going to be doing a
very nice cool like model X, and then we're going
to detail it with the Savers tools that we
have at our disposal. So make sure to get all
the way to this point, and I'll see you back on
the next one. Bye bye.
17. Axe Base Shapes: Hey, guys, welcome back to
the next part of our series. Today, we're going to
continue or actually, we're going to start
with one new project, which is the X. Now, we're going to be
using C model, of course. And in order to do
that, I am going to go again into
this little S shape, which is like a menu for the basic tools instead of severs. These are 2.5 D
brushes, by the way. This is another whole section about sus that we don't
really use anymore. It used to be like this sort
of like painting package, but a lot of stuff
still in here. So I'm going to select
this polys three D as we did before.
Turn off lightbox. We're going to go all the
way down to initialize, change this to one, one, and one, so that we
only have one side, QQ. Drag one at t to
go into edit mode, to go into wro mode, and to be able to edit
the little object. And then I'm going to
make polymescthre. I usually like to clone
this by making it a polymestht so that the
original one is still here, in case we need to change
it to something else, we can do so as well. So yeah, we're going
to jump on this guy, and there we go. One of the things that
we normally do in traditional modeling
packages such as Blender or Maya is we utilize something called
image planes, right? And it's just a plane, and you project an image into this plane and you
use it to kind of like trace the silhouette
of the object and make sure you're doing
everything perfectly. Well, we're going to do
something like that right here. I'm going to append a new
element, and in this case, it's going to be a plane three D. And the plane
three is right there. As you can see, we're not seeing the
other side of the plane. This is called the normals. So the plane is facing
a one specific side, and that's the side that we see when we look through the camera. If we want to see both sides, it's very important
that we go down here to display properties and activate
this thing called double. Okay? So that's going to
allow me to actually, of course, we need to select the plane and hit double
on the plane. That way, we're going
to be able to see the plane on both sides. Now, I want to
rotate this plane. I'm going to press
the letter, and I'm going to rotate it while pressing shift so so
that it's 90 degrees, and this plane is pretty
much a side view, right of the plane right here. I'm actually going to push
this plane back because it's going to be like my
side view of the element. And you guys already have an
image inside of your folder. So if you go into your folders here, I'm
going to go texture, click this little guy
right here and go import, and we're going to jump all
the way to our project files. And I think I made a mistake. Mike placed it in Chapter three, but the sextu going to
be in Chapter four, so it's this one right here.
I'm going to hit open. So what's going to happen
now, as you can see, is we have this
texture right here. And the only thing
I want to do is I want to load that
texture onto this plane. To do that, you
select the plane, you go into texture map, you select this guy right
here, and you click the image. And boom, we have
it right there. Now, there's a couple
of problems, of course. First of all, it's a
little bit distorted. So ideally you would like your image to be
completely square, so you can drag it into any sort of image processing software like photoshop
crater or whatever, and make sure that
it's a square image instead of a rectangular one. And it's not oriented properly. Now, that's going
to be very easily fixed because this plane,
remember, it's an object. So we're applying this
texture to an object, so we can press, rotate this 90 degrees
and then even scale it up so that we match exactly like the
proportions that we want. So something like
that, I think looks okay. And there we go. So now we have an image plane instead of sage that we can use to model and create things as close as possible
to Tacy right there. So this is just one way to do image plans. There's a
couple of other ways. Personally, and in my, like, traditional workflow, I don't
use image plans as much. I was kind of like trained and recommended to me by other
sculptures to work with, like, a reference, like
what we did with PureRef and just like project
that in your mind, right? Like without having to
look at it directly. But if you are one of those guys like to have image plans, this is a great,
great way to do it. Let's focus on the main
shapes right here first. So as you can see, we have this very nice metal
head that we want to use. I'm going to grab this cube. And first of all, well,
let's move it and scale it. So that we start back here, where this main thing starts. And what I can do,
of course, is, this is one of the issues
with image blanks, we're not going to
be able to rotate even if you're clicking outside of the object because we're
clicking on another geometry. So if that happens,
you can click on anywhere on the outside
of the box right here, and that should work just fine. Actually, let me go here.
Actually. There we go. So that's it. So if you
click on the outside of your screen or beyond
this little white border, that should allow you to do it. Like if I go here, I'm
going to be able to do it. That's like the safe. So I'm going to turn on C
modeler, so like my brush, turn on polyframe and I know that I want to
queue mesh this thing, so I'm just going to quemeh it. How far we that's
going to depend, but roughly about
there sounds good. We can go here. There we go. Now, if we overshoot,
which is very common, very easy way to do this is just control drag to
mask those points. Control click to invert those points and then
move them like this. Because right now,
the only thing that's not mask is that little
face right there, so we can just move this thing so that we match that
place right there. Perfect. I'm going to turn
this transparency on. Actually, I'm not sure if
we can do that right now. I'm actually going to move
this all the way down to about there and go about there. There we go. Then we can get
rid of the mass, me again. Let's just a small mesh. There we go. So we're going
to do a couple of mesh or as I like to do another
little technique here, we're going to um like this real far pretty similar to
what we did before. And then we're just
going to let's move this spot point here, move this thing back, which
is right about there. And then we can go into edge and we can insert edge
loops. Let's do one. Two, and three. There we go. Now, we do have symmetry or we should have
symmetry selected. So technically, we
could go to B and V, which is our both
brush and just move these points up and down and whatever we
want, which is fine. However, if we want to keep
things like super clean, I strongly recommend you
stick to the site like this. So I'm going to start
moving these points around. To really match. Right now, since we
only have two points should be fairly easy to do, should be fairly easy to follow. As you can see, we're
not moving anything on the perspective,
so that's perfect. Let's go here, and here we're going to create this
little points right here. Let's move this one over here. There we go, this one, probably a little bit lower. There we go. Now, here we have a couple
of decisions to make. We can continue the edh
nicely going down here, which is technically
what we should do, or just extrude this down and
finish the x. I'm going to show you the proper
way to do it because this is the proper way
to poly model things. So I'm actually going to move
this point all the way down here and I'm going to move this point all the way
down here as well. Come on, there we go here, to create a sort of curvature. And I'm sure going to move this point over here
because we're going to be filling in all of these
other parts very, very soon. There we go. So let's
move this down and down. So that creates
this thing creates something called a
poly loop, okay? Because this thing is flowing in the direction of the
curvature of this x. And that will be really, really, really handy once we
had support edges. Remember what we did
with the dice to make sure that the edges
were holding nicely. That's really, really
important here. So let's go back to this view. I'm going to go back
to C modeler and let's mesh this guy over here to
create the lower piece. Now, here, as you
can see, that's a 90 degree angle.
That's very sharp. So it is okay for me to break what we were just doing the
poly loop right about there. I'm actually going to
move this thing or create the draw size
all the way down to like a small size so that we don't mess
it up there we go. Now, from this phase, this phase right here and
this phase right here, we are going to create
the rest of the x. So I'm going to go
again in C modeler, which by default
has MH selected, I'm going to push this
one forward like this. I'm actually going to do the
same thing with this one. One of the cool things
about, as you can see, is it actually snaps
to the next one. So we can very easily
create this connection. Let's go back to VMB, which is my brush. Oh, let's go intensity. There, there there. The careful with this one, we want to keep like this
thing going right there. As you can see, we're building
the profile of the x. If this seems too easy or too
complicated, it's normal. This is more like traditional
polymoly actually, if you guys have experience with polymelin in other software
such as planter or Maya, you might think there are faster and easier ways to do
this in other software, and the answer is yes, they are. However, this is the
option. If you've never used any of the
other softwares before, this is a great great
option that you can use to generate
this sort of thing. I'm going to do the
same thing here. I'm going to me this poly up. And this polyp. See
how it snaps to the target point and it's a little bit easier to
create the general thing. As you can see, everything
still has the same thickness, so that's really handy for me. So let's go V again, and we're going to move this guys down here to help
connect the general shape. And this one goes right there. Perfect. So that's the
general shape of my x. Now the next step
is to give this x a little bit more of
traditional x feeling, right? Because right now it's
just like a big block. So at this point, since we don't
have a front view, I am going to turn
off the image plane, and I'm going to be
working with this general shape right here. One of the things
that I want to add is a line going through the middle.
So I'm going to go here. I'm going to say insert and
I'm going to say single loop, and I'm just going to actually, I think we can do
Shift click Shift Nope. I'm going to
do multiple selves, and I'm going to do
just one resolution. That way, I know it's exactly
in the middle like that. Now, on this side over here, this is where if we
turn this on again, all of this paces
like this six phases, that's where the element
is going to be, right? Le the wood elements.
So what I'm going to do is I'm
going to grab not Mish. I'm going to go into move. This will allow me to
move this thing out like this to generate a little
bit of an element there. I'm actually going
to go and move this edge back a little bit. I just want to create
this sort of like a round effect on both sides. So let's Let's push this out, which I know, by the way,
that when I press d, which is dynamic sub division. Remember, we're going to get
a smooth version of this. There we go. Now, I want
to select this six phases, and I want to create
something called an inset. I'm going to go into
mesh poly group. Click, click click so that they're all the
same poly group, click click click, all
of the same poly group, and then I can go
into phase again, and there's this inset tool, which is really handy, and I'm going to say inset poly group. And when I do that,
as you can see, it will create an inset. On both sides, which is
super super handy However, it's creating some weird
like triangles and stuff. You can change the inset
to inset like standard, like standard a little
bit more. There we go. And as you can see,
this is going to create the border from where we're
going to be creating, of course, our wooden block. So probably about
there. There we go. Now, I'm going to duplicate this guy because we're
going to be using it later. Let's go back to
this one because we have this guys
right here are really, really handy because we
could create the wood shape, like the round wood shape from those elements right there. In this case, though, I actually need to
remove this thing. So I'm going to go
again into Q mesh, and if I mesh this
poly and bring it or mesh the poly group
all and bring it down, once it meets with
the other one, sometimes you do get the
Sometimes it collapses. Like right now,
it's not doing it, but sometimes when you try doing this sort of thing, it
kind of deletes it. This case, it's not
doing it, so we're going to have to do
it in another way. And the way we're doing
it, it's very easy. I'm going to go instead of Mesh, let's go delete,
and we're going to delete poly group, boom. So it's empty now. And we're going to
go into the edges, and we're going to say bridge, and we're going to
bridge two holes. So this hole and this hole. And as you can see, we've now created a nice bridge
between both of them, and if I press d, which
is dynamic self vision, this looks a lot more like
the x that we're going for. We're still missing our
support edges and everything, but at least the shape
is it's getting there. Now, to give this a nicer, sharper effect, of course, we need to push this
guys closer, right? So I'm going to go
to border here. So let's go to move. And we're going to move
this guys closer together. Read as close together as
we can. Then this guys. Then for instance, Bert, we're going to have to go
into Vertex mode, which is again, move, and we're
going to move them there. Very important that we
check several angles. Let's make the brush smaller. Not that small. There you go. These are going to allow me to create let's turn this
off for a second. This should allow me to create the sharpness
that we want. Now, since there
are a lot of lines, actually, let's
push this guy out. That's like that, very
sharp part of the axe, let's push this little
thing out. There we go. So now that those are together,
when we press letter D, you're going to see that the ax holds an edge a lot
lot better, right? And here's where
the support edges are going to come into
place because we're going to be using some
insert edge loops to to give this guy
even more sharpness. So I'm going to go
again to see modeler, and then let's go into edge, and we're going to say
insert single edge loop so that we place them
exactly where we want. And we're going to
have one on top. One on the bottom. By the way, you can do
this while dynamics of the vision is active so that you can see what's happening. So this one's really pushing
the edge right there. So I'm actually
going to go right there and see how nice
and sharp that looks. We're going to
sharpen it even more. I'm actually going
to make this sort of like a raggedy old ax, but this is something that
we can do here for now. There we go. I'm probably going to add one on
the inside here. And one down here. You can see how the points
move together and get sharper. There we go. That's it. That's working pretty nice. Again, remember, at any point, you can grab your
traditional brushes such as the move brush, and I can see that the x
is really, really thick. So let's start pushing this guys and In this
dynamic subdivision, we can start pushing
things closer together. So it reflects a
little bit more what we would expect from a real x. And look at that. Quite nice, right? I think we're
still missing one. I'm going to go back
into S modeler, and let's insert one
simular down here. There we go. See how
nice that one looks. It's going to give us this very nice sharp line over there. And there we go. We
have the body of our x. If we compare it to our concept,
we're pretty much there. It's looking really,
really nice. We're following
the proper shape. And again, we didn't
have to go into Blender or My or anything. We can do everything inside of Sivers as long as you know
how to use the tools. So I'm going to stop the video right here, guys,
and in the next one, we're going to be
doing the handle, which is quite
simple, to be honest. Remember, we did a little bit of a trick here to save
this one right here. So we're going to be
doing the handle, and then we're going
to be detailing and adding a lot of this cool
things that we have over here. So yeah, hang on tight, and I'll see you back on the
next one. Bye bye.
18. Axe Handle: Hey, guys, welcome back to
an next part of our series. They we're going to
continue with the x handle, so let's get to it. This is where we left
off. And if you remember, in the last video, we did a
little bit of a trick here. We duplicated the
head of the x when we were doing this step to save
this right here, right? Like that polygon right there matches perfectly with
what we have right here. So I know that if I can save
this one and just convert this little six sided
polygon into a whole handle, I'm going to be able to create
something very, very cool. So what I'm going to do is
I'm going to actually going to press control shift and
click on that poly group. And as you can see,
everything else gets hidden. And then I'm just going to say delete hidden, just like that. And then control shift
click on this one, and again, delete hidden. So now only these
two guys are remain, and we need to connect them. So we're going to
go to see modeler. We're going to go to Edge,
and we can say bridge. Now, in this case,
we can't bridge two holes because
there are no holes. These are polygons. I'm
going to say edges. We're going to go
from here to here. From here, Well, again, from here from here to here and there from here to
there from there to there. And from there. To
there. There we go. Perfect. So now
we've pretty much saved the handle of the x, which should match
closely with this one. Now, I'm seeing, I'm immediately seeing here that we're actually a little bit too far away
from the actual wood. So I'm going to grab my move brush and I'm
going to move this, make sure that
symmetry is turned on. Actually, I'm just going
to push this whole thing. We need to be very
careful whenever we're doing the movements
because as you can see the middle section stays and that might not be
something that you want. This case is not
that much of a deal. Let's push this thing
a little bit closer. There we go. That's
way way better. That quite matches our scene
and over here, there we go. Now, I'm going to go
again into our model, grab this guy right here, spacebar we're going to hit Q, and we're going to drag this up. Now, as you can see,
we're doing poly group A. I'm going to
do poly group island. So only the top island
right now is going to be affected so that we get
the proper extrusion. Now, of course, if I were to check the metal bit over here, we're going to see
that it does it no longer matches
the whole thing, which is fine because we
can just jump on this one, like show both of them,
and with Mo brush, just like push this
around so that it closely holds the
area that we want. So no big deal right. And even then, one
thing that I would do is instead of pushing
like this outer part, we're going to push
this inner part. So we keep the outer part out and we just keep
this one or start pushing the inner
side a little bit closer to where this
thing is going to be. So I still don't know how far that one is going to
go so there we go. Give me just 1 second,
guys because I totally forgot about this
cnect There we go. So that you guys can see
the the little things. So now, I think I'm actually going to change something
real quick, guys. I'm going to disable the
old keys and that stuff. Give me just 1 second. No, I couldn't find the button. So I'm going to have to take a deep type after we're
done with this one. So yeah, should I disable this because I think they're a little
bit distracting. I'm going to keep
just focus on them, and then I'll change them once I'm done
with this one, guys. So I'm going to
grab this guy now. Again, Q me right
here is a modeler, and we're going to
mesh this island down. Now I'm going to go V,
which is the shortcut, of course, and we're
going to push these guys, see how we have that
nice little effect. Now, there's a little
bit of a ridge there, and you could model and
sculpt that bridge here, try and make sure that it matches and you
get a sharp edge. I think that's one of the
things that sculpting gets a little bit of a
better advantage than traditional modeling. So I'm not going to be trying to make the
topology flow because it's such a simple thing that we can just sculpt adding
a little bit of trim dynamic and it look a little bit more organic
than if we model it. Sometimes when you model things, they tend to look
like quite perfect, and that might not be
something that you want. So now, again, Simlar and I'm going to
go really, really high. Now, another thing we can do is we can just grab this thing. Control shift click on that guy. Let's dynamic solo this. Control hide all of this so
that we only see that face. Mask it Control click
to show everything. Control click again
to invert the mask. Now, I could just press double and move this all the way to the
bottom, all the way. There. Then we still have the mask. It's going to be very easy to match the general shape of the Of the lower like
handle. There we go. And this is one of
the techniques that a lot of my modeling
teachers taught us, which is try to
make the big shapes first and then adjust
the simple shapes. Because otherwise,
it takes too long. So I'm going to
insert edge loops, and we're going to insert there. Let's get rid of the
mass. It's going to be like one there, one there, one there there, one there, one there, and one there. Perfect. So now we go MV, again, to go into
the move brush, and here's where we're going
to be where we're going to start like moving
things around, right? Until we find the proper number, you can press d to get an idea of how this whole
thing is going to look. I can see that the x becomes
quite slim on certain areas. Okay. Shift D. Let's go back because I know that
if my low poly looks good, like if my construction
over here looks nice, then everything else
is also going to look nice. There we go. As close as possible
to the border. We can smooth things
out later by the way. So that's why I'm not
too worried about the topology being
perfectly perfect. There we go. I like that one. That's it. So now we
press the letter D. You can see that we have this
very, very nice handle. And that's the handle that we're going to
be using to sculpt all of the details that we have here on the actual
handle itself. So on this guy right
here, as you can see, we're missing that
little like sharp line, and that's one of
those things that we can definitely
add with C model. So I'm going to go
here with C modeler and add another
edge right there. And as you can see,
that's going to give me a sharper line. And if we go into Poly group, group, again, we go B and B. Since we have like an
extra element right there, I should be able to really, really, like, get
that nice sharp line, which, again, we're
going to be able to soften and train and get this like wood effect once we go
into the sculpting section. So up here, I can see that the X kind of like fans
out a little bit. Okay. All right, so that
it goes over the metal. Even if there's a
little bit of overlap, I think that's fine. And yeah, I mean,
that's looking good. I think I'm tempted to add another edge lope like a
support edge loop down here. Let's turn out polyhm again. There we go. So it's
a little bit sharper. I think that one looks fine. Another thing that we
needed to fix, remember, was dt right here where
they have a big big hole. So again, we go into shift. Okay. V. And very, very slowly, we can move this. Birds is in press D again. And don't be afraid
to modify things, so they match and closely
resemble the concept. It's very important
that you try not to leave like big holes on your meshes because
those big holes can later become like a problem, especially if you're never going to disassemble these acts, like if the heads
never going to be going or go flying anywhere. Having this is perfect because from here, we can
do the high poly, and then we can do
this for games, and we're going
to be good to go. So let's jump into
the handle here. We actually don't need
this image play anymore. I'm going to turn it off, and I'm actually going
to open the image on my other screen to get a
little bit of a look at it. And we're going to be
using subdivision methods. I think we don't really
need to jump into dynamise because this
is such a clean effect. So I'm just going to
say control D. Well, actually, I need to
go into geometry. I need to go into
dynamic subdivision, and I need to apply this
dynamic sub division. So now, this guy, as you can see, has
three division levels. Very similar to how we
worked with a miniature. And from here, I'm just going to say Control D, Control D, and one more control the
$135,000. That's perfect. So from here, we can
actually start using, for instance, our tram dynamic, and we can start like chiseling out a little bit of the
effect, as you can see here. We can actually
smooth things out. And start giving
this thing like this like old rotten
wood effect, okay? So yeah, this is pretty
much for the construction. I know this was a little bit of a short d but I don't want to what's the word combine
a lot of the topics. So this was just the
creation of the base. In the next one, we're going to be starting
with the details. There's a lot of details
that we need to do. So hang on tight, and I'll see you back on the
next one. Bye bye.
19. Axe Sculpt: Hey, guys, welcome back to
the next part of our series. We're going to continue
with the sculpt. Now that we've done
the basic shapes, we can jump into the traditional severs workflow and actually start sculpting. So we're going to
start with the handle actually one not handle
ahead of the at. And we're going to do a
very similar process. So give me just 1
second. There we go. So what we're going to do is we apply the sub division level, so now we're in
sub division mode, and we're going to press
Control D a couple of times. And now I'm going
to use one of my favorite brushes for
this kind of job, which is the tram dynamic, which will allow me to give
you this sort of, like, damage raggedy look, especially
here on the on the edge. You've probably seen
damage axis and swords where they have
like chip edges and stuff. This is where the
tram dynamic really, really comes into play
because as you can see, we can get this
very nice detail. Now, don't worry too much about the shininess
of the thing. That's more about
textures and materials. But we can help, as you can
see here with the scope. Now, just very, very mindful
of those sort of, like, really intense changes in sileat you want to
keep them soft. You don't really want to
damage the scope too much. I'm actually going to give you a couple more
subdivision levels. We're almost at 1
million policans now, which is going to give you
this very, very nice effect. I'm going to use a little b
dynamic here again to kind of get the edge
done. There we go. Now, usually the obvious, I'm not going to break symmetry here and
I'm going to start adding a couple of extra
extra little details here. It seems like my pressure is not working as nicely as it should. But usually, the details are
not going to be everywhere. You're going to get more damage on the areas that
are more exposed. This is a rule of
thumb that I teach quite a bit to my students in my texturing classes because they tend to add
damage everywhere on this inside part and you're usually not going to get
that sort of detail there. Because it's not an area that's going to be
damaged as much. It's as simple as that. So so be very mindful where
you place your detail now. As you can see here, we also get this very nice gngy texture
in the overall thing. So I'm going to grab
my standard brush. So B ST changes to spray, and I'm going to
grab a grange map, something like super intense, but like Alpha eight I think
it is going to be good. And again, without symmetry, probably C seven in
a small intensity. We're going to start adding
a little bit of that, sort of like damage look
to the whole thing. Let's go a little bit more
intense in certain areas. There we go. Now I'm
going to show you one of my favorite brushes for hard
surface things like this, which is called the malet brush. It's inside the light
box. It's actually not on the main brushes. You're going to go into brush, and then you're going to
go into the mall brush, this one right here, and you're going to click
this Malt fast. And this one is
really, really nice. I'm actually going to
turn on symmetry now because we're going
to be using this to generate the difference on the edge here.
Very, very softly. I'm actually going
to let me go back here and let's lower the
intensity to like a 20. So as you can see, we're
kind of like carving in the edge begins and where the main body of the iron
or the steel begins. As you can see, it's really,
really, really cool. If you want to go
super super damage, this one is really cool. And if you change the
alpha to a round alpha, it's going to look
a little bit more like like a hammer metal. I actually like to change this to spray as well sometimes. But you can see it's a
little bit too intense. You definitely want
to bring this down, and it's going to
give you this very, very nice transition going into this sort of
like hammered effect. So really, really cool. And you can combine
this, of course, with your trim dynamic to
flatten like the edge here. So the transition is a little bit cleaner
between the two. But look at how nice this x looks now. Pretty cool, right? Let's take a look
at reference again, and you can see that's the kind of stuff
that we're going for. I am going to bring
this one back, so it's going to be right here. And I'm actually going
to change this to CAD and make this really small that a little bit of noise everywhere on this area it's just a
little bit of noise. And then, again,
with trim dynamic, we're going to bring
this down. Like this. It's kind of like erasing, but it's not just erasing.
It's like flattening. We'll still get
some of the texture in the in the elements, which make it look
pretty pretty cool. So yeah, there we go. That's
the detail for the element. Now, let's go here
to the handle. And the first thing
I want to do is that nice thing. So
that's what we're doing. So I'm going to grab
my trim dynamic, and I'm going to start trimming. Let's turn on symmetry, of course. There we go. And we're going to
start trimming. Actually, there's another brush which
is called the polish, it's BP and it's
the polish brush. And this one is really
strong as well. I'm going to increase
the intensity. And this one is really good
as well because it polishes and it's not as
aggressive as a trim. We can actually use a demin
stand really, really softly. Yeah, it seems like my pant
pressure is not working. Give me just 1
second. Let me see if by reconnecting, we
get it to work now. I think I'm going to have to restart Seers, but that's fine. I'm going to do that real quick. Just a quick jump for you guys. Yeah, so my driver is
not working, guys, and I really like how
this one turned out, so I want to keep this file. That's why this v is super
super short. But don't worry. I'm going to just restart
it, and we'll be right back. So I'll see you back
on the next one.
20. Axe Handle Sculpt: There we go. We're back guys for the next part of this
series. So let's continue. Let's just jump into
the wooden handle, which is what we're doing. Always make sure to get
your drivers up to date. Sometimes there are updates
and you kind of miss them, and then things
like this happen. So I'm using my clay build up brush here to
build up this sort of like a rage that we have on
the back first to create that like the volume change that's going to give me
that sort of effect. And then now with
my trim dynamic, see how nicely this flows. It was giving me some very
weird jaggedy lines before. But now, as you can
see, we can very cleanly create this
sort of effect. Now, for those of you guys
that have a little bit of experience in
traditional modeling like in Maya and stuff, remember, we still
have our low poly. So at any point, we can
bring this low poly and this high poly into a software
like substance painter or Maya or marmoset
and bake in all of the textures and create
a very nice effect. So let's flatten that thing out. Okay. I think I'm going to
use again as I mentioned, the diminutandar to to create or make that rich a
little bit nicer. I don't want this to
be super superintense, but I do want to have a bit of an indication that there's
that sort of branding. Now, up here, I'm
going to stylize. This just a tiny bit. I'm just going to
add a little bit of riches here on the top of the wood grain poking a
little bit through the axe. Then of course, we're
going to soften it up. This is mainly to just add a little bit of silhouette
change to the whole thing. Now, if you want
to, you could of course use your demini standard and create the sort of like cap that we sometimes
see wooden stuff, right? So I'm just going
to indicate it, and then again with chim
dynamic, fade it out. So it gives the idea that
there's something there. Usually, that is
taking care inside of the what's the word the texture department or
in the texturing face. Let's add a little bit of
damage here on the wood as well.'s a couple
of hits and stuff. I'm actually going to
break symmetry, and again, add a couple of like
big bumps chiseled out. Imagine this thing
falls into the ground or in the woods or something
and it hits a rock. Probably going to
get some damage. We're going to be
talking about something called layers in the next video, which is going to allow us to create something really cool. So first, we need to get a nice, nice sculpt. There we go. Now, if we check the
original concept, let me open it real quick here. If we check the original
concept, right here. You can see that we have
this logo, Grants Fork, Brook Sweden, and then we
have this hole right here. So, how could we make this hole? Because it actually goes
through the object. Well, we're going
to have a very, very brief introduction
into something called live Boulans, okay? And light boons are one thing that we're going to be taking a closer look once we get
into hard surface things. I don't remember if
it was next chapter or that chapter after that one. But light Bullions will allow us to create
a hole on this one. So what I'm going to do is I'm actually going to
clone this handle. So I'm going to go
here and hit clone, and this is going to create a new tool with only the handle, only the selected subtle so that we can work a
little bit more freely. I'm going to turn
off perspective. I'm going to go into subtle. I'm going to say
a pen, and we're going to a pen a cylinder. And then we're going to use
the cylinder as a bulon. A bullion is a mathematical operation that
we're going to use, and this will cut
through our objects. So is going to live
right about there. Let's make it a
little bit smaller and push it out. There we go. And now, the only
thing I need to do is I need to turn on
light bullions up here. And on the options right here, you're going to see
that we have addition, subtraction, and intersection. I'm going to change the cylinder
option to substraction. So now, boom. The little hole is being cut through our object. Now, we can see here again, on the reference that there's a little bit of a babble or some sort of like
inset over there. So the only thing I
need to do here is I am going to a pen now like I probably go to go
for like a sphere. Let's grab the sphere,
make it smaller, and we're going to position
this right about there. We're also going to subtract, and that was just a matter of creating the proper
depth and everything. So let's push this
out, and there we go. That's this one, like
what we did with the ice, we're going to go see plug in. Subtle master, and we're going to mirror to
the other side. Again, we're going
to be talking about live voulons a little bit
more in depth later on, but I just want to
show you the power of them because we can very
easily create these things. The only issue is that we're now going to lose the
subdivisions, okay? So we won't be able to go
back to subdivision levels. We're going to go into dynamise, okay? Which is fine. We can always jump back and
reconstruct and rebuild. But for now, since
we're only focusing on the high poly,
it should be fine. So to make this permanent, because right now there's
still three separate subtles and we want them to be
completely permanent, I'm going to go down here
to where it says Boolean, and I'm going to say
make Boulan mesh. And what's going to
happen as you can see is we're going
to have this handle that now pretty much
triangulates those areas. You can see how it
triangulates those areas and creates this
very nice shape. We're going to go
back to original x. We're going to
delete this handle. We don't need it anymore, and we can abandon or you can keep it. If you want to keep
the original geometry, you can also keep it.
But there you go. So you can see, we're
pretty much dead on a little bit off site. So let's grab this
guy, turn on symmetry. Let's turn on again,
the image plane. And we can just move this thing to where it's supposed
to be careful there. Let's mask this
out, for instance, and just move the
bottom part so that the little hole does
not move. There we go. Now, for the actual logo, and that's why I want
to keep this video, one of the cool things about keeping this video
a separate file, it's going to be a
little bit easier. For the logo, I want to do
something weird, right? So let's look or I want to show you how to create
an Alpha so that we can create a nice
little logo there. So let's look for x brands. There must be some
sort of brand, right out there.
So, there we go. We actually found the
one. Perfect. So I'm going to be opening photo shop because one
of the things and we saw this with the
image file is you really want to have
the square image. Now, we could grab
this one right here, but as you can see, it's
really, really small. It's only 200 by 200 pixels. So you want to find the
biggest biggest one. This one is actually
pretty damn good. So I'm going to save this image. You're actually going
to have this one on your project files as
well. So there we go. It's a PNG file. In case you don't have
photoshop, don't worry. I'm going to give you
the Alpha as well, and we're just going to
open this right here. I'm going to press control here inside of photoshop
and I'm going to create you can see that
this one is let's go 1,500. The only thing you
need to be worried about is that this
thing is square. So as long as it's square,
you're going to be fine. And we're going to drag
this into this place. There we go. That's actually a perfect size. And we're going to feel
the background with black. So we're going to save this now. You can see if this
is JP or anything. JP of course is not
the highest quality, but it will do the job right now. And we're
going to save this. Again, you're going
to find this in your project files in Chapter four. It's going to be called
X Logo. There we go. Let's go maximum quality, and now we jump into Cipr again. And what I'm going to do is I'm going to go into Standard brush. I'm going to select a drag ect. And in the alpha, I'm
going to import the alpha. So you got to import it, and
now you can see it s loaded. So now if I were
to just do this, you can see that
they're pretty much projecting the element. The only problem is that since we have
symmetry turned on, and we don't have
backface masking and is doing that on both sides, which is fine. But I
don't want to do this. I'm actually going to go control to go into my mask brush. I'm going to change
this to drag rect, and I'm going to select
the exact same logo. And what I can do
is I can actually, place our logo right there. See? It's going to be
it's not going to be like symmetrical
on both sides, but we can have it
right here, and I'm going to show you one
little trick here. That's one of the reasons why this is now going to be dynamic. So first of all, we need to give it a little
bit more resolution. I'm going to press Control
D. Just make sure that things remain relatively
clean down there. Yeah. They seem to be clean. Perfect. And I'm actually
going to go one more so It's going to be like really
high 2 million polygans. And let me just check
where this thing is located. Okay, so down here. Perfect. So we're going
to press control, and we're going to drag and it's going to be right about there. Now, you can see there's a
little bit of a gradient. That's because of
the focal shift. So I'm going to bring
the focal shift all the way down on my control. There we go, and that should keep it, really, really intense. I'm going to break
symmetry in this case. I just want to have
it on one side, which is going to be
this one right here. There we go. And I'm
going to show you how to do it on the
other side shortly. So I'm actually going to
Go back to free hand, turn this off, and let's delete this thing because I just want to have this
one on this side. I'm going to press
control click, which is going to invert mask. And then there's, of course,
a lot of ways to do it. I'm actually going to go
down here to deformation, and we're going to be using the inflate button right here. So I'm going to inflate it down. It's kind of like
extruding it down. And as you can see it
looks pretty nice. I'm going to use a smooth But I'm actually going to
bring the intensity of the smooth down a little
bit so that we don't lose a lot of the detail because there's some
very nice detail. I just want to lose a little bit of the anti aliasing
thing. There we go. Now, the big question
is, how can we make this thing be
on the other side? I mean, we can keep
it just there. If you only want to have it
on one side, that's fine. But let's say we want
to have on both sides. What can we do? Well, first, we need to mirror
this because right now, this thing is in positive x, and I actually need
to be on negative X. So I'm going to mirror
this on the x axis right here on the
deformation menu. It's just mirror. Okay, I need
to delete the subdivision. So I'm going to go b bam Geometry, and we're going
to go delete lower. So we no longer
have subdivisions. And we're going to
go deformation. Mirror, as you can see
it's now on this side. The problem is actually, yeah, actually, the problem is that it's going to be
on the other side. So no, if we wanted to
really create this one, especially with logos and words, you're probably going to have to do it again here
with the drag t, but we're going
to have to get an inverse of this one right here or do it the other way
around like this, right? Something like that
works a little bit better because the name is going to be read
the other way around. So it's not really
mirror, right? Because this one reads
from top to bottom, and this one's going to
read from bottom to top, sorry, the other way around. So in this case, I'm just
going to keep it like this. I don't think we really need to go like super super while. So there we go, guys. As you can see, we have
a very nice alpha. We have the very nice metal. I really like this metal.
It turned out very nicely. We have, of course, the wood. We can add wood
grain if you want, which is a very, very
similar process. Let's do it. Let's
do it really quick. So I'm going to go here
and I'm going to look for wood grain texture. If you look for this
sort of things, we're going to get
well, sort of elements. And in this case, we really don't want a very
intense wood grain, something like this
is a little bit closer to what we
want. Not this. This is way way too much. But let's say you
don't have something so intense and you have
something like this, and you want to extract
some information. Very easy to do so. You are going to need a
image processing software such as photoshop, but the only thing you
need to do is desaturated. Control shift in this case, which is going to
bring this out. Now, Any point that is
white will push out. Any point that is
black will push in. Depending on how intense
the contrast is, like if I press control L, and I start moving
these things around. This is going to really, really change
things, like, really push things down in this case. So I'm going to try to hit the met gray tone because a met gray will
keep it on the same place. So I think something
like this is fine. Now, of course, this
is not tileable, so there might be
some seams that are going to look a
little bit weird, but let's keep it a shot. So I'm going to just
save this. You can actually save it
as a fotoco file. I'm going to save
it as a poco file. What's going to call
this wood grain. There we go. Wait a second. Now, I just want to
folders up. There we go. Okay wood grain. Perfect. Now, if you
go back into C brush, we can grab our standard
brush and load an alpha, and it is compatible
with PSD files. There we go. So now we
were to drag and drop, you can see the wood
grain right there, right? Now, how can we make
this little bit softer? Well, of course, if we
increase the focus shift, there's going to be a
little bit of a gradient, which is going to save
some of the stuff. And in this case,
I'm going to go CSP so that it goes
into the wood, and of course, we can decrease
the intensity quite a bit. So this is the
kind of thing that you want to go really, really, really soft because again, you normally won't see
super intense grain, right? It's going to be
relatively soft. It seems like I do have
symmetry turn on or not. I don't have symmetry turn on. So I'm going to turn it on just to save myself a
little bit of time. But there we go. See
how nice this looks. Just a little bit of extra detail on certain
areas of the ax. Here, where's the symmetry line. We talked about
this with the fur. It's important to break
symmetry because that's the area where things are going to be a little bit
more noticeable. There we go. Look at how nice. That's like high frequency detail that
looks really really good off. Of course we need quite
a bit of polygon or polygons right here to be
able to achieve that effect. But as you can see, it looks very nice,
which, by the way, we could also achieve directly
with texture inside of substance painter
or something like that. But that's it, guys. Now, in the next video, which is the final
video for this chapter, we're going to be
talking about layers and layers are very, very cool things that we can do to damage this
thing even more. Maybe, let's say
that we're talking about a project and we're going to have a relatively new x and like a completely destroy x. But you don't want to do
this in a destructive way. So that's where layers
come into play. That's it for this one, guys. I'll see you back on
the next one. Bye bye.
21. Zbrush Layers: Hey, guys, we'll come back to the last part
of this chapter. We're going to be
talking about layers, which are going to allow us to damage this x very, very nicely. Now, layers are a non
destructive way to work. They're right here instead
of the tool palette. There's another layer or
another button called layers, and they're a non
destructive way to save information
for your model. So let's go to the
main x right here. I'm going to go into
layers, and I'm going to create a new
layer right here. I'm going to rename the layer, and it's going to be
called scratches. Just click here and
call this scratch. There we go. So now, as you can see this
thing is set to record. So anything that I
do in regards to sculpting poly paint and moving
things around and stuff, we'll be safe on this element. So let me give you
a quick example. Let's say we go
into the move brush and we move this
thing like here. The element right here,
we stopped the recording. And as you can see, this is
kind of like a blend shape that's going to allow
me to transform from one position to the other. So really, really helpful if
I were to go, for instance, with Damion Standard, And now, I can just start adding like
crazy scratches every there. There's actually
a brush inside of our light box called slash, which is a little bit closer
to what we're looking for. That's one right
here. It's a little bit more aggressive,
as you can see. So I can start just adding like crazy scratches everywhere. Crazy, crazy scratch. Let's say we went to war with this
thing and we're getting this. Now, here's where, again, remember, the backface
masking button that we have. That's one right here. Very important to turn it on so that we are not doing
it on both sides. We can go to the other
side. We have symmetry? Oh we have symmetry. My
bad. So there we go. No symmetry back face on, and we can add a lot, a lot of scratches on the
whole thing. Nice dose look. Remember, all of
this could be baked down or displaced or you
can do whatever you want. There's so many
things you can do. And at any point, if my art director comes
into the room and he's like, Hey, Abraham, that's a little bit too much
scratches, my friend. I can just turn this
off and soften this up. So I can say how many
scratches you want. You want, very few scratches. You want a lot of scratches. You want half of it. There's a lot of things
that you can do. And as you can see, we
have several layers. So right now, I just finished
the scratch layer, perfect. At any point, again, I
can just go in here and move things around and change
the way the scratches look. So I think for instance,
something like that looks cool. Now, let's create a new one, and I'm going to
rename this erosion or rust or whatever
you want to call it. We are wreck we're recording, so anything that I
do will happen here. Let me go with my clay buildup, and I'm going to change
this to a round alpha. And I'm going to start
carving in like big pieces, big chunks of metal from the
axe even on the border here. Again, imagine like
this act has been on the wild or lost in
the forest for a long, long time, and there's
been a lot of erosion. Let's really push this guy in. So again, I really like
working with layers. I don't use them
as often because usually props or
objects are very clear. Or directors are very clear on what they want,
but this is a great, great, non destructive wave
to add detail to objects. The only thing that
I must warn you is layers can be a
little bit finicky. I've had some crashes and some corrupted files with
this save often save different versions of
your object just in case you face any of this
horrible situations. But they're very powerful,
as you can see right here. So now, at any point, again, I can just reduce the amount
of erosion that I want. So I can have a really
eroded one or not so much. Now, if I really like this
one, but my ar directors like, go crazy, go even crazier, like, do something intense. Just hit the record
button again. We can go back to our
malat brush, remember? So let's go to the
brush. The Mallet brush. Let's grab the malet fast, change this to a round alpha
and do like a sprays really, really, really going there. And they play with each other. Like, as you can
see the scratches, and this thing or the erosion
that I'm doing, like, the rush thing that I'm doing, they're in independent layers, but they're both working in
pretty much the same way. So again, at any point, I can just like reduce
this and decide how much or how little
damage I want for my x. Super super cool tool. This is per sub Tool. So if I were to
change now to the what's the word Oh, There we go. It is per sub tool.
So as you can see, this is what's the word? This is the head of the x,
and we have two layers, and I can jump now to the handle of the x
and do the same thing. I can go back here to the
layers add a new layer, and let's do a trimodynamic, like harsher chisel
elements, right? Or even I think that
the malod works fine, but let's do just free hand. And let's just
start like really, really hitting like
damaging the logo. Hitting the bottom part here,
the little hole over there. So like, really,
really damaging. We can go trim dynamic and start flatting
some of those things. Like if you're working on, like a damaged game like a postapocalyptic game
with zombies and stuff, this technique is going to be so so so useful because again, you're going to be able to
create a lot of variation. And then if the art director
comes around and he's like, No, that's a little
bit too much. You can just turn it down. One great example that they
showed the pylogy show this. Oh, like, eight years ago
when this first thing or when this thing first launched or a t b longer than that, I think, was like, like a Roman
shield that was really, really, really damage, and it was done in several
layers and stuff. So you could tweak how
much damage you can have. And also, like imagine you need to produce a lot of
different variations. Let's say you make a helmet, and then you add scratches and bombs and you move a couple
of the geometry points. At any point, you can bake,
as you can see right here, bake all of the layers, and and then you're going to have different
variations of the same object. Like if you save another
version of your file, for instance, right
here, I'm going to save this as x number two. And at any point, I can just go back to the original x and create more variations without having to
do a lot of work. So yeah, there we
go. As you can see. This again, will change how
much damage the wood has, and it's really, really cool. It's one of the coolest
things I think that Sears has to be
able to dynamically change the intensity of the
damage here through layers. So that's it guys. This is pretty much it. This was a short chapter about
an hour, I think. In general, but we took
a look at the S molar, which you saw was
very, very powerful, like see how fast we were able to model this
super high quality x and look at all of the amount of detail that we can add here inside of Sivers. This, again, is one of
the strongest points of Sievers being able to add so much detail and create amazing props for your
games, movies, or projects. So that's it for
this chapter, guys. I'll see you back on
the next one. Bye bye.
22. Pillar Modelling: Hey, guys. Welcome back. There we go, my
microphone was way up. Welcome back to the next
part of our series. Today, we're going to start at Chapter five, pillar modeling. And in this chapter,
we're going to be exploring a little bit
of environment modeling. As you can see, I've
created this course so that we can take a look at most of the things
that Ciber can do. And right now, we're going to do a little bit of a diorama. So probably you guys have
seen some of these dioramas, which are just in Mexico, we call them Macs, which are just like smdel
environments, right? So I was thinking about
doing a Greek diorama which, you know, column arc and
all of these things. And I'm going to show you how
to do this sort of stuff. So yeah, let's get to it. As you can imagine, we're
going to start with C modeler. So we're going to start
here on the simple brush. We're going to click
PolyMesh three D. Draw the little star, it T to go into edit mode. And by the way, let me open
this thing up. There we go. And we're going to
go into initialize, and we're going to make
this a Q cylinder y. The Q cylinder y is very important because
we're going to be utilizing the y axis as our
main like symmetry axis. Okay? Now, the only thing, as you can see here is that
we have a resolution of two. So let me see if I can increase this thing
right here. No, we can. It's just increase
something else. Okay. So let me show you
another option that you can use you can you go directly
into the cylinder. And when you select
the cylinder, instead of the
little star, you're going to be able to
change things here. So, for instance, right now, as you can see, on the H divide, which is a horizontal divide, we have 32 divisions, which are a little bit too much. Let's go down to 24. And also, right now, I don't want to
have 17 divisions on the vertical axis. I'm
just going to press a one. And as you can see,
we're going to get this. So just a cap, this, and this. We're going to make
this a polymers three D. And now,
as you can see, it has poly groups and we're
going to be able to use our traditional what's the word
traditional like C modeler. So what I'm going to do here is, I'm actually going to scale
this thing up so that we have a nice long column. There we go. And I want to create the
caps of the elements. So let's talk about a little
bit about poly groups, which we've used before. So I'm going to press
Q Control shift and select this guys right
here or the caps there, and then control
shift control shift t to hide this cap right there. There we go. Then let's invert the selection and hide
that thing. Actually, no. Again, I want to hide
this guys right here. Do you need to grab most
of it so that it works? Let's do it the
other way around. Let's hide the caps there. Should we only have
this caps right there. I'm actually going to
say group visible. There we go, and then we can just hide this
guys right here. The other way around, like this. Invert. There we go. And we do group visible and now we have
three poly groups, top bottom, and center. We're going to click
this guy right here, control shift so that
we have only the caps. Okay. Z. There we go. And we invert this
and group visible. Of course, we're going
to go down here to unify started to display
properties and hit double, and now we can see the caps. And the reason why I
want to have the caps is because now we're going
to jump into C modeler, we're going to go into Q mesh, and we're going
to do poly group. So we can create a little border that this pillars usually have. So let's bring this
up because I really want to have some nice
bases on both sides. I am going to go
insert edge loop, and we're going to do there. Now as you can see,
this is not doing symmetry on the bottom side. Here's where symmetry
can come into place. Right now, if I press X, you can see that we're
doing X symmetry. However, I can go
into my stroke here, sorry, transform and change instead of symmetry
x, symmetry, y. And now, if I were to insert
an H loop, right here. There we go. It should be
on the bottom side as well. You can see it's
respecting both sides. By the way, you could
also do what's the word, the element like separately, and that would be
perfectly fine. What I mean is we could mirror this to the bottom
side, and that's fine. But in this case, I want
to add one two and three. So two divisions there.
Don't need to be exact. I don't need to be exact.
I'm going to go QMesh but I want to mesh the
whole island here. So I'm going to go
into polygroup and we're going to poly
group the polyop so we're going to poly
group everything there. You can see it's happening in
the same place over there. We're going to go there again, and then we're going
to poly group all. We're going to push this out. Poly group, and then poly loop. And as you can see,
we've created this very, very nice pillar effect
on the whole thing. Now we're going to
go into Bebles. So let's do Bble and we're going to beble this
polyloop right here. And here's one very
fun thing about, similar that I didn't mention. When you do something
like this ble, If you just click on
the next edge loop, it will do the
exact same amount, which is really, really handy to make sure that things
are really uniform. So in this case, that works, as you can see, perfectly fine. Now, I want to do
the things that Greek columns have where
each of these elements, like each line will have
a little bit of a group. And to do that, I need to
select all of these faces, which they already
have a poly group, which is great for me. So I'm going to say Qs, but I'm going to
do polygroup all. In this case, I'm
going to do inset. Sorry, I'm going to inst,
and I'm going to say inst each poly inside of
the poly group all. Now when I do this,
you can see that each polygon will
get its own inset, which is exactly what I want because now I can very easily grab my Q mesh and just
push this in, right? So push this in a little bit. There we go. Now, if I
press letter D, remember, which is dynamic self division, we get this, which doesn't
look quite nice. Why is this? Well, remember that we have this topology or modeling rules. And one of those is that we need support edges because right now, this thing is trying to, like, smooth everything
all the way down. So I'm going to have to go
here to insert edge loops, and we're going to insert
a one edge loop there. And one edge loop. Let's make this
thing really small. There we go. Trying to mesh. I don't want to me. I want
an insert edge there we go. We're going to insert
one over there, which since we have a
y symmetry turned on, we should be getting down here, but we're not. That's weird. Did I turn off symmetry? I don't remember
turning off symmetry. No, it's still on,
but for some reason, that's not working
there. That's fine. We can fix that later, and
we're just going to go here. There we go, there
we go. Perfect. Now when we press the
D, as you can see, the shape is going to
be a lot lot nicer. Now, I also want
to add a couple of extra edge loops in other
places. Let's press Shift D. It's a little bit weird that
it's not following symmetry, but it should follow
symmetry at least up here. Let's go there. There. That's pretty much it. So now with those
done, as you can see, it's going to look
sharper over there, and it should look
sharper over here. Yeah. So it is working. Perfect. There we go. That allows us to create
this very, very nice thing. Now, let's say we wanted
to create an arch, like a nice arch of
something, right? So here, what I'm going to have to do is
I'm actually going to have to move this thing
out of the symmetry plane, which is not such a big deal, but it might be a good idea to save this column in
case we need it later. So here's where it
would be a great, great idea to save
this as column. Okay. Or paler, or whatever
you want to call it. Because now, what I'm going to do is I'm going to
add a new sub tool. I'm going to say append, and I'm going to append like a cube, and I'm going to
scale this cube up. So this cube is going to be like my reference point to where
this thing is going to be. As you can see, I can snap
it to a certain degree. Let's say we want to make
this like a five unit wide. Cool. There we go. Again, to two n I'm pressing shift
here to make sure that we get the exact values there, and that's fine. That's fine. Perfect. Now I can
grab this guy, and since the pothpoint
is right here, I should be able to move this thing and align it as close as possible
to that position. Now, we are off axis, which means that now
I can go see plug in mirror and say
mirror on the x axis, and we're going to have
this. Cool, right? Now we can turn on go
back to transform, turn off y symmetry, turn on back symmetry. And now, whatever
I do on this guy will happen on this
other guy as well, which, again, could be helpful. Now, let's do or let's
talk about the arch. How are we dying to do the arch? Well, we need to find a shape that closely resembles
what we want to achieve. And in this case, I want to have this sort of like curvature. In this case, the
ring three D is probably the best one,
but I don't want to. There we go. I don't want to just append it, and that's it. We actually need to
create the basic shape. So let's delete this guy again.
We don't need it anymore. I'm going to go back here
to the little switch here, I'm going to select the ring
three D. In the same way that what's the word that
the cylinder had options, I also have options here
on the initialized. In this case, I want
to align to C so that the ring is facing me and then it's a little
bit easier to see. And you can see that we have
32 divisions on the S axis, which is the element here. I'm going to change this to
four so that we get a block. And I want to twist this. If I twist this, well,
not twist. Sorry. If I were it, The divisions on here are fine, 64 I find cool but's
not the twist where. We can change there
we go. We can change the coverage
in this case to 180 degrees so that we only
get this thing right here, half of it, we can
always rotate it. I'm going to try and
see if we can rotate this thing not there we go
on this twist right here. So it seems like the
secret number here is 130 p hundred and 34
seems close enough There has to be another number. There we go. It has to
be 45. There we go. 45. We do 45 degree
angle. There we go. We have this very nice
shape, and of course, we're going to make
this a polymhthree D. We're going to go
back to our column, and I'm going to
say subt append and we're going to pen this
polymhthree d. Go right there, E, rotate this 90 degrees. Now we can very
nicely scale this up until we have our arch
on top of our columns. There we go like this. Now, I think this arch should have some sort of
like a base or something, so something there, so
I'm going to give it a little bit more
space so that we can fill in the gaps in there. And usually these
things have a lot of bbbles and stuff going
on. So let's do that. Let's go again into C modeler. Let's go into edge loop to
insert a couple of edge loops. Let's say we're
going to have just like one big hole
here on the center. We're going to go
here. We're going to polyp and poly group, the poly loop, which is
going to go over there. Not ideal. As you can see here, one issue that we're
getting is that it actually didn't know how to properly do the
topology there. So let's go back a little bit. Let me isolate this
real quick and you can see that the topology
here is not perfect. What I want to do is I'm
going to go into edge and I'm going to delete
an edge, delete, and we delete that edge and
this edge. There we go. That's now just like a square. We can also go into face
and delete the faces, delete all of this, and then we can go into edge and bridge. From one point to the other, there we go from one
point to the other. There we go. That's going to give us proper
topology and I know that now if I insert an n
slope here with insert, I should be able
to get a nice line going through both sides,
which is what I want. I am going to g I'm going
to make a polygrap again, polygrap the whole thing. Group. There we go, Plyrop
and there we go. Now it's going to be very
easy to just go Q mesh, Poly group and just create a nice little
effect over here. We can bring it out,
we can bring it in. I think I'm going to
bring it out actually. First, and then I want
to add another line. Okay. And then same deal, poly group this whole thing, and then mesh this thing and
this one is going to go in. There we go. Now we create this very nice effect.
Let's do bebles now. I'm going to go bel. If we beveled this one right
there, that looks nice. Let's just repeat the
amount on this inner sides, every every single edge, but most of them, the one, this one I do
want to keep sharp. Now if I press
again the letter D, you can see that we get
this very nice effect, which we're going to be
adding details and stuff. Don't worry about that. That's something that
we're going to be doing. Now, if we want to divide
this because you know the things usually
have segments, right? They're like made
out of different blocks of clay and stuff. So one thing we could do here is we can actually go here into the again polyp Poly group, the polyop here, you definitely
want to turn on symmetry. Let's do this big blocks. It's going to be
like the keystone. And then over here,
let's do inset. Poly group, and we're going
to go back to inset region. Each region will create a
little inset, there we go. That's what I want. Now this
little thing right here, we're going to poly group, are going to pull in. Now when we press d, we're
going to get this effect. It's made out of
actual keystones, It's not like a whole block. Now let's solve this issue
over here. What can we do? I mean, we can re utilize this guys right here or
we can create a new one. Let's depend a new one. So
I'm going to do a cylinder. Let's do another cylinder. So we have this polymsh
three D cylinder. Perfect. Let's scale it up.
I know this is very simple. It's just a six sided cylinder, but it should work fine.
Let's make it smaller. It's going to sit right
here, a little bit bigger. Let's go here. This
one definitely needs to be a
little bit thinner. The lands on top of
the cylinder there. This one we're probably going to make Let's center the poop. Grab here. Center the
poop There we go. Let's make it a little
bit bigger then, so it matches nicely. T There we go. I know the five price D, this is where we're
going to get, so we need a couple
more divisions. Let's going to see model.
Let's turn this on. First let's bele. I think le
is definitely going to help. Let's pebble there. And there. Then I really like this one,
but I'm going to do two. I'm going to go poly group, and we're going to
poly group this one. Then this one out to get
a different polygrop. Remember, you click
and press and that's going to give you
a different polygroup. Now we're going to go inset. Ist this guys right
here and click to get the We should have
come this same inset. There we go. I think
it's proportional. Is gribing the whole
thing. Let's polyro we have Inset there making sure that we don't get
any weird geometry. Okay. That's really weird. There's it seems like there's double
geometry or something. That's fine. Let's go um then. Let's um this thing out. Now let's bel. Here's where we can free style a little bit and
find other cool things. There we go. Let's D Let's see, take a look at how that looks. That looks okay. I think we can harden it a
little bit more, so let's use insert to insert
a couple of fetch loops. So there, one down here, one up here, one up
there, one down here. So when we press D with those nice sharp lines there
we go. That looks cool. I still think we're a little bit small considering the pillar, so let's just make it bigger. Let's try to center it
as close as possible. Then again, see plug in mirror, and we hit mirror,
and there we go. So that's it. We have
our nice little arc. I still think it's a little
bit too thick to be honest. So let's make it thinner to go a little bit more in line with
the rest of the elements. And this is it, as you remember, we save this as column, but I'm going to save this
as a different tool. So if I ever need
another column, I can just call the column back, and this is going
to be called arch. Okay. So now we have two acts. We have an arch made out
of columns, supports, and the arc, and we have
the column as well. In the next video,
we're going to be talking about symmetry, radial symmetry and how to add more detail here to
the nice little columns. Okay? So yeah, hang on tight, and I'll see you back on
the next one. Bye bye.
23. Symmetry and Lazy Mouse: Hey, guys. We'll come back to the
next part of our series. Today, we're going
to be talking about symmetry and Lacy Mouse to start adding a couple of
details here to our columns. Now, I'm actually going to have to go back to the columns. So I'm going to go here load
tool and load the column because we're going
to be doing something called radial symmetry. And radiosymmetry is a super super super helpful
tool to do whenever you're doing things that
are symmetrically or radial or What's the work? When objects have
radial symmetry, meaning that they are the
same throughout 360 degrees. So let's say we want to
add details over here. First of all, we need
to divide this, right? So I'm actually going to go
again, remember geometry. Apply this subdivisions. So we're going to go to
dynamics of division. And apply, and then I'm going to give it a couple of
divisions. One, two, three. Now, if I wanted to
start sculpting, yes, I could just start sculpting whatever detail or element
I might want to add here. However, imagine
having to do that like 24 times and making
sure it's perfect, it will be very
difficult, right? That's where our
very handy transform and radial symmetry
comes into place. We're going to say that
we are going to be using symmetry in the y axis, and we are going to be
using a radial count. Now, as you can see,
eight little dots appear throughout our scene, and it's going to be a lot
easier to sculpt the sort of. Now, our grid columns used
to have a lot of details, but we're going to
keep it simple. And the way we're
going to do this is, I'm actually going to go
again back to transform and change the radial
count to, let's say, I think I think 14 is a
good number because we're going to have enough
elements that we're going to see them
throughout the whole thing, but not like super
complicated, right? So I want to create just
like something simple. And here's where again, using brushes and Alpha really helps. For instance, what if we use
a drag t and we selected something like this little
like whirlwind right here. If we do this now,
as you can see, we're going to be applying this effect pretty
much everywhere. And you can go
online, look up for specific detail and just project
it on top of the column. In this case, we're
going to keep it again, as I mentioned,
really, really simple. So we're going to
use this alpha 11, which is like a little flower, and we're just going to project
it over the whole thing. And now, as you can see,
we're going to have a nice, very nice little detail
here on the col. Might not be historically
accurate, but it looks cool. Then we can change
this and say, Hey, maybe one like add a
little negative circle. I just press alt, let's increase the
intensity a little bit, and I start dragging and that's going to project a
circle right over there. Again, pretty pretty cool. Now, another thing that usually you see in this constructions are like this curved lines that go in and out
through the form, this things, going like
an interlace element. The problem is my pulse
is really really bad. You can see how
shaky that line is. Here's where the second
little topic comes into play, which is called lacy mouse. So in the stroke panel, this is going to be
in the stroke panel, not in the transform, which is where the symmetry
was in the stroke panel, inside the lacy mouse options, you can turn on lacy mouse, which by default right
now it is turned on, but you need to increase
the lacy radius, which is how long it takes
for the mouse to catch up. And now you're going
to see this nice little red line that's
going to allow me to create the very intricate lines without that much of a problem. So let me change this
to around alpha. And I'm going to start
right here and I'm going to create a nice little
spiral going up and down. And since we have
both, actually, let's start like in, and then
let's do like an S shape. So we're going to start in and then we're going to go down, and then we're going
to go back in. We can stop there and maybe
continue the line over here. And it's kind of like
connecting the things. I don't really like that
one. So I want to go here, and I'm actually going to
go until the next one. There we go. And then
just close the gap. Look at that. Again, imagine trying to do that sort
of detail just by hand, like just without lacy mouse
or without radial symmetry, it will drive you crazy. So this technique that I'm showing you right
here is super super helpful because you're
going to be able to use it as many
times as you want, for as many props as you want, and it will give you really, really, really nice results. Here, for instance,
I'm going to try to create this sort of
like base detail. I'm not sure if I like it. We can even create some small
leaves or lines over here. Now, if the lazy mouse
is a little bit too much and it's taking too long
for the mass to catch up, you can lower the lazy radius. That's going to make
a shorter red line, and it's going to allow
you to create the things. See that? I might
be a little bit easier to create whatever
you're trying to create. Okay. Now, unfortunately, I don't think Xymmetry
and y symmetry. Oh, yeah, they do work.
Now they don't work. So you can see I'm trying to do x and y symmetry
at the same time. Right now it doesn't
work, but if we were using another
object it might work, try it out if you ever need
to just give it a shot. You can press L and
L will get rid of lacy mouse so that you
can just go here and add your own stuff manually if you need to like
that. Let's at Circle over there,
and you can see how nice our column starts to look. Now, we don't have the same
detail on the bottom side. And here's where I was
mentioning that I can show you a very nice thing that we can do to create or move this
thing to the other side. Now, in order to do this, we could, of course,
go into deformation, and if we change the
mirror from y or from x, to y and we mirror
without subdivision. So let's go to subtle or sorry, geometry and delete lower. We could just go here again, deformation and say a mirror, and this is going to bring
it to the other side. However, we can also
go to geometry, and there's an
option here called modified topology
and it's called mirror in the weld and we can change the little
x to the little y, and when we do that, Yes, let's try that. There we go. When we do that, as you can see, what's
going to happen is, whatever we had on the top, it's going to now
be on the bottom. Now, this totally breaks out our subdivision
things like you might see like a weird well
line on the middle. But as you can see,
this is going to give us a nice nice
little example. Now, here, we have
radialsymmetry. Which is this one right
here on the y axis. If I were to turn this off
and I just have the y axis, we're back to the same
place where we were before where we can just
move this thing around. Okay? Now, let me show you
another one that's really, really cool, but
for this one, we're going to go back to the arch. And you might be
wondering, well, we changed the column, how are we going to go
back to the arc? Very easily. We're just
going to go low two. We're going to load
the arc. There we go. Which is already here
actually on the PM three D, and we're going to
say Subtool pen, and we're going to
pen the column. We might need to scale
it up a little bit, or actually, no,
that's the size, because we were moving
it just position in the where it was
as close as possible. No need to be precise here. All of these things can later be adjusted in engineer
in My whatever. This guy, of course,
we're going to delete. Bye bye. Grab this guy and
we see plug in mirror. On the x axis. There we
go. Now, just be mindful. Yeah. We have 1
million polygons here, so it's going to be 2 million polygons
or 2 million points. So this is going to get heavy. Because we have a
lot of details. We're going to call
it even more detail. But for now, let's
kep it like this. Now, let's go here.
And for this one, we can't really use
radial symmetry, right, because they're on
each on a different side. Actually, no, we're
going to go here, right? So let's control D a couple of times to give it
some subdivisions. And I'm going to go
into the light box, and I'm going to go for
a nice little brush here, which is a stitch brush. And the stitch brush,
this one right here, even though this is not clot, we're going to talk
about clot later on, it creates this nice
little stitching. As you can see, we're
seeing something very familiar to what
we used to have, which is the lacy mouse, right? Like using a little red
line following my mouse. Well, the way this
works is actually it's using this alpha
and it's properly calibrated to weight 0.1 lacy steps so that
when you start moving, it connects all of
those alphas and it generates this sort of
like a stitching pattern. Now, if we change this
stitching pattern to something like the little flowers
that we have right here, We could just start
placing flowers inside the arc like
that, like a decoration. Again, very, very simple. In this case, I'm actually
going to go negative, so they're going to be
engraved on the thing. Since they're all
different blocks, I can actually stop and then start again and they
will look fine. You can see that they're
a little bit lower rest, but that's fine, and then we met here right at the middle. Look at that. Beautiful.
Now, it would have been great if when we were
doing this, Sorry. If we're doing this, we had the same result on the
other side. It is possible. Sorry, my allergies.
It is possible. The only thing you need to
do is go into transform and turn on not only x
symmetry but c symmetry. Now if we do this, you're going to see that we get the
same effect back here. Again, super super handy. This is the main takeaway
that I want you guys to get from this video is that there is symmetry, there
is radiosymmetry, there is lacy mouse, and when
you combine all of this, you can create some fantastic
details that will be very, very difficult to
sculpt manually. So as you can see
here, We create this very nice detail
and look at that. Our arch is getting more and
more detail as we speak. So yeah, that's
pretty much it guys, short video right now, just a general idea
of how to do this. In the next one, I'm
actually going to be showing you one of
the industry secrets. Make sure to stick
around, make sure to get to this point
before moving forward, and I'll see you back on
the next video. Bye bye.
24. Sculpting Damage: Hey, guys. Welcome back to
the next part of our series. Today, we're going
to be talking about sculpting damage inside of our sculpture or
our arc in columns. So as you probably
realized by now, a lot of the tools that
you use are going to be one of the secrets to getting
you great sculptures. So, in this case,
we're going to go for a little bit of a stylized look. And there's a very, very famous brush pack, which is called the Or
brushes by Michael Vicente. Michael Pcenta is an artist. I believe he was or
is at Police art, and all of these
brushes are for free, and the brushes gave you this
very nice style zed look. So if you've never
used gum broad before, it's just a platform for
artists that you can use. It's just a matter of
placing zero here. I want this. If you want
to tip the artists, of course, you can do so. And once you get your little
element, you just download. Now, hopefully, you guys
still remember from one of our first lessons where to
unpack all of this, right? So you're going to
go into the tribe, where where you have your project in your
software install. You're going to go
Super T 22 S brushes, in this case, because
you start brushes. And once you sip or
decompress the guys, you can see they're
all in no folder, so I'm going to
create a new folder here called orb brushes, and I'm just going
to drag and drop all of the brushes
right here, b. Now, when we're
back in sea brush, if we go to light box and
we go to the brush section, we will find a new folder
that we just created, which is going to be
the brushes right here. There's a lot of
really cool stuff. I'm going to start
with something simple, which is this rock noise,
which I really really like. Let's go to the pillars that already have a lot of geometry, a lot of divisions. The only thing I need to do is I need to use
the color spray. To add this detail. See? Now, we might need a little
bit more resolution. And this is one thing
that we missed. When we were building this guy, one of the proper topologies
that we should have followed was to add more
divisions to the whole thing. So as you can see,
we have really, really nice detail up here, but not enough detail down here. So how can we solve this? Well, there's a couple of ways. We're going to do the fast
and dirty way right now, which is just dynamic. So I'm going to go geometry, dynamish and if I click dynamic. Of course, we're going to
lose a little bit of detail, but as you can see, our
resolutions better. So I think we can
actually go to 500 should be good dyname and that should keep
the sharp details. We're even a little bit higher than I was expecting,
but that's fine. And now, if I were to increase the size and
lower the intensity, we're going to be able to give this sort of like damage look. I think I'm going to turn off geometry in this case
because I want to have different sort of like damage on the top and on the
bottom of my objects, or we can turn symmetry back on, but turn off y symmetry
and turn on x symmetry. So now, whatever
happens on one side of the pillars will happen
to the other side. And again, this is
high frequency detail. Remember, the primary form is the most important thing,
and we've already have that. So that's why we
can go here into the hard surface detail or the high frequency
detail to make this pillar look a
little bit older. Let's go back to the light box and let's take a
look, for instance, I really like this or details, which is also part of the pack, and it will give you the
sort of like effect. I'm going to increase the
intensity a little bit. Just make smaller,
and you can see we get this nice little
crack, right? In this case, I think
this one works better if we push it in to
give the sort of, like, eroded damaged
pillar looked. I definitely recommend
turning off geometry for this particular pass
because it's going to, of course, give you a little bit more more variation overall. So let's go here,
here, and there we go. Let's go back to the brushes
and see what else we got. So there's this over
flatten edge brush. This is more like
a chisel brush, like a trim dynamic. Again, pretty cool,
especially if you want to get rid of some
details in certain areas, maybe flatten a little bit here. It's a lot stronger,
as you can see, it's really, really,
really strong, but you can get this
very nice bubble edges pretty much everywhere. So if you want to erase some of the things that or
flattened edge, it's really, really cool. As you can see, we
get a nice effect. Let me show you here.
Let's go this one. Let's turn off geometry
because this is definitely going to be As you can see, we can start flattening up
some of the corners there, and it's going to give us
this very nice stylized look like chipped away
material, right? You can, of course, go
with clay build up. I really love my clay buildup. Start adding this sort damages. Remember, asymmetry,
asymmetry or asymmetrical detail is what's going to really sell this fact. And it all depends where you
want to take this later on. I mean, of course, you
could do a topology. You can take this guy and just displace it inside of Maya. I personally a envisioning this thing for treaty printing. So if you like to play
like war games or D&D, you could just definitely
sell this thing or print it yourself and use it because it gives a very,
very nice result. Look at that. Look at how nice this sculpture starts
to look. Let's go here. Again, I'm going to
use trim dynamic now to flan a couple
of the details. Now, remember, we also have this very nice brush
we used it before, which is the malat brush. Mallet is really,
really good to give this stone damage effect. I really like it because
it's quite aggressive. Let's give it a couple of
divisions to this guys. There we go. Let's go back here. Again, with the malod brush, see how fast and
nice it is to just damage the stone in
this general pattern. If we go back to light box and
we go back to our brushes, there's also this very
famous cracks and stuff. So some of these are
drag wreck things. So you're going to
get this slashes, which are really cool. Again, especially for
instance here in the column, we can add a couple of slashes. Maybe telling the story
of animals that attack this temple or something and creating this very,
very nice pattern. We could do this in layers. Remember the layers that we
saw in the last chapter. Remember to turn on
back face masking so that things don't project to
the other side. There we go. There's also this one
that I really like, which is this or slash, sort of like big chunks
or bigger chunks. Pretty cool, but there's
one. It was not that one. There's one that's like
a Damian standard. I think it's this
one Orb slash clean. Nope. Uh, Orb slash curve. Yeah, this one. So
this one, slash curve, as you can see,
this is if you want to create your own scratches. So let's say you want to create some nice lines over there, but you want to criss
cross them or something. That's where the curves comes really into play because
it's really really sharp, you'll get some very, very
nice details over there, and it'll make it look cool. Let's go back to the brushes. Let's grab a little
bit of detail. So I'm going to grab this again, this rock noise and just add the general noise to the whole thing,
like erosion again. No everywhere. Sometimes having rest areas where there's
not a lot of detail. It's a good idea to make
sure things look cool. I'm going to grab
my trim dynamic, start flooding some
of the edges as well. And doesn't this look cool. Like in just a
matter of minutes. Well, it's been about 30, 40 minutes for this chapter. But you can see
how fast it is to create a little bit of
an environment piece. Now, if we wanted to,
we could just duplicate this thing and move it somewhere else and create a
different story. Or do what I'm
about to show you. What if we were to say a pen, let's append another column, and this column is going
to be here on the site, but I want to get
rid of half of it. Like I want to have a
very destroyed column. Can we do that? Yes, of course we
can. First, dynamic. To make sure that we have
a nice workable thing. And then I'm going to
use control shift, and I'm going to
change this from select rec to select lasso, and I'm going to create a cut right there. Look at
that, something like that. Then I'm just going to say
delete hidden and dyname again and look at how
beautiful this thing looks. Now, it's just a matter of
cleaning off the edges, and we have a damaged column. Without the need to, of course, do all of the job again. We can just grab the
base mash that we have. Let's fix it here a little bit. Okay. Let's use or brushes like this or rock noise
because I would expect a lot of noise to be
here. There we go. Simple as that. To
what 2 minutes or less to create a new completely
variant of this column, and you can do as many
of them as you want. Now, let's start
creating a little bit of a platform or something. So I'm going to go a pen and
let's pend a cylinder here. I'm going to grab this
one. It's going to be like my base for my diorama. So I'm imagining this
thing is going to be like this, right? So we're saying
like an arch let's let's bring the arch back
on the back of the circle. Maybe there's a hero or
like a character here. Like if you're
presenting a character, is a great way to do it. Let's grab this guy. This guy is going to be right about here. Remember, we compress control and drag this to create a copy and then maybe just have it be laying flat on the ground,
like buried, right. Like this. Let's move
it a little bit. There we go. Even if there's
a little bit of overlap, that should be perfectly fine. There we go. Let's
go back to this guy. And since this is going
to be like our base. Let's clean it up a
little bit modeler. Let's go here, and I
definitely want to beble this edge loop. This is going to be a high ble, then there one is going
to be a small one. Okay. There we go. So we press D. It's going to give us a nice round surface. I do think I want to
sharpen a couple of lines. Let's actually make
this a little bit bigger because I want
to create a base. Let's grab this guy,
and part the mask, move this guy down. There we go. Then here let's turn on polyfme so that we can
see what we're doing. Let Let's inset the
polygrop island this one. There we go. And then let's mesh the
polygopln as well, this one. Just bring it up. It's like a little border to the
whole diorama, like that. Then we're going to
use bo On the edges, we are going to insert, let's insert one, two, three, four, there we go. Press the, we're going to get this nice little platform. Okay. Perfect. So yeah, I mean, that's pretty much
everything about damage. Of course, we can go crazy, like what we did what's the word with the last thing
with the act. We can add like bigger
holes over here. We can add other
things over here, like maybe like a bigger
damage over here. Like feel free to explore and
build as much as you want. In the next couple of videos, before we finish this
lecture or this chapter, we're going to be
talking about insert mult meshes and how to create our own brushes to populate this little scene even more and create a very,
very nice diorama. So yeah, hang on tight, and I'll see you back on
the next one. Bye bye.
25. Insert Multi Mesh: Hey, Alex, we'll come back to the next part of
our series today. We're going to be talking
about the insert mult. So let's get to it. This is where we left off
with our very nice diorama, and we're going to continue
adding more stuff into it. So let's say we wanted to
build like a wall, right? Well, we don't actually
need to build a wall from scratch and sculpt it if we use something called Insert Multsh. So insert mult meshes are one special kind of brushes
here instead of C brush that contain a lot of
objects that you can use to create more
interesting stuff. So, for instance,
if I go here to the I don't know, like IMM tune. There's going to
be all other parts to make a cartoon character. And these parts usually work really well with
the dyn mesh three. So I'm going to select
this fear, make it a polymshthree D,
make it dyn mesh. And now, if I were to select, for instance, like
this pointy nose, I can just, like, literally drag and drop this pointy
nose right here. Use my W to place it where I
want to be, and there we go. I have the nose
for my character. If I want to add
like I don't know, like ears or something,
let's say we have ears there we
go, like elf ears. You just double click,
select this tool. And boom. We have
some nice elf ears. So insert multi measures are really, really
cool, in this case, to start something,
but there are also some insert mult
measures that are really good to create
more stuff, right? So if we go, for instance, to light box again, sorry, not lightbox to my brush menu and I go into the army curve, you're going to see
that we have stuff, like kit bashing stuff
that if we were building, like a tank or something,
like, look at this. We can create threats
all around the lens. We're going to be talking
about this curve brushes later on. Like bullets. And again, we just
create, like a line of bullets without the need to do a lot of things, tank trad. There's another one right there. And again, we create this very nice tank trend going around. And there's a lot of brushes, like insert mult mesh brushes,
like sippers cylinders, clothing artifacts, like if you're doing like
belts and stuff, creating like bell
buckles is really, really easy with my
inserted multi meshes. And they're really cool.
However, what if we wanted to create our own
little like insert multi mesh? Can we do that? And the
answer, of course, is. So I'm actually going to go
here to my, do not switch. Let's go here. Well,
actually, let's just go here. Let's grab it like a cube. And we're going to do
a small little brick. So I'm going to press
R, and I'm going to expand this so it's a
little bit more brick like. Let's go into make
Polymshthree D, and we're going to
turn on dy mesh, so this is not dy mesh. And I'm going to use the BTD, which is a trimodynamic brush to start giving it a little
bit of a nicer effect. Let's make the brush a
little bit bigger to go a little bit stronger
effect. There we go. Like, usually bricks, like, especially older bricks
won't have, like, perfect angles at
any point because they've been like
worn out so much. And if you've seen,
like carpd stones they're usually
slightly rounded. Like you're never going
to have like this perfectly like 90 degree angle. So that's what I'm
doing right here. I'm just moving along my edge, and not really caring about
symmetry at this point. It's just it's just
a matter of adding this sort like, general change. Let's chip away like this, like, really heavily on this
corner right there. And there we go. So
now, we have a brick. And we can add as much damage or as much elements as we want. If you remember, from
the last one where we're doing the details
from the brushes. We can actually go here
to this PQube again. Let's turn off perspective. Let's go into our light box and go into our brushes and
go into our or brushes, the ones that we downloaded, and let's add a little
bit of detail here. I think this one is going
to look really, really, really nice. There we go. Like all over the place, like a really nice chip rocked. Let's have a couple of
damages like this or slash. So maybe one of
there, one of there, one of there and small
one like Right there. There we go. So this
is a nice brick. I mean, it's It is a
little bit heavy, though, you can see that we're
at 173,000 polygons, so it is a little bit heavy. However, it's a really nice one, right? It will work fine. Now, one thing that we can do before we create the in start mesh is that we can
actually reduce the amount of geometry
that this guy has. And the reason we might
want to do that is because we're going to be
duplicating this several times. We're going to be using
our insert mult mesh to insert a lot of these guys
into the scene, right? So imagine we have like
ten of these guys, already going to be almost
2 million polygons. That's a little bit too much. So one quick way to do that is with a little
plugging that we're going to find right
here in the s plugins called a decimation master. A decimation master is a little tool that
as the name implies, will decimate, we'll get you 10% of what you currently have. It's very simple to
use, you're going to press pre process
current right here. It's going to do a little bit
of a calculation up there, and once it's done, you can go here to the
percent of decimation, lower this to like 10% and
hit a decimate current. Now, this brick only
has 17,000 polygons. And as you can see, it retains most of the detail.
What's the downside? Well, what it did
is it pretty much triangulated the hurdle
surface and it added more triangles on the
areas that it needs them the most areas a little
bit flatter like this one, I won't have as much detail. So if we wanted to add more detail right here,
it won't be possible. We're going to get
this very ugly shape. But if you're not
going to move this, if this is going to be
the final shape, then as you can see, it's
perfectly perfectly good. So now, to create an insert multi mesh
brush is very easy. You're just going to
go V into brushes, and you're going
to say down here, create insert mesh. Click there. I'm going to create a new
insert mesh, and there we go. That's it. Our nice little
insert mesh, it's right there. Now, we can save that brush, and that's actually what we're going to be
doing later on. But for now, like
this works fine. So if I were to go to
the column right now, and I wanted to insert this, first, I need a placeholder. So I'm going to append
a little sphere. And you can actually hide this little sphere
wherever you want. Like in Mike, I'm going to hide inside one of the columns, so that there's a tool where we're going to be
appending all of the bricks. Now, if I go V and
actually up here, there we go, our insert mesh, and if we just drag and drop, you're going to see that
we get a nice brick. And this brick, as
with everything, we can move it, we can
rotate it and just place it. And if we draw again,
there we go another one, and if we draw
again, another one. And if we draw
again, another one. And if we draw on
top of one of them, it's going to be drawn
on top of that one. So as you can see,
it's very easy. It's going to be very, very
easy and very handy to use this mult mesh brushes to start building things on
this little diorama. Just make sure that
you don't go back. When you start drawing
back, it scales weirdly. You can try and whole shift
to make it scale uniformly. But again, when you go back, it kind of creates like
that weird shape, and I think it's kind of like I don't know exactly what it is, to be honest, but I've faced that several times,
and there we go. So as you can see, we can insert as many of
those guys as we want, and we can play
them where we want, and they will follow the surface of whatever object
we're selecting. So that's why we can pile them up over there and
create a little bit of an extra extra little
like mass over here. You're pretty cool, right? Now, let's say we don't
want to do one by one. Maybe we want to do
a bundle of them. Well, we can actually go back to the PM three D cube,
this one right here. And let's say we create a
little bit of a pyramid. So I'm going to control
D to duplicate this guy. Let's rotate this slightly, not perfect, so it's
slightly skewed. And then again, control and just control Alt and
drag to duplicate it. Let's get it there,
and this one let's rotate it the other way
around. There we go. And then let's do I don't know, like another one,
like up here, right? Something like this, like,
verily hanging on there. Let's rot it around, so again, we don't see the same
sort of like details. It's going to be
very similar there. I mean, we can use harsh
brushes like the trim dynamic, and that won't really make things like super
weird anything. So it could work like this. You can see the detail is fine. Now, this new bundle, which, of course, is
a little bit heavy, we can press B again, going to create
insert mesh and now append this to the brush
that we are using. Well, of course, need to
select, select it first. So we're going to select our
insert mesh brush first, and then we're going to say B. Create insular mesh, a pen. Now, now, this is great. We can go back to our
nice little diorama here, and up here, you're going to see that we get both options, the little cube and
the little bundle. So if we draw the little
bundle, there we go. In this case, the bricks are they're being drawn in
this way, like horizontal. If we wanted them to be
exactly like we designed them, we would need to
rotate the camera. However, it's very
easy to just rotate the camera over here and just position it where
it's supposed to be. Let's build a little bit
of a small wall over here. So as you can see,
insert multi measures are super super super
handy because they will allow us to save a lot of time whenever we're
doing the sort of like modular pieces in whatever
thing we're creating, right? Let's do a bigger one here. Let's root to 90 degrees
and push this up. There we go. Now, it looks like a little temple
has fallen over here. Again, if you think about this, this could be a little
diorama for a character. Like imagine like a big
character standing here, it would look really
nice because we would, of course, have all
of these effects. Again, let me rephrase
how this works. I'm going to go back
to the PQ three. Let's go back until we
only had one of this. And let's say we want to
do like another bundle. So I'm going to press control alt and just move it around. In this case, I want to
move them around like this, and then like this, just like bricks pretty
much all over the place. Now, here's what I meant. Like if you take the
camera from here, this is how you're
going to draw them. So in this case, I want to
take the camera like this. I am going to press B,
create insert mesh, B, create insert mesh,
and we're going to append to the new or to the
one that we already have. So now we go back to
here and we draw, you're going to see
that's being drawn exactly on the angle
that we had before. So pretty pretty
pretty convenient, I would say, it's a very, very fast way to populate
big scenes with, like, just general stuff. And as you can see,
it gives a very, very nice, like, complete
detail to the whole thing. Of course, the amount of
polygons is going to increase. Like this tool alone has how many does it
has a little bit of over 1 million
polygons just on bricks. So that's why it's very, very important that we decimate them in case we
need to use them. Now, of course, we could
just press dynamic here and have a nice resolution
for the whole thing. You can see everything
kind of combined there. And we can continue sculpting
and adding more detail, like I don't know. Maybe when I had a room
or something like here. You can totally
do it. That's one of the great things
about Sievers. All of the systems and all of
the modules that we've been teaching you guys throughout this chapter are
interchangeable. You can jump from one
system to the other. Even though we were working
with insert mult mesh, we can very quickly jump into dy mesh or subdivision levels, even bring in C
steals you can do crazy crazy things with the
tools here inside of severs. So yeah, that's it
for this one, guys. This is just a little tool, as you can see N is looking
better and better every time. We're going to be talking
about curve brushes next. Hang on tight, and I'll see you back on the next one. Bye bye.
26. XMD Toolbox: Hey, guys. Welcome back to
the next part of our series. Today, we're going
to be talking about something really, really cool. And this is relatively new. At the time of this recording, this happened literally
like a month ago. It was super late in
2021. So let's get to it. Late in 2021, they release Sabra 2022 version 0.2 or
something like this. And one of the big
announcements that they did was they incorporated this
thing called XMD toolbox. XMD we shared with your brushes, this are one of the tools
that a lot of artists use and have been using
for a long, long time. And XMD's a brand, and they produce a lot
of different brushes. Like, you wouldn't imagine
how many of them are. And there are so many free
brushes, it's ridiculous. The amount of free brushes that these guys have,
it's ridiculous. Monsters, stitches, straps,
ports, hair. It's amazing. It's so many, many,
many free stuff. Now, you can also
buy other stuff, like if at any point, you're looking for
something really, really specific,
landscape generator, terrain, knots, damage key. Like, if there's
something that you want, the prices are really,
really accessible. And I think we've talked
about this before, but once you buy them, you can use them as
many times as you want. So instead of seeing
it as a expense, you can see it as an
investment, right? Because you're going to be
using them quite quite a bit. Now, the great thing
is, again, like, very late in 2021, they actually
release X DM toolbox three four free for everyone. You can see it right here. So free products and XM
toolbox 3.0 plug in for ever. Completely free. Completely
completely free. So what you're going
to do is you're going to go here, join free. And you're going
to download this. It's just a free download. You don't even need to
register or anything. You just download
it, and that's it. Once you install
it, you're going to get this little
thing right here, which is called the
X DXMD toolbox. And the way to access it is you're going to
go into C Brush. You're going to go
once you install it, of course, you're going
to go into Crush file, and you're going to say
here, open XMD toolbox, and you're going to get this
little prop right here. Now, the great thing about
this one is you can see there's so so so many
brushes that you can use. And some of them are the same ones that
you get from Crush, you're going to see
your insert sphere, your mood brush, your
dam in standard. But there are so many other
ones that are completely new. And not only that, you
also get render presets, you also get spot lights, you get array meshes, grades. We're going to talk about
some of them later on. Light remember,
we've got lights, we get materials, fibers. There's so many things that you get alphas. Very,
very important. There's also a lot more alphas, as you can see more like
mechanical based alphas. Some of these are the ones
that you get by default, but all of these
ones are new ones. And yeah, so the ones
that I'm actually interested about are this
one, which are the brushes. You can click here to
get a nicer reflection of what you're
going to be doing. So IMM scales,
Insert barbed wire, centipede, blah blah blah. So that one that we're
going to be using right now is this one called
Insert bnychain. And the only thing you need
to do is double click. And once you double
click, you are going to load that
brush right here. And at this particular brush, along with all of
the curve brushes, are another type of brush that we have
here inside of severs, and they're really, really cool. I'm going to show you
why in just a second. So the way this works
is you're going to draw and a curve is going to be drawn on top of
the surface, okay? So it follows the
surface. Look at that. It hugs the surface
very, very nicely, and it creates this
amazing effect going from that point
all the way down here. Now, As you can see, we have a curve in there, like an actual,
like dotted curve, like the black and red lines. And at any point, you can click as long as
the curve is active, of course, you can click the
curve and move it around. And it's kind of like having
like a dynamic, like curve, and you can move this curve around and create a lot
of different things. Most of the settings from the curve are going to be inside of the stroke menu down here on
the curve function, okay? So there's a couple of things
that you want to know, but we're going to talk
about that in just a second. One very important thing, as
long as the curve is active, if you want to change the
thickness of whatever you drew, you can just increase
the draw size of your brush and then click
again and it would update. As you can see the curve
change now has less sections, and the chain is way,
way, way bigger. And again, we can move this
thing around and place it however we want in this
little diorama that we have. You can grab the point,
you can move it around. You can actually get it out of the element and just position
it wherever you want. It's kind of like having
a free flowing hair, which is pretty pretty cool. And again, if you change the draw size back to a
small size, it would update. You can see that the chain
becomes a little bit smaller, and the sections increase. So that's going to
give you a little bit more control over
the whole thing. So you're going to
be able to create a little bit of a nicer
curvature over there. Okay? Now, How do we
get rid of the curve? Well, there's two
things or two ways to get rid of the
curve. The first one. The easiest one is just click any point of the geometry
that's not the curve. So if you click up
here? There we go. The curve is gone. Now
this is actual geometry. I mean, it was actually
geometry before, but now it's supplied. So you don't you won't have any way to modify
that curve anymore. You can of course move
this with like move brush, but you can see that the elements are going
to start deforming. So it's not really moving
as if it's part of a curve. It's moving more like
normal geometry. And the other one is
going up here to stroke, and if the curve mode is active, you just click out
of the curve mode, and you're going to be out
of the curve mode, okay? Now, let's go back here, V. Let's grab it over there. It's called the insert bn chain. And I think, no, this
one does not have. So there are some insert multi
mesh brushes that have as oil or there are some
insert curve brushes that have things
like the mult mesh, so you're going to
have different options that you can use pretty
pretty handy as well. But in this case,
we don't have it. So, let's say we want to
create a chain that goes from, like, let's say we want to
go straight down like this. There we go. We just
have it like that. Now, let's say we
want to move it because it seems like the
curve is a little bit off. So I would like to move
this point forward, but I want to keep
this one right there or as close as
possible to there. Well, you can go
to stroke and you can change the lock
start or lock end. In this case, I'm
going to lock end. So the end of the curve
is not going to move. No matter how much I moved
like the top of the curve, the one on the bottom
shouldn't be moving. Did I select it properly? Yeah, uh, that's weird. Let me do it the way around. Usually, there we go. Yeah. For some reason,
the locked end didn't work, but that's fine. So let's just move
this thing back so that we kind of like
hook it to the wall. And now we can, for instance, move this thing to the side, and it will give us
this very, very nice, like, natural bend to it
because we're actually like keeping this thing right
where we want it, okay? So the lock end and lock start is going to be a super,
super important feature. Let's draw another one. I'm
just going to click here, and let's draw from
there to there. And again, I'm going to go here. You can see that the end is
not exactly at the beginning. It's not exactly where
I want it, so I'm going to position it where I
want it close to there. And then I'm going to go stroke. Log start still selected, so I can move this thing freely. And again, I'm just going
to move it like this. And at any point, I
can just start moving these things around to give
it more of a realistic look. And it will dynamically
move in and give me as close as possible to what we would expect
from the real world. So let's go and
do something like that. Pretty nice, right? And at any point, again, we can just click
outside of the object, do seem to be falling nicely. Let's say we want to add a changes like layer around here. We just draw the chain, maybe going on top of the
elements, and there we go. Cerus will try its best to accommodate the curb
going where we want. If it finds difficult
areas at any point, as long as we have
the curb active, we can just move the st around and position
this like this. Now, just be mindful, if
you're thinking about doing this for tree
printing and stuff. Since this thing is
actual geometry, it could be possible
to treat the print. However, since it's very
flimsy and things are really, really like hollow and stuff, it will be very, very
difficult to support. So you usually want to probably follow another method
when doing this effects. But there we go. So now, again, we click outside of the
element, and that's it. Now, here's another one.
If you are still not sure where you want
the chain to end or actually, I'm going
to keep that one. I think that one
looks fine. So let's just Let's just move it. Then we go closer to
the ground and we click on any part of the
object, and now it disappears. Let's say we want to
do another chain, and we want to do a chain
that goes from here to here, and then from that point, we
want to continue over here. Well, what we can do is we
can draw one line like that. Again, just start
modifying this thing. And once we know
that we are good, if we want to
continue from there, see that little red line, we can re another section,
as you can see there. And it won't create another
first link over there. It will just continue
the element. But if you want to do a
really, really complex shape, it's just a matter
of moving the cursor until you get that
red line over there, see how it appears
and disappears. Once you get that red line, you're going to be
able to continue your chain and create something
something interesting. So just a little bit
of a plus over there. I think I'm going to leave
it like this. I don't want to add a lot
of a lot of stuff. And yeah, those are
the curb brushes, as you can see really, really
cool, really, really handy. I don't like that one that
looks a little bit weird. But I'm going to add just
like a hanging one over here. Let's just move it over there. There we go. Click the
geometry to make it disappear, and maybe like a
small one over here. And again, just go over there. Now if I want to rotate it, I'm going to click at any point, I can just go into
transform and just move the thing around and
make sure that it looks as nice as
possible Remember. This is still geometry,
and we can still do every single thing
that we normally do with geometry
with this elements. But then we're going to create some really really cool stuff. So if we go back
to the X DM tool, there's a little option
here, where's the filters. That one. Here you
can look for curve, and you're going to get
all of the curve things. Curve stash curve display, curve Aalpha There we go. So IMM curve, IM army curve. Those are actually ins brush. In this case, I just
looked up for chain, and we have this omni
chain bike chain. You can look for insert. You're going to find
all of the ones. For instance, insert, barb wire, insert belt, bike gear. There's the bi rope. Rope is always good, right? So again, I'm just going
to double click rope. And if we want to add like a little bit of rope somewhere, which is straw, and there
we go. We have rope. We make the brush bigger, click the curve, and the
ropes gonna be bigger. So if you need to add a rope on a character or something,
that's really good. Now, I wouldn't really
recommend you can do it. It's just a little bit
complicated to do to do, if you want to do
like a character with bracers and you
want to wrap around, it is a little bit difficult
to control the curve going around a surface like that,
but you can give it a try. There are other other methods
that can be used as well. So yeah, that's it for
the curve brushes, my friends, as you
can see, really, really handy,
really, really cool, and you're going to
be able to create some amazing stuff
very, very easily. Just remember that It's
a lot of geometry. Like, you can see the
chains right here, almost half 1 million
polygons are point counts because there's so many links to them. And they're
really low poly. You can see here that
if we take a look at the polyprom, they're
really really low poly. Of course, you can
control D to smooth them, but you're going to get
a different results. Usually, when you're
using insert mult mesh, you don't do anything else. You just like place the
object where you want it, and that's it
because the geometry is just going to be so so much, it's going to be a
little bit difficult to scalt every single
piece of geometry. So, yeah, make sure to say because our scenes are
getting bigger and bigger, and I'll see you back
on the next one. We're just missing a couple of more topics for this nice
little chapter here. And the next one,
we're going to be talking about surface noise. So hang on tight,
and I'll see you back on the next one. Bye bye.
27. Surface Noise: Hey, guys, we'll come back to the next part of our series. Today, we're going to continue
with the surface noise. It's one of the final parts in this little diorama
that we have. And surface noise is one
thing that we can add to amplify the details that
we've been sculpting so far. So I'm going to give you a
quick rundown of what this is. If you go here into
the surface menu, which is another
one of the menu, one of the many menus
inside of savers, you're going to find this
thing called surface noise. And if we turn it on, this little display
is going to appear. And this display
will show you how the noise that we're going to be applying will be applied
to your surface. So noise as the name
implies, is just that. It's randomly
procedurally generated, just change in the form. So if we increase, for instance,
here, the noise scale, you're going to be
able to see how the noise is going
to be amplified and applied to the
surface of our object. Now, we don't want to
have as much elements. We can change that with the
strength, we can be really, really aggressive, or
really really soft, depending on how we want it. And again, the noise goal is going to play a very
important part. So if you want a very,
very fine grain detail, you're probably going
to have a small scale. If you want to
have bigger holes, bigger noise, you're probably going to push this a
little bit higher. So one very important
thing about the noise maker
here or the noise plugging is the fact that
you can change the curve. Right now, this is a
very standard curve where the noise is
going to be applied in a very uniform manner. But if we were to push this point up and you're going to see the sort
of graphs a lot, you can see how the noise
is going to be changing. Let me increase the
strength a little bit more, so it's a little
bit more apparent. You can see right now,
it's very intense, and then this kind of
softens it up, right? So kind gets rid of it. So one thing that's very common is we can add a profile here, on the curve, and you're going
to see how we can create, very nice variations where we're going to have
things going up, things going down and
digital like flat surfaces, and it's going to
be very, very cool. If you're going to reset this, you're just going to
grab the point and drag it out of the view, and that's going to
reset the curve. Again, something that is
usually used in this sort of, like, little graphs that you're going to see all
throughout Sea brush. And yeah, as I mentioned, you can just move this thing around. You can get this into
a layer, by the way, and you will only apply
how much you want. So once you're happy with the surface noise, for
instance, right there, I'm going to hit okay, and
you're going to see that the surface noise gets
applied to my columns. However, this is
very, very important. This has not yet been
applied to the mesh itself. It's just like a preview, very similar to the
dynamic subdivision. This is not yet on the
actual pillar itself. So if I turn this off, you can see that it
just disappears. If I turn it back on,
it's right there. The way that we're going
to be applying this is, of course, with this little bundle
that says, apply to mesh. And if we apply to mesh, As you can see, now the
noise gets applied. Now, you can definitely
tell that the sharpness of the noise gets a little bit
decrease once we apply it. And the reason is the noise is just like a procedurally
generated image. And once you actually
apply it to polygons, if you don't have
enough resolution, you will not be able to
extract as much detail. Right now, we have already
4 million polygons. So I don't think it's really necessary to push it further. But yeah, it will give
us the sort of detail. So noise is really really handy for surfaces
like this one, where you really don't
want to go and do it normally and you just want
to have general noise. Just click noise. Find this guy so that we can see
what's going on. Change the scale of the noise, let's say something like that. Change the form of the noise a little bit to create
this sort of effect. And just hit, and that's it. You just apply to the mesh, and there we go. Now,
see what I meant. This is when we don't have
enough resolution because we only have a quarter
of 1 million points. So what I'm going to do is I'm going to divide
this one more time, and I'm going to apply it now, and let's see, that's a little
bit better still not yet. So I'm going to do
it one more time. We're at 4 million polygons. That should be more than enough. So when we apply to
mesh, there we go. You can see that the
noise is now consistent. Grab this guy as well. Same deal, noise increase
the noise scale. Which, by the way, you can save a noise profile if you want, and you're going to
be able to create something really cool as well. Then let's modify this
thing, boom and boom. A little bit more
scale. There we go. Okay. I like that, and just apply to mesh. A little bit soft because again, we don't have enough resolution. We're only at one
half 1 million. Let's divide this once, and now apply noise. There we go. Okay,
and apply to mesh. There we go. So it
looks a lot nicer. It's going to be one
of those details that unless you're
really, really close, you're not going to
see, but it will definitely definitely
show very, very nicely. So yeah, I mean, there we go. We have a very nice effect. I know this noise plugging
is really really simple. I do want to talk about
something else, though. But in order for me to do that, I'm actually going to need to
show you with the polypere. I'm going to go here
to the polyphere. I'm going to make this
a polymsh three D. And I'm going to divide
this a couple of times. And inside the surface panel, there are other noises rather than the normal
noise right here, such as if we go here
to noise plug in, all of this ones right here. So one of the ones that's really really common is this hex style, which gives you this
sort of sci fi effect. So I'm going to hit okay. And you can see that now, if I increase the plug in scale, we get that sort of stuff. Let's increase the strength here or decrease it,
and there we go. See how we get that hex
effect. Very, very cool. Now, the only problem is, as you can see, it's the
forming through the surface. If your object has UVs, which in this case,
we do not have UVs, It would technically unfold
and wrap a little bit nicer. However, since this
is a non UV object, we're not going to
be able to do that. So this really really
helps when you're importing an object from
a third party software, or if you do the UVs
here instead of age, which is a little bit
tricky to be honest. But yeah, you are going
to be able to apply a specific noise. Now,
just be careful here. In this case, the noise scale, I definitely want to place into zero or sorry, not
the noise scale. It's the mixed by noise in zero, so that we are only seeing the noise of the actual plug in. And again, we hit okay. We can see the
preview over there, and then we apply to
mesh. And there we go. As long as we have
enough geometry, the detail is going
to be applied. Now, one of the cool
things about this, though, let's say,
we're using this noise. Again, noise plug in,
turn on the hex sties. There we go. Let's
turn on the scale. Let's do a really
small scale like that. Zero and a little bit more
strength. There we go. Let's say we're doing like
Spiderman or something. Since we haven't applied it yet, I can actually mask
everything out. And then if there's an area of an armor where
I want to use it, I can just unmask that area. And when we apply to mesh, something like this,
and he applied to mesh. It would only apply right there. So at any point, I can
just like do this, and then I don't know,
inflate this, maybe. Let's go to deformation and
do a little bit of inflate. So now, it might look like
it's a panel inside of an object that has only that texture on that specific panel. So there are ways that
you can get away. Unfortunately, you
can't move it around, so it will be depending
on your object. You can see it's facing forward. But the surface noise is
really, really powerful, and it's something that
you definitely want to keep in mind right right there. Now, talking about noises, there are actually some noises inside of our
lightbox right here. That are actually really,
really, really cool. For instance, there is
one, like, I don't know, like this one, noise, 44 CNM. So if you double click, what's going to happen, as
you can see here, is it's applying the noise to the sphere and
screening this very, very tricky, like
planet like rock. And if we go again to surface
and to edit this noise, we can actually change
for instance, the color. Let's say we don't want color. So we just bring the color
blend all the way to zero, and there won't be any color, which hit okay and apply
to mesh. And there we go. So now, all of that very interesting noise has
been applied to the mesh. So remember that here
instead of the lightbox, there will be noises
just this one, the wall noise,
which is going to give you this break effect. Again, certain objects will benefit a little bit more
from this sort of effect, but they're really,
really powerful tools. And as we've talked
about before, on the XMD tool, you also
have some noises here. Where are they? I think
you do have some noises. Oh, it seems like
I was mistaken. Yeah, no, my bad. I thought we had some noises
there, but no. So most of the noises
you're going to find right here inside of the noise panel. You can see there's
a lot of them. Some of them are more
colored than texture, but some of them will have
some sculpture information. So yeah, that's
pretty much it, guys. Now, I want to do
one final thing, and we're actually
going to be using this fear and a little
bit of the noises. We're going to be utilizing a little bit of everything
we've learned so far because as you can
see the DM looks cool, but it would be cooler if we had something
in there, right? L like a cellar piece
right here on the center. So, so we're going to
be doing something cool to showcase all of the things that
we've learned so far. Hang on tight, and we'll see you back on the next one. Bye bye.
28. Hero Sphere: Hey, guys, we'll goome back to the final part of this chapter. Today, I'm going to be showing you a very, very nice technique, and we're going to be
creating a magical sphere that's floating around
on this object. Think about Lord of rings
that magical grape thing. What I'm going to
do is I'm going to start with the subs I'm going to append a sphere because I know that we're going
to be using Iphere. Let's scale this up so it has
a nice epic magical size. Let's move it to the front. And we're going to be using a little bit of everything
we've learned so far. We're right at the
midpoint of this course, and from now on, we're
going to start working on a little bit of a bigger
or more ambitious projects. We're going to be doing
some hard surface. We're going to be
doing some cloths. There's a lot of things
still to be done. And eventually, we're going
to get to our final project, which is the alien, which is
going to be very, very cool. But before that, let's make sure that we
master everything. So I'm going to go here to my polyprame and what
I want to do is say, I want to create certain
rinks out of this thing. And in this case, it's
actually relatively simple. I'm going to go into geometry, and I'm going to say
reconstruct subdivision. And if the sphere has
proper sub division, I should be able to go down.
In this case, it does not. No big deal. I am going to
go into C modeler then, and I'm going to go into edges, and we're going to say
poly group poly loop. Let's say we want a relatively
big ring like this. That's going to
be my first ring, and then let's do a second ring. I'm going to press at
Okay, that's weird. It's not changing colors. Okay. I mean, no big deal. Let's make a bigger ring here. And let's do like the main ring. There we go. You click and then I was making a
small mistake there. There we go. Polyp, and there we go. Now I'm going to press
Control Shift and click on the yellow one Control Shift and drag to invert the elements, and I'm going to
say delete hidden. So now we only have this
three guys right here. I'm going to pre or I'm going
to go into poly groups. We are going to what's the word? We're going to group visible so that they're all
the same polygrop. Doing the same polygrap we're
going to see poly group all let's keep them
some thickness. There we go. Now, let's go into edges and we're
going to bubble. Space bar, ble, and we're going to bubble
this guy right about there. We're going to keep
the insides sharp. I'm just going to bubble
the outsides like this. There we go, and there we go. Now, I am going to again
polyplylyp this guys, click and then together
a different color, and let's polyop all of the
insides of the elements. There we go. One,
two, and three. Then I'm going to M polyrop and push this guys in to create, again, this magical
sphere like effect. Now, what I can do is I
can say plougl master, supple master, and we're
going to mirror on the y axis to get the
other s. That's fine. Even though they're like split right now, that's
completely fine. I am going to mask out all of the upper ones and just move
this guys up like this. Here's where the fun is
going to begin because now, I'm going to press and click on this little guy so that we go in there and let's make this guys a little bit smaller. Because what we're
going to do is we're going to go into
poly groups again, and we're going to
say other groups. Now each ring has a
different poly group, and we're going to
be able to grab one, for instance, that one, and let's mask it
invert the mask, and we're going to rotate this, let's center the put. Now, this one is very important. We want to have the center
of the sphere be the same for everything that now, we're going to create this
crazy sphere floating around. Let's go with this one.
Again center point, and we can create this shape. Let's go there. Let's
mask in the mask. The mask, invert the mask. Let's move this down, rotate a little bit. We're going to repeating this
interesting mistical shape. Let's go here, invert the mass. I'm going to reset this and actually, I'm
going to move this down. Even if it's asymmetrical, I think it's going to
still going to look cool. This one is going
to be important. That one. We definitely
want to move it like this. Finally, this one,
We're going to move it. Even if we need to
scale it, that's fine. The point is to get
this sort of mystical, magical thing floating in there. Look at that. Pretty cool. Now, this actually looks like a small diorama something
that's happening here. So there's a couple of
things I want to do first. I'm going to give this a couple
more divisions so control D control D control D. And I'm going to
leave them like this. I'm actually going to leave them if they're made out
of gold or something. You're probably going
to see the render in the thumbnail or in
our promo video, and these are going to
be like gold pieces. Which by the way, you can
actually change them over here, so I can just say gold.
I'm going to say color. I'm going to press this little MRGB with this guy selected, I'm going to say
color feel object. Now, if I go back to
my started material, you can see that that's the
only piece that's going to be golden, pretty cool. Now, I'm going to go
to the ground now. Let's isolate this using
this dynamic solar button, turn on polyframe I'm going to grab We definitely need
way more divisions. It's going to do one,
two, three, four, five, like, really high 1
million divisions in this case. I'm going to control
shift on this one, and then control shift
on this one as well. And I want to select
all of these guys. Control click to mask them, and then control, click
to invert the mask. There we go. And you might be guessing
what I'm able to do. I'm going to go to surface, and I'm going to add some noise to make this like a ground. So let's move this around so that we can
see what we're doing. We're definitely going to increase the scale of the noise. Okay. Something like that. Not a lot of strength,
let's modify this. Now, since this is a
very, very big object, we might need to
actually push this quite a bit so we get what we want. In this case, I think
that one looks cool, so it's going to
hit apply to mesh. There we go. Again, it's just to
have a little bit of something, which
at any point, we can just grab our clay
builder, for instance, and start adding some
dirt mounds, right? It's getting really,
really heavy. You can see it here, you can
see my computer struggling a little bit because there's
so many divisions now. Also, this is not
the best topology. That's why it's struggling a bit to get this effect going. Because if I were to go here, you can see that
it's working nice, very nice, I would say. But over here, it is struggling, it's normal for this effect. But there we go. As you can see, guys, we've now have this very, very nice diorama, and we build everything from scratch
and here inside of seres. This why this is such such a
powerful software because it has so many tools that once you start mastering
all of these tools, you can pretty much exploit them and create anything
that you might imagine. So let's get scoping, guys. Make sure to get all the way to this point
because from now on, as I mentioned, projects are going to be a
little bit more tricky. They're going to be
a little bit more advanced so you
might want to make sure to be up to date with all of the things that we're
going to be exploring. So yeah, hang on tight, and I'll see you back
on the next one. Bye bye. Okay.
29. Hard Surface Tools: Hey, guys, welcome back to
the next part of our series. Today, we're going to
continue with Chapter six, and we're going to be
talking about hard surface tools
before we jump into the project because
hard surface is such a deep topic
here inside of Seas. So I'm here with the basic
just like sphere here, and I'm going to be
showing you some of the most commonly used hard
surface tools and brushes. So let's start with
the brushes first. One of the first brushes
that you probably saw, and we've already used it quite a bit is the trim dynamic. Train dynamic is really, really good because as
you can see here, it will find out the average of the normal facing
angle of an object. So if you take the
curbature of the sphere, it will find the average
of that curbature and it will flatten everything
to that average. So you can see that the more I go in this specific area,
the flatter it gets, but it won't get any
flatter because now it's found like pretty
much an average on that specific position. We also have the hard polish
and the polish process, which is B H, and we're going
to go here to the H polish. And the H polish works very
similar to the tramadynamic. However, this one
ignores the normal, like the average normal,
and it just, like, literally polishes and
flattens everything. So this is a little bit more aggressive, I would say,
because you can do, a little bit of a more
organic shape over here. The only problem is, you
can see, in this case, I'm probably going to bring
the focal shift down so that the sharpness of the line is a little bit more intense, right? So the H polish is really,
really, really good. It functions in a very similar
way to the term dynamic. But again, it's
not averaging out, it's just going straight
to the whole thing. We also have the
traditional polish, which is just a
basic polish brush. It's pretty much the same as
the polish that we just saw. However, this one
is not as intense. So if you just want to polish a little bit of certain
areas, this one is really, really good because
as you can see, it will allow you to only polish a little bit of
the specific areas. I personally really
really like trim dynamic. I think it's one of
the best brushes that Seah has because
it creates or it goes exactly where
you expect it to go due to the average of normals. As you can see, we can
create this very nice lines and cuts in a very simple way. Other than that, we
have the planar brush, that's another very common one, and the planar brush again, works very similar to how
the trim dynamic works. But in this case, it
will find a plane and it will project that plane
across the surface. So it's kind of like a trim
dynamic, but a little bit, I don't know, the
precise world would be like softer, right?
So you can see here. I'm kind of creating a bubble going across this
area because it finds that specific area and it pushes every single
thing to that point. So again, one of the
other brushes that you can use to create this
sort of, hard surface look. Other than that, we have
something called the special I like to call them
the specialized brushes. And if you press
control and shift, you're going to access all
of these brushes over here. And these brushes,
as you can see, we view some of them
like the select rec, we have a select lasso which
is also really, really cool. And I'm going to give you a little bit of history of how these brushes
have been evolving. The first brushes that we
got were the clip brushes. I'm going to select
this clip curb and show you how this works. So when you press
control shift and drag, you're going to
create this line. And what the clip brush does
is everything that's on the gradient side of
the thing will be pushed towards the dot
side of the element. So if I do this, you're
going to see that we get a super super clean cut right there, and we
can do this here. We can do this here,
we can do this here, we can go back here
and do this here. And as you can see, it looks, it looks because it's
actually kind of like a fake. It looks like we're making
cuts in our surface, but we're not making cuts. What's actually happening
is that we're pushing, let me turn on polyframe here. We're pushing all of
the surface or all of the points towards
that dot line. So why is this bad or
why is this harmful? Well, sometimes when you have overhangs and
things like this, like, imagine we have like
this sort of thing, and we do a clip brush
like right here. It might seem like we
just cut a little ear, but as you can see, all of the other things
that were floating, they had nothing to stick
to or to collapse to, and therefore, they're not
just like flying over there. And if you were to do control
and right click to dynamic, you might get this holes,
which are really, really ugly. By the way, if you
ever get the holes, anything we've talked about
this in the dynamic part, but if you ever get this holes, one of the easiest way is to
smooth them out, of course, the more you smooth,
faster, they'll disappear. Or the other one is
to go control shift, going to select Lasso. Select the points like I know
that they're right here, like hide them so
that they're no longer there and
delete hem Remember, modify topology, delete heat and that way we
delete that area. So as you can see, the
clip rushes are really, really cool, but they are harmful if you don't
know how to use them. Like, you can see there, if I don't cut straight
through the surface, I'm going to get this
very nice cut over here, which we dynamise could
potentially work nicely, especially if we
flatten and stuff. But it is quite
destructive because again, we're not removing the geometry, we're just pushing
it to the side. Now, we do have some cool
ones like the clip circle. And the clip circle
works in this way. I'm going to control
shift click and then sorry, Control shift. And with space bar, you can move this thing around and place
it where you want. Sorry for the spam over there. It's part of the shortcuts. And if I drop it here, you can see that it
does something where you need to get
the little cross, the white cross inside the
object. Or what's it outside? There we go outside. You press control shift drag and if you have the little cross
outside of the object, you're going to cut a
hole right through it, which, again, we're not
actually cutting the hole, we're pushing all of the
geometry to these sides, y to the edges of that circle. And if you do the same
thing, but without it, and here I do think we
need to get this in. Sometimes you get this weird like circles. It's not
working right now. So I'm going to go now to the clip and it does
a similar thing, so we can just cut a
hole straight to it. But as you can see,
when the geometry doesn't find what it needs, it will create this sort
of like weird flaps. So, clip brushes are
really, really cool. I usually don't
utilize the circle cp circle center clip re because now we have lifoons which we're also going
to be talking about. But the clip curve
can be quite handy. Now, we're going to be
seeing other curve brushes and it's not like the
curves that we saw with the chains are a
little bit different. And there's a couple of
things that you need to know. So when you start dragging here, if you press alt once, you're going to create
a gradient curve. So you're going to be able
to curve this thing and create a different trajectory. And you can do this as
many times as you want. And each time you press alt, you're going to ad
like a new burticy or a new little handle. Think about illustrator
and in vectors. And that's going to allow you to create this sort of shape. So you need to create a very
specific sort of shape, then you're welcome to do so. By the way, when you
first control and shift, you don't need to
keep them pressed, like once you're dragging
the line right here, you're free to move it around. And if you double tap, if you press alt twice, what's going to happen is you're going to create a right angle. So right angles are really cool because we can
do this sort of thing where we create super super sharp cuts on our objects. The reason I'm showing
you this tool, even though we
really don't use it anymore because we have
better tools is you might find later on in your treaty career some
information about older versions or older guides of seabruh and they might be using some of these
guys right here. So just keep in mind
that we don't use them anymore or not as much, but
they're really, really cool. Now, let's go back a little bit. And if we go back here, after the clip brushes, like a couple of
years after that, they created this thing called the slice curve and the
slice circle and the slit. And they were
created a little bit after a dyn mesh
came into existence, and the way this works
was pretty cool as well. So, for instance,
the slice curve would allow me to slice a curve, and then we would
control shift click. So like that guy right there
in the invert the selection. Of course, we'll have to go to selection, invert the selection, and delete the heaten so
when we dyn mesh again, we would get that
very nice thing. So slice curve is
actually really, really cool when you
are working with cuts. Like if you want to
create specific cuts for your dynamis things,
it works very nice. However, there's a
little bit of a problem. First of all, you can see
that symmetry does not work. So as you can see,
I'm making cuts over here and it's not actually
doing them on the other side. How do you fix that
really simple? You're going to go down
here to deformation. You're going to mirror. And this works better when
you're in dynamic, of course, you're going to
go to modified topology and mirror and weld
on the x axis. So now we pretty much repeat whatever we had on the right
or on the left to the right, and we're going to have our
polygrops nicely laid out. So I'm going to be showing you one week to the bandages or if you have checked
our YouTube channel with the one last Halloween. And we follow a very
similar process when we use a slide script to create polygrops in an object. And then a couple
of other techniques to generate more elements, okay? So yeah, I mean, that's
the slice group. And again, we also
have the slice circle. So you create a poly group
on those specific places. Now, you can see here,
and this is actually very cool that it's not
creating a new polygroup. It's slicing through the
existing poly groups and giving them new groups
or new poly groups. So now this little
area right here, it's a new polygrop so you can start creating some crazy
crazy stuff with this. This elements right
here work very nice, and we're going to see them with the edge loop functions with the group loops
and pan loops, which is another
another little function that we have here instead
of severs because they grab each of these
poly groups and they can create their
own mesh from them. So really, really, really handy. After that, again,
a couple of years after this happened
after what's the word? The slice brushes
came into existence. And this ones are actually
very, very recent. We got the amazing
knife brushes. The first one we got
was the knife curve, as expected, and then we got the knife lass of knife
square and knife circle. And the way the knife brushes
work is very similar to the clip brushes
with the difference that when we do the cut, we are actually cutting it out. So you can see that
it creates it's kind of like creating
a boulon and triangulating all
of the border and removing the big section of
this object right there. This is symmetrical, so we
can do this sort of things. We can do this sort of things. We can do, I don't know,
that sort of things, and it will be removing and
recreating these things. Let me show you why
this is so important. Before we had this,
when we only had, like, the clip curve, and
we were doing like 90 degree cuts,
something like this. And we dynamised it
looked cool, right? But sometimes we want to do, going in, out and then out, and it will be impossible. Like the clip brush
wouldn't work fine. So Sebor was like,
Well, no problem. You can now use what's the
word clip or the slice curve? Like, just slice your like 90 degree angle element,
select that guy, invert the selection
or select this guy, delete heating and when
you dy mesh, horrible. We get this, right? So instead of getting the nice cut here, Dynamesh is trying to fill
this in with this, like, weird I don't know, smooth blind thing over there. So that's why the
knife brushes are so so powerful because we
now can go in here, grab our knife brush,
and if we want to do, like, a nice cut over
here, we just do it. And that's it, we even have
a different poly group, which is going to be
really handy later on. So knife brushes
are probably one of my favorite additions
to the hard surface thing. We also have knife lasso,
which is, of course, a little bit more
organic, but it can get you some interesting things. We have n knife wrecked. Oh, sorry. Control
chef, remember click, and we have this
knife wreck which is super supermazing because now we can just like do
this sort of cuts. Like imagine trying to sc those little cuts by hand or in Maya. Like try to make this
form in Maya or blender, and you're going to go crazy. And we also have a knife circle. So we have this knife
circle over here, and we can just like For the
knife circle and this one, remember, you need to
leave the little cross outside of the area, okay? So if I do this, I just create a weird loop over there. But
yeah, look at this. Again, trying to this
hard surface shape inside of Maya with proper topology and proper sculpting techniques, and it's going to be really, really, really difficult to do. So this could be the basis for, I don't know, like a
monocycle or something. Anyway, those are pretty
much the main tools. There's one more tool that
I want to talk about, and this one is quite important, and that's in the
dy mesh options. So most of the times
when we do this, we're going to be or we would like to add more detail or
sculpt a couple of things. Maybe like train a
little bit here, give it like a hit or like a damage structure or something. You're probably
never going to have completely clean structures. However if you do,
then that's fine. And when you dy mesh, of course, what's going to happen is all of the nice little sharp borders
that we have are now lost. This is where you can go into the dynamic options
and turn on polish. And when you do that,
what's going to happen is dyname will try to respect those borders by adding a couple of more
geometries on there. You can see how it tightens
up the edges tb bit. And of course, the
more resolution that you have with
Polish turn on, the nicer that border will look, as you
can see right there. So it will hold the edge
a little bit nicer. Hart surface is one of
those things that really needs quite a bit of
geometry to properly work. So make sure to up your resolution in dyn
mesh or subdivision levels, whatever you're
working on to get the best possible result
whenever we're doing this. So yeah, this is pretty
much it for the tools. Now you know about
the main brushes and the main specialized
brushes and the polymsh. There's a couple of
other things that we're going to be talking
about, of course. But as you know me, I like
to teach with example. So we're going to be
doing a sci fi helmet in the next couple of videos. Yeah, so just hang on tight, and I'll see you back on
the next one. Bye bye.
30. Helmet Basic Shapes: Hey, guys, welcome back to
the next part of our series. We're going to continue
with Chapter six, and we're going to
start with our helmet. So let's get to it. I'm going to go here into the light box. And we're going to be using
our demo head right here. So I'm just going to hit no. We don't really need
to save that one. That was just a quick demo. And we're going to
be using this guy to what's the proper word? To get the proportions,
right, right? To make sure that our helmets
going to be looking nice. Now, we're not going to be
rendering this guy later on. It's he's just a
reference point. So I'm going to go to Subtool
I'm going to hit a pen, and we're going to
append a sphere. Oh, pen. Oh, my God. Pen here. There we go. Now, we're going to
all click this fear, and what I'm going
to do is, of course, I'm going to scale this down, get it to where the helmets roughly going to be
right about there. And I'm going to use
my move brush to block in the general
shape of the helmet. So I know that the helmet needs to cover most
of the character. You can actually turn this
thing, the transparency on, and you're going
to be able to see the guy beneath the helmet. Very useful to make sure
that he has enough, like breathing room and
the helmets not like completely like
modifying this guy now as you can see, we
don't have symmetry. Is that a problem? Yes, of
course, it's a problem, but we can very easily solve
it if we make this dynamise and then we'll modify
topology and mirror and weld. Now, we of course
need to turn on symmetry now before
we do anything else and start like softening this
dynamsh soft dynams soft. And again, it's going to allow me to recover some
of of the work. There we go. So heart
surface techniques or heart surface models. Of course, need you to
use hard surface angles. Now, there's a lot of styles. Like, you've probably
seen star wars, you've probably seen star trek. You've probably
seen halo, you've probably seen war frame. Like, there's so many styles. Some of them, I like to
call like organic sci fi, which is where you
have like this very organic looking shapes and the thing just comes
forward and stuff. And then halo, it's
a little bit more like like traditional
heart surface stuff, like military grades, right? So we're going to
be doing something. Let's sketch it out. And this is the main thing
about this video. We're going to be
sketching out where and how we think this
helmet is going to look. So I think I want
to do I really like the BA helmet from Halo, which is like this
very open visor thing. So I'm going to be doing like a wide visor like over here. Something like that. That's
going to be my main thing. I'm actually going
to go back here. Let me increase the resolution, dynam that we can get a little bit more
detail. There we go. So let's do Let's look like a nice little
curvature here for the visor. Something like that.
There we go. I like that. That looks interesting. Again, if we were to
turn on transparency, you can see how much of a viewing angle
this character has. I think it's a little bit
too big on this side. So let's push it on the side, so it's a little bit
more form fitting, a little bit closer.
There we go. Now, with my clear build up, I'm going to start blocking
in the main things that I want to see
on my character. I think I want to see some
sort of like chain thing here. It seems like I
lost pen pressure. When you lose pen pressure, it's a little bit
annoying, of course. It sometimes happens when the driver doesn't up
there or something. You can't really sometimes like disconnecting and connecting
the tablet back again works. But other times you're going
to have to just restart. So you can see here, I'm using my trim dynamic to keep it a little bit of shape there
to that specific area. I'm also going to add like some sort of like
elements over here. Yeah, ML build is the
only one that's section weird because the term dynamic
is responding properly. So as you can see, again,
this is just a sketch. It's kind of like if I was drawing on a notebook or, like, a note put or something, and I wanted to get a rough idea of how this thing
is going to look. I really like when some of the helmans have
like this weird like canisters on the sides that
support like breeding. So we're going to add like
the canisters over here. Some breathing
apparatus or something? Probably not as big, though. There we go. Let's just
stream the dynamic again too to really get
a nice shape over here. The main thing you want to try and do whenever
you're blocking in, like, the sort of armors, is this I got from, I think it was Vitalli
Vulgar one of the best, hard surface guys in the world. And he was mentioning
one livestream seminar that he gave that you need to have something
called rest areas, which are areas where there's not going to be a lot
of, like, information. So for instance, I really
want to add something here, like another sort of like
connection to the main areas. But then, like on
this area right here, we can kind let it rest a little bit before
we add more stuff. In the front here, I
do want to have like Like a big something. So again, trim dynamic, just bring this
thing down. Okay. That's why I really
like the clay build up in this
instances whenever I'm Dating and stuff because it allows me to create form
really really quickly. Some of the other
brushes tend to be what's the word slow. It takes quite a bit
of strokes to get to where you want. There
we go. I like that. Now, here, for instance, I think we're going to continue
with the line back here, and then let's cut all
the way to the back. Over here, let's
create an inset. Okay. And then let's
do some paneling. So I'm kind of
following the shape of a skull where my frontal bone, where most of the
bones would be. So back here to again, do something interesting, let's add like a cut over there. Like I like that cut over
there, and then over here, let's let's make it a little
bit different to get again, some sort of paneling going. So we mentioned
this is going to be like like the canister. And on my other
screen, by the way, I have what's the word? I have a little
bit of reference. I'm looking at Halo helmets. And I'm taking bits and
pieces from everything. That's one of the secrets
that a lot of artists don't tell you, but
getting inspired. Some people think that it's
stealing. It's not stealing. You're getting inspired
from other things. As long as you're
not like blatantly copying someone else's
work, Then it's fine. Every single work,
and this is something that a writer or friend
of mine told me. Every single work that
you've seen in the world, like in movies in games
everywhere. It's derivative. So everyone has done
stories similar to whatever you're experiencing
at some point in history. So what you need to be focusing
the most on is on telling the particular
story that you want to tell with your words and through your vision through
your imagination, right? Like that's the
kind of thing that people are expecting to see. Let's add like some lights
over there. There we go. So yeah, we've seen
like Romeo and Juliet, 100,000 times,
we've seen Macbeth, 100,000 times Hamlet,
like every single video, every single anime,
every single series that you see the story, the plot, the heroes journey. It's very, very similar.
Same for for stuff. Like, we've seen
100,000 goblins and cs in every single video game and book that you
can imagine, right? However, they all
slightly different. And you might like certain
gobblins more than others, and ks more than others because they give you
like that sort of, like, unique vibe, right, that no other one might have. So that's why it's
really, really important to not get the
scourge and it's fine to to grab whatever you see on the Internet and
use it as inspiration. Every single experience
that you leave, every single game movie series that we watch will inspire
you in some way or another. Don't think that by taking
things that you really liked, you're going to be like a
worse art or something. It's completely. That's completely
wrong. There we go. So as you can see, guys,
this is looking quite nice. So let me pause the
better real quick. I'm going to reset the tab
because we now need to start working on some of the blockings a little
bit more nicely, and I need the pen pressure to work properly. So give
me just 1 second. There we go. So now
that we're at S Brush, and now we can start
working on some pieces. So here's where the
fund is going to start because one of the things that hard surface culture
needs is clean shapes, right? Like, we know we
need clean shapes. And we're actually going to be extracting a lot of
these shapes so that we can work on them as a separate piece and add
as much detail as we want. So let's start with
this like chin piece right here
that I really like. I'm going to define
a little bit more. So I think I want to have,
sort of like triangular shape, like going in like this. Let's try dynamic. Let's dynamis by the way. We need a little bit
more resolution. Okay. And let's
join this together. I'm going to reduce
the intensity. It seems to be working. Maybe the clay builder for
this particular one is a little bit too
much. There we go. Now, how can we extract
that specific piece, like all of this
block from this head. There's a lot of
methods to do so. First of all, I'm going
to turn off the head and the eyes so that we're only
working on the helmet here. And we can use polygroups
and extract the polygroups. We can use an extract technique. Personally, I like
using polygons, or poly groups, I'm
going to show you here. If we take a look, right now, everything is a single polygro, I'm going to mask out with
control this area right here. Mask the whole thing out, like all of this section, which is going to be like
my main piece. I really, really want to
mask it out. There we go. Then I'm going to press, there's a shortcut here that
I always forget. I think is Shift F. Shift F? No, it's not Shift F. Let's go back here to polygraphs, and
we're going to see it here, which is called Shift
Control F I think. Shift control shift P I can't
remember the sex chatter, but we're just going to
say here group mask, which is going to mask the
little element right there. So now that specific
section is mask. And what we can do
now is we can go into subtol and say
split group split, and it's going to divide
my subtol into two subtol. So this one right here, as you
can see, let's isolate it. It's now its own subtle. The problem is when I
dynamise this thing, we might not get
exactly what we want, which is completely normal
because it does this weird like curvature thing that we talked about before
with a knife brush. So what I'm going to do here is I'm going
to use my inflate, BN inflate brush to inflate this thing a little
bit to get more mass. And now that I have more mass, and now I'm going to use
my train dynamic to start polishing and cleaning
up this shape, okay? So let's polish there. We definitely need a little
bit more resolution. So let's increase the
resolution, even more, I think. 10,000 10,000 polygons
is way too little there. We got $17,000 it's
a little bit better. So we can use stream dynamic there to really start blocking, and this is still like the blocking stages of the process. We're not doing any
clean up just yet. So here, let's add a nice
transition cutover there, and we're going to go right
here. Pretty cool, right? And let's add another
small transition here. Back here. Well, even though
we might not see this ever. It's good to have a clean shape. So this starts to resemble
something that we could like poly model
inside of Maya or blender, right, which is
exactly what we want. We want things to
be nice and clean. Let's babble this thing here. Let's give it
another small bevel on the back side there we go. So now we have this
piece right here, and we can go back to seeing everything and
you're going to see that, yes, we lost a little
bit of volume. Let's go back here, dynamis so that we close
the volume there, and we don't see
any weird things. And here's where we're definitely going
to start deciding. Let's go back on this guy. This guy, we're going
to start deciding how big or how small we want this thing to
be. There we go. Now, this looks good. I mean, it's a clean element. It has a little bit
of curvature here, so I definitely want to
fix that to make sure that it follows the
shape of the face. But now, let's say we want to
clean it even more, right? It looks good. It's
not looking bad. However, I do think we can
make it look even better. So here's where the knife brushes are going
to come into play because we can use them to
really sharpen some lines. I'm going to go into
my knife curve, and let's really
sharpen this line, for instance, like
this top line. Like, maybe we want, like a super nice cut over
there and like that, and see how nice and
sharp those cuts become. It's really, really important. We can even use the curve
function of our curve here to really polish those
things a little bit more. And I'm going to
be showing you one more technique that
we're going to be using for this particular
thing in just a second. We can even go down
and then like down, and there's going
to be a really, really sharp cut over there. Now we can even go like here, let's go a little bit closer and do something like
that and see how nice and again and sharp
this thing becomes. So that's the kind of
thing that you want to do whenever you're
cleaning this thing up. Like, if you know there's
certain cuts that are really, really intense in
how you want them, you can use a knife tool to
start creating those cuts. You could at any point,
like scale this thing, push it forward, do
whatever you want. Remember, this is even
though we're using a hard surface technique
or a hard surface style, that doesn't mean that we
can't do anything else. Now, One of the big things about heart surface is that
for you to have, true, super clean hard surface, you actually need
clean topology, like traditional to topology with edge loops and everything. And there's a way that
we can use to get it. So I'm going to go
here into geometry. I'm going to go to C measure, which is I do think we saw it when we were doing
the little minatu thing. And I ser measure, we can use this thing
called detect edges. So now, if I s measure
we detect edges turn on, what's going to happen
is it will try to find the hard surface
edges and look at that. It will try to
respect those edges. So now, it should be fairly
easy to start using some of the other tools like
trim dynamic and stuff and softening this
up because as you can see, the hard surface technique or this hard surface
element is really, really flowing with the
rest of the effects, right? So really, really handy
to use the hard surface. And now, since we're
in subdivision levels because we have clean topology, we could very easily
jump into more division. So, for instance, I can
say control D, Jesus, give it a division and keep on polishing and
softening things up. So cleaning it up with
that hard surface is good. Now, it won't give you the best result if you
were to bring this into Maya and properly
add dglips topology. I said, Then, yeah, that would give you
an even cleaner look. However, it should be more than enough to give us a nice little concept
here inside of severs. A lot of times when you see hard surface things
inside of severs, like sculptors and stuff, most of them are not
production ready. They're like a really nice
concept that can become a production ready
model when you read apologize or bake or
do stuff like that. But yeah, it's not always. So yeah, I'm going
to stop right here, guys because we're running
a little bit high on time. But we're going to be
repeating similar patterns with other pieces
here on the helmet. Remember, we record
every single piece. This will be a
little bit longer. This project is going
to take a little bit longer than the ones
that we had before, because as you can see,
we have a lot of pieces, but at the end, it's going
to look really, really cool. Hang on tight. I'll see you back on the next one. Bye bye.
31. Helmet Visor: Hey, guys, welcome back to
next part of for series today. We're going to do
the visor, and I'm going to be showing you a very, very cool technique that
we can use to extract this visor and have a
really, really clean mesh. So if you guys,
remember, last time, we use the masking tool to split our subtol and create a different part
right here, right? Well, in this case, we're
going to do something similar. I'm going to mask
the whole visor here with my mask
right here, like so. But instead of giving it a poly group and splitting it into a different poly group. What I'm going to do is I'm
going to go here to sub two, and I'm going to go all the
way to where it says Extract. And by clicking this
extract button, what's going to happen
is, as you can see there, we're going to be extracting a mesh that resembles the
mask that I just drew. Now, since the mask is
really like dirty and stuff, the border of this thing
is also going to be quite dirty, but it's
going to be fine. So what I'm going to
do is I'm actually going to reduce the
thickness to zero, and when we extract, we're only going to be extracting a plate. This won't happen or
the extraction won't actually apply until
you accept right here. So when you at accept, we're
going to get a new sub tool. Let's shift and click on
the little to see it, and this is the biser
helmet right here. Now, the only problem with
this is, as you can see, it's mass going to control and drag outside of the object, and it's really, really dirty. So here's where again, the knife curve could be really handy or it's going to
be really handy because we can just like polish
of some of the areas. Wait. Is it the knife curb? Yeah. That's weird. We need to turn on
dynamic. I don't think so. Okay, so it is cutting it, but it's not doing
exactly what I want. Okay. Don't worry. Let's
go on the next step. What we're going to
do here is we're actually going to see
remesh this as well, so I'm going to go
again into geometry. C remeasure, and we're not
going to keep borders. And now I'm going to press half here and I'm going
to keep C remeshing. And what this will
do, as you can see, it will try to reduce this as much as possible
and get a really, really nice low poly effect. This is great for us
because now what I can do is since we have
very few polygons, we can start giving this
the proper direction and movement that it needs. This one is actually
not meant to be split. It should be like
a complete helmet, but it's fine because
it's going to be covered by the main piece. So you can see, up here, we get the very nice sharp
lines that we can start using to create the general
shape of our elements. Pretty much as if we were
going back into Maya and repolgizing the whole surface to create the main biser shape. So I'm going to soften this up, maybe bring this out to create a nice little
segment there. And there we go. Now,
do you guys remember the dynamics of division that we used to have,
this one right here? We can press it, and
we're going to get the dynamics of
division of the visor. But not only that, the dynamics
of division actually has a thickness slider that we can use to represent how the
thickness is going to look. And the more thickness
we had, of course, the bigger the width of
the object is going to be. So there's only one thing
here on the thickness, and it's this offset thing. If you push the offset out, From the original element, we're going to push the
whole thickness out. If it's at zero,
if it's at zero, the offset, it will push half of it towards the front and
have fits towards the back. And if we push it
all the way to -100, it will push it all
the way to the back. So in this case, I'm
actually going to keep it at zero
because I do want to go to the inside of the object a little bit, and there we go. Now, let's go here to sub T. Let's remove this thing
and as you can see, this is where the
visor is going to be. Now, the visor is
going to be covered by pretty much all of
the mechanical parts, so that's perfectly fine. So remember, when you're happy with how
these things look, we can just go into geometry. And apply the dynamics
of the division changes. So now, this is actual
topology that we can use. Eventually, this helmet that we have here is
going to disappear. So I'm just going to
use my clay build up to push this thing in so
that we don't see it, and we're only seeing the visor. We're going to go
back to the visor. And if you need to, of course, with symmetry turn on, you can start moving and
pushing things around. So for instance, let's
really get that thing inside of the metal beds that
we're going to have here. This one also let's drag
a little bit further out. All of this, because
remember all of this is going to be kind like
ingrained on the whole thing. There we go. So eventually
we're going to have remember. Let's go back to
the helmet here. And eventually we're going
to have the metal bits like just going over the main
line of the helmet. So you're not going to
really be seeing the line. Let's train dynamic this. Again, to generate the
general shape that we we're going to be having there, which
is something like that. Perfect. So yeah, that's
pretty much the helmet, if you want to be a little
bit more like fancy, what we can do here,
let's press the helmet. Let's change the material. Let's go for this area
like this reflect yellow, and we're going to say RGB
turn out RGB over here. We color and feel object. And now we can go back
to our started material. Oh, I move the light? There we go, we go back
to a start of material, and now we can see how this
thing is going to be looking? So you can see there's
a little bit of a cut there. No big deal. Let's turn off MRGBGrab our move brush and just
move this thing down. And the helmets the visor of the helmet is going to
start looking quite nice. Now, there's another
thing we can do. Let's give it a shot
and see if this works. So remember, we talked
about surface noise, and we have this very nice
material that's very sip. Well, what if we wanted to add that sort of like
texture to the helmet, like a little bit
of an indentation. We mentioned that whenever we
want to add that properly, we need to have proper US. Now, one of the cool things is that
we have poly groups here, one poly group, two
polygroups, three poly groups. And there is a little plug
in here called UB Master. And UB Master will allow you to create a UVs here instead
of s. They're not perfect. So if you're used to working with perfect UBS instead
of Myo or blender, this might not be perfect, but they will get the job done. So if I hit on WP, you're going to see that we're
going to get something. Something just got
wrapped there. You can see one
island was generated. How can we see the UV? Well, we can go back
down here to the UV map, and if we hit more UB, you're going to see
that we get this. Which, as you can
see, is not bad. The only little issue
that I have with this one is that it
seems like the Oh, no, the main cut is on the
back, so that's perfect. As you can see the main
face is right here. It's very flat, so that should work perfectly fine
with our noise surface. So I'm going to marve
this thing back. Let's give it a
couple of divisions. I'm going to hit
Control D, Control D, control D, about half 1 million
polygons should be good. And then we're going to go
to, again, surface, noise. And let's do noise plugging. We're going to go hex sties. Okay. You can see them there. Let's increase the
scale of the hex sties. Let's increase the strength. In this case, I want to cut in, so I'm going to increase
the strength to this side. Look at that. It looks cool. Remember, we can make basic noise all the way down so that we
don't have anything. And here's where things
are going to change. Like, right now, it
doesn't look bad, but we're going to get
some stretching here. However, if we
change this to UV, you're going to
see that now using the U V as a projection
place for our plugging. So if we were to increase
this or decrease this thing, we're going to be
able to get this. I definitely want to increase the stretch because it's
looking quite nice. So I'm going to hit
and look at that. We can just say, apply to
mesh, and there we go. It's looking a little
bit alist because, of course, we are
using low resolution. I'm going to keep it
like this because again, this is just like
a concept piece. So I don't want to bring this all the way up to 10
million Pubicans. But as you can see that
looks quite, quite nice. And that doesn't
mean, by the way, that you can't add more
detail, for instance, if I were to go with
Damon Standard, I can still go here
re Lacy Mouse. I'm going to change a
stroke, Lacy Mouse. Actually, I'm going to
show you another brush. This one's called
the chisel brush. It's a little sharper.
And as you can see, it has this very nice thing, has RGB, so let's turn it off. I'm going to make it smaller. So I'm going to press, and then I'm going to
click, press shift, move down at 45 degree angle, and then drop shift, and that's going to add
like a very nice line. So you can trace lines very, very nicely if you do this, and then just drop
shift, and there we go. As you can see we get that
nice effect over there. Let's go like, Okay. Let's
go back here. There we go. Let's go there. There we go. And then we can just go there. Okay. That's a
little bit too much. I think maybe just
like a small one. So Chisel brush is really, really cool because it will allow you to do this
hard cuts very, very nicely and create again more detail
inside of our helmet. So yeah, I'm going to
stop it right here, guys. And the next one, we're going
to keep cleaning up some of the top and bottom
parts of our character, and we're going to
keep pushing with this nice little helmet
concept that we have. So he got tight,
and I'll see you back on the next one. Bye bye.
32. Top Segments: Hey, guys, welcome back to
the next part of our series. We're going to continue
with the top segments. So let's go. Now, this one, top segment that we
have right here, it's quite, quite big. And I actually was
thinking that it would be cool to have something a
little bit more special. So maybe you guys remember the amazing Spider
Man movie from a couple of years ago
with Andrew Garfield, and at the end there
is Rhino, right? Like, and he has,
like, this mic suit. So I was thinking, what
if we have a nice, like me horn over here. So, the first thing is, I
need this big shape, right? Like I need this big
part to get it out of here and get some
nicer definition. So, in this case, I'm going to do something
a little b different. I'm going to duplicate
the whole helmet. And then on this one,
let's isolate it. And I'm going to get rid of everything except for that part. Here's again, where our
knife curve brushes or knife rushes come
into play because we can just like literally delete anything that's
on the other side. Remember, these are not
like the clip brushes, so we're not losing
any information. Like we're not like
flanning everything. We're just like literally
cutting this thing out, right? So remember everything
that's on the gradient will be deleted once we go
out of the gradient. So it's very important
that you draw the gradient in the
proper direction. So, for instance, here, Like
here, let's go right there. And let's go double tap and t. There we go. So now
we have the shape. Now, if you want, you can, of course, clean the
shape a little bit. So at least is not going
pretty much everywhere. Dy mesh, but let's
make sure to turn on polish because we're going to be polishing everything here. And let's start cleaning. So with my clay build up, I'm going to start
cleaning up some of this forms right here. Making them really,
really sharp. Let's use trim dynamic as well. And here's where I
mentioned before, we can start creating this
organic looking shapes. Now, masking is also going
to be super super strong, so you can mask
certain areas like this one and then use
your trim dynamic to really push certain areas of the object like
this one right here, and then just smooth this out, so you can see how we can create some very interesting
shapes without that much of a problem because we're making and protecting
certain areas of our object. There we go. We're going to be
adding a lot of details later on, by the way. I know that we haven't
talked about those just yet. Let's turn everything back on. And again, I'm going to go
to my main helmet here, and I'm going to use
clay built to just push this thing in because we're
not going to need it anymore. So eventually the whole
helmets going to disappear. So that's the big shape
right there. Perfect. Now, it's looking a little bit too round compared
to everything else. So let's jump back to this
guy and I'm going to use my mood brush to start giving
it like a nicer effect. We can also use our knife curve and let's cut right there. Cut right there.
Cut right there, and that's going to give
a sharper looks well. Even cut right there, I think. And I'm going to
use my trimnamic to flatten this surface. I like that curve.
I think it looks interesting with
the overal helmet. It's just too much. It was a little bit too
much. So let's flatten that. There we go. Go back here. Okay. There we go. So for the horn, I'm thinking because
most of this is going to disappear with what
I have in mind. For the horn, I'm thinking to have this sort of
like shape over here, and I want to have a
couple of segments. So I'm going to append
a cube in this case. Let's scale this down. Let's turn out perspective. There we go. We're going
to rotate this like this. And this is going to
be my main shape. Now, I do want to have bevels. Again, with my cut or knife
brush and symmetry turn on. Let's add a couple of
bevels to the thing. That's it. That looks pretty
cool as a base, I think. So we're going to have
it right about there. One thing that I
would like to have, and this is one of the
cool things here is I would like to have this
be an inset thing. So all of these phases, it will be nice if we could create a little bit of an inset. And there's actually
a way to do it. I'm actually going to
clone this over here, and then duplicate
this right here. Move this up, scale it down. Because it's the same
shape, pretty much. Turn on light bullion, remember live Boulans when we saw
them, and remove this. So now we have this
very nice shape. Probably going to make
this a little bit thinner like that,
and there we go. So we have this
interesting shape that is going to allow me
to create my little horn. So remember for Boulans,
we're going to say, make bullion mesh to make
this a permanent shape. And we definitely want
to dyn mesh this. So polish on and dynamish
on with a hide resolution, of course, to really
hold the surface. Look at that. Create
a cool shape. Now, we go back to our
helmet right here, That one we don't need anymore, so we delete and we append the new one that
we just created. And then from this
one, what I can do. Let's senti the food point
here. I'm going to unlock. Remember, you press Alt
and you unlock the Gizmo. I'm going to try to match it as closely as possible to the
same direction that it has. I'm going to press
control Alt and drag. Make this one smaller, so that it goes inside the
little hole that we had. See why it was important. I'm actually going to rotate
this get it in there. And then again, control alt is going to be even
thinner, a little bit longer. Okay. Like that. Now, here, I think I'm actually going
to use my move brush to a little bit of curvature to the whole
horn because otherwise, it's going to be
a ginormous horn, which I don't mind, but it
might look a little bit weird. And let's do the final thing.
Now, for the final thing, I'm actually not going
to use this guys. So I'm going to
append an option. So I'm going to go B
and then IMM primitives and we're going to append cube. There we go. This is really just to have everything in the same subtle. We could have added this
as a separate subtle and then change it around. I'm going to use my knife brush to create this nice
little cut right there. This cube definitely needs
a couple more divisions. Otherwise, we're not going
to be able to do it. I'm going to remember
other groups. Over here on poly groups. We're going to other groups
so that everyone has one and I'm going to say
groups and dynamic. Now every should have its
own little poly group. Control shift click
on this guy. Okay. And now I can add like this cut right there. Why
is it not working? Is it because of
Let's control shift. It is cutting it,
but for some reason, it's not I am using the
proper one. That's weird. I'm going to select this guy. Let's go back into select lasso. All of the ones that we don't
or that we want to keep, we keep everything here,
leaden and dynamis. Since that's a straight element, it should give us a
fairly nice effect. Now, I'm still going to go
here with a knife curve. There we go. So double
tap. There we go. Let's isolate. Let's
see if it works better now. That's really weird. Oh, happy little accident there. That looks really, really cool. So I'm going to keep it. So now it's just a matter
of grabbing this guy. Let's mask it. Control
click Invert this, invert the mask and just move move it down because
I mean, I like it. I like it, but it's a
little bit weird there. Let's again, other groups. Control click Control Control
tab to that pool group, Control click to mask it. Control tab to go out, invert the mask and just move in there so we don't
see that weird face. Now, I really like that horn but it's a
little bit too much. So the cool thing is,
right now, Dams fine. Right now, we can
just move this thing down and make it smaller. Right? This is the great thing about working in
this sort of way. I don't know, looks
a little bit weird. Look cool, like being
big and everything. We need to find some
sort of size that doesn't look like weird or
obnoxious or something. Okay. I think that's fine.
I think that looks cool. Yeah. I like it. So
yeah, there we go. As you can see, we've now
created that very nice horn. Now, let's go back
here to the helmet, and you can see that we have
this elements over here, which eventually, I
think it would be nice if we had some
lights over here. So this are going to
have some lights here. And remember, we had a couple of other bends or
something over here. So this ones are a little
bit more organic looking. They're not going to be as as mechanical or hard surface
as the other ones. And but we still need to extract them, that's another one. You sometimes don't
need to extract things. You can just grab like a sphere. And work with the sphere. Use this to recreate the
shape that you want to have. I'm going to push this sphere to where it's supposed to be. Ad about there. Let's turn off or let's just
use our mop brush here. Again, in a very organic matter, we're going to be pushing
this and creating this very, very nice flow into the helmet. So we know we're going to jump into this helmet right now, and let's start getting rid of the things right here
so that we're only seeing the shapes that we're working on
because everything else is It's being
taken care of. There we go. Now, if you want to give this a little bit of a hard
surface you look, again, trim dynamic can be very helpful in
these instances. Let's dy mesh. Let's really
increase the resolution. Soften up, and again, used a little bit of
train dynamic to maybe get a line there or
something, right? Remember, one of the great
things about this is that you can have so much fun
and you can explore. I think the main thing that
you need to take away from this concepting stage or
creation step is just explore, find out what works, find
out what does not work, and just push that
kind of thing. For instance, that one
right there, I like. I think it looks interesting. So again, BTD to trim dynamic and just polish
the sides over here. This is going to be like this organic natural
looking thing while having some other
elements over there. Let's push this so it flushes a little bit
nicer with the helmet. We can later add a little line or a curve that goes
through the helmet. Or we can just start
moving this thing like up and down to
create a nice line. I'm going to use
my masking here. I'm going to mask a little
square in this area. Here's we're adding
a little bit more geometry might be a good idea. I'm going to increase
this even more. You can see that we're working
with very little geometry. As I mentioned in one
of the previous videos, hard surface really
requires you to go a little bit heavy in this aspect. I'm going to copy the
shape of the element, invert this, and
then with brush, if we click out and
click on that point, we're going to
snap to that face, and we're going to be
able to push it in. And when we dyn mesh. Of course, that thing from the other
helmet. There we go. When we dy mesh, we're going to be able to get this nice
little construction. Again, I've mentioned
this before, you will never get perfect
geometry just by doing this, like perfect heart
surface things. You can, but it's
really time consuming. My best advice if if you ever want to become a true
heart surface artist, you are going to have to
do a lot of rthpology. It's part of the job.
Let's grab this guy. C plugging subtle master, and we're going to mirror
to the other side. Oh plugin subtle master mirror, and we're going to mirror on
the x axis to the other set. There we go. We have those
nice little lines right there. And again, if they don't work or if there's something
that you don't like, no problem. Just move it around. So for instance, I think
they're a little bit too low. Let's turn on symmetry. So I would like to
have them a little bit higher like about there. Even if I have to go to my visor and move it
as well a little bit. I think that's going to work. Let's go back here and keep on erasing some of these
elements over here. Don't worry. We're still
going to be adding more details like section
lines and stuff like that. That comes at the very end
of the creation process. Right now, the main concern is getting most of the shapes. Most of the shapes done,
let's jump on this one. There we go. Okay. I go
to push it higher. Nice. Yeah, I mean, I like how
this is turning out. Like if you remember how it
was a couple of I think I have a quick sake here because I deleted
the previous option. If you remember how it was,
just like the blocking, now things are looking
quite quite nice, right? So again, we're going to
keep adding more stuff. We're going to keep
adding more details. So yeah, hang on tight, and I'll see you back on
the next video. Bye bye.
33. Bottom Segments: Hey, guys, we'll come back to the next
part of our series. Today, we're going to continue
with the bottom segment. So let's get to it.
As you can see, we have this guys right here. And for this guy,
I actually want to show you another
thing that we can do, which is a little bit
of kid bashing, okay? So, you guys remember
that we have this things called the Insert
Mult mesh, right? And inside the Insert Mult mesh, we have a lot of a lot of, like, very cool ones that
we can actually use. So, for instance,
if we go here into the insert mult mesh spaceship, You're going to find a lot
of sci fiish looking things, like springs, disguys right
here or disguys right here. Like, there's a
lot of cool stuff. And for instance, we could
replace disguys right here and maybe even dis guys
right here with cool things that
we find up here. So the way we're going to
prepare this is as follows. First, I'm going to go
here to my main mesh. I'm going to use
my trim dynamic. I'm going to flatten the region where we're going to be using them because even though they're
going to be overlapping, we might see some weird
holes here and there. So it's important that at least we have the
region prepared. So again, we trade dynamic
very aggressively. I'm just going to erase
all of this guys. At least I still remember what the sort of shape that we want them
to be over there, right? So we just smooth all of
this out, and there we go. That even makes the visor look
a little bit nicer, right? So now, I'm going
to append a sphere, which is going to be in
a very similar situation or in a very similar
way as what we did what's the word with
the little environment? There's going to be a placeholder that we're
going to be using to anchor any interult
mesh that we use. So I'm going to go V. Let's
go again to a spaceship, and let's find something
that looks cool. Some of them are
really, really nice, some of them are not as nice, but you'll find
things that will be helpful every now and then. So you can see this one
has 162 different meshes. Some of them again, are
very simple meshes, but others are quite nice. So I think we're going to go with this one that
we originally saw, like, this one right here. So if we drag and drop
it, as you can see, we're going to get this shape, and it looks like a cool shape. So it's just a matter of
finding where we want this cool shape to be the
proper rotation and everything, and we pretty much save
ourselves a lot of work by keep bashing a
little bit of this things. So for instance, I think that one looks quite
nice over there. And here's again,
where we really need to go back to
the original one to the original like
base mesh and push out or in a couple of
of the things here. So for instance, I'm going
to push out some of that. And I'm going to push out
some of this like this. It's kind of like the metal where these things
are embedded, right? So just like a nice
little surface there. We can even use our
demintandar to create a cut line to indicate
that that's where that small canister
is attached to. Now, this one, as
you can imagine, they can be subdivided. However, the topology is
not super super perfect. So if we go geometry and
we try to divide this, you might not get the exact result that
you're looking for. You starts looking
a little bit weird. So yeah, I mean, this is one of those
things that you're going to have to decide whether or not Kee bashing will work for the particular
project that you're working. Here, one thing I can do is I can give it a couple
of divisions, and then try and soften them up soften up the lines, right? Like the edges that we have
pretty much everywhere. Because some of them
are really flimsy. You can see that,
like down here, those little things are
quite small and soft. So when we do the softening, you might lose some of the
detail. It's a little cool. Just keep that in mind, okay. So whenever we're using
that sort of technique, when we're keywhing stuff, you might need to clean
up certain elements. Of course, we're
going to mirror on the x axis to get
on the other side, and you can see that
our nice little rhino here is looking nicer and nicer. Now, let's say that you
want to add, again, like a piece here, but you want to do it a little
bit more traditionally. Like you want to model and babble and do things
a little bit nicer, right? We can do that as well. So let me show you one
little example here. I'm going to mask all
of this area out. I'm going to try to make this
mask as clean as possible. We're going to be using
a very similar technique or method to what we
use with the visor. So we're going to be extracting. So that's why I want my
mask to be as clean and as nice as possible, like that. Now I'm going to go
here to Sp extract. We're going to set the
extraction thickness to zero, and we're going to hit
extract and accept. And let's press isolate select dynamic solo over
here, and there we go. We have this nice little piece. We're immediately going
to go into geometry, C measure, and we're going
to where's the word. Or what's the
element of C remesh, and we're just going
to see remesh. And this will give us
a cleaner topology. We're going to press half
and keep on going and keep on going and keep on going and keep on going
and keep on going. And even more. Let's go really, really low. That's perfect. Look at that. Very clean, nice, simple geometry, and it follows the paths that we're expecting. Now, you guys remember
the tool, C modeler. We're going to be using C molar. We can go here, mesh, let's say poly group A, and we're just going to
mesh this thing out, and this is going to be like our main breathing
thing or something. Let's turn on polyprame so
we can see what we're doing. Let's say we want to do a
little bit of a hole in here. Well, we can go here, insert. Let's insert a
natural right there, and then let's go
to poly group and poly group like
all of these areas right here, like this faces. And then we're going to
go mesh polygrop island. And we can kmeh testing in
to create an inset, see? It would be very difficult to sculpt it or use the knife rush or all of the other
tools that we have because it is a tricky thing. It's a tricky little
element that we would need to find a proper way to do. And then we can start bubbling, let's say we're going
to bubble here. We're going to bubble
the whole edge up there. This whole edgelp there.
And if we press d, which is our dynamic
subdivision. Remember, we can see a preview of how this thing
is going to look. We actually have both
sides, which is perfect. I'm going to go insert again, and let's start adding
our support edges. So let's do like one
insert right there, one insert right there.
One insert right there. One in back here
and one up here. I really like this
corner, so let's add a couple of them there. I actually really like this
corner as well so that we go. Now when we press
D, you can see that our shape looks a lot
cleaner, a lot nicer. At any point, if I
want to, remember, we can make this dynamise
with or not ble with polish, sorry, we can add a polish here and just keep
sculpting normally. So this is where again, all of the tools and all of the systems that we normally use in sea brush can be combined
between each other. Take a look at this now.
Pretty cool, right? So in a relatively fast way, we were able to create this nice little shape that we're now able to place and accommodate pretty
much wherever we want. So that's one of the
magic about Sivers. That's one of the things
that I love about the software is that all of the modules can be combined to create amazing stuff.
Now, here's another one. Why not just duplicate this, rotate this and reuse
it somewhere else? Like maybe we want to
have this one back here. I'm going to show you an
easier way to do that. I'm actually going to
go here into subtol. We're going to duplicate this. Let's dynamic solo again, Control Alt we're going
to go into select asso, hide one of it with
a symmetry turn off, delete hidden so that
we only have one, bring it out, and now
we can move that one. And another little thing
that sci fi things do quite a bit is they utilize the same shape a couple of
times and they just repeat it, like, making it
smaller or something. So, for instance,
this one right here, Let's bring the pivot
point closer there we go. We could use it exactly on
top of the original one, kind of like a child element, and just position it like this. Rotate it nicely so that we
have a nice clean overlap. And that's it. That's
going to give this piece a way more interesting
effect and look because we're
combining them, right? Like that would be an option. Another option is just to bring this thing somewhere else. So for instance, back here, we still don't have
a a lot of stuff. So it might not be a bad idea to have some sort of locking
system or something. I don't know, like there. Okay. So when you see the
helmet from the back, you're going to see that
little thing right there. Of course, we're
going to go see plug in, mirror, and heat. Okay. And there we go. We have
another little piece, that's one of the
tricksom techniques that they use for the original
Star wars, for instance. It's called gribble, whereas you just add detail
that looks cool, but serves no function at all. It's literally not doing
anything, but looking cool. That's the only thing.
So if you remember, like the millennium falcon. It has a lot of pipes and connection and segment
lights and stuff, even like the
original dead start, of course, and it's
completely unfunctional. Like, nothing that
you see there is actually contributing to the
working of the space sip. How does the spacial
work? Magic, pretty much. Like it's just like a weird
combination of things, right? But it works and you
really don't question. You just look at
it and it's like, Yeah, it looks complex. It looks complicated,
looks cool. It's just like a
space ship, right? So, So sometimes that's what we're going to be doing
here in the sci fi things. Sometimes things are
not going to make a lot of sense, but they're
going to look cool. And if they look cool and your art director or the croent accepts
what you're doing, then you're perfectly fine because at the end of the
day, that's our job, right? Like make things that
look cool so that people can buy our products, see our content, and
and be inspired by it. So yeah, I'm going to stop
the video right here, guys. In the next or we're going to
start polishing things up. So we definitely need to work on the remaining part
of all of these panels. I'm going to show
you another little technique that's
going to be really, really helpful for the
big panels back here. And then we can
start adding like Alpha details and a lot
of different things. Here, I think I
really want to add. There we go. A little
support there. And again, we can with tri dynamic and just
polish this thing up. If you guys are familiar
with gaming workflows where you create the high
poly poly and then the bakes. This is what you would be doing. You would just create
an amazing sculpture. It doesn't matter how many
pieces because at the end, everything is going to be
combined in a single piece. You're going to re apologize this whole thing and
and texture paint and do all of the different
things with it. So yeah, I'm going to stop
the right here, guys. I'll see you back on
the next one when we continue with the paneling
here on the back. Hang on tight and I'll see
you back on the next one.
34. Helmet Panelling: Hey, guys, welcome back to the next part of
our series today. We're going to continue
with the helmet, and we're going to be
doing the paneling that we have, like, back here. And pretty much all
of the panels here, so I'm actually going to
isolate this guy real quick here on dynamic solo
down here, there we go. And let's make sure that we clean up the
panels a little bit before we jump into
actually, what's the word? Into actually doing it.
We need to turn on, of course, that so
that we can Add stuff. There we go. It seems like we lost pressure again.
Let me esa real quick. So, I just found out it's
not the resetting, actually. It's whenever I have photoshop active and I open severs
at the same time, they seem to get the pressure
sensitivities mixed up. So that's why I was
getting weird results. So if you ever get this issue, I'm currently using
a Yon Canvas. So, there you go. Just a small in for there. I'm
going to delete this guys. We don't really need them here because we're going to
be placing them on top. And again, the only thing
I want to do is I want to clean up these panels
as nicely as possible. Because we're going
to be doing masking and when we do an extraction, we're going to be doing
an extraction, of course, the cleaner the panels, the easier this whole
process is going to be. So, in this case, I'm going
to press control, click, and I'm going to change
actually to mask lasso because this is
going to be a big, big mask, so it might be a better option to just grab
the whole thing like this. So I'm going to go here. We're going to extract, and, of course, at zero thickness. Accept. And there we go. We
have this thing right here. So what we're going to do it's going to be super super important is we're
actually going to, of course, be like reducing the amount of elements
we have here. So we're going to go
geometry, C measure, and we're going to start
reducing the elements here. Let's do half I don't want to reduce it as much
because I still want to see the lines because we're
going to be using them. And we're going to
be using one of the other tools that we
talked about before, which is the slice curve, this one right here, which is going to divide
into poly groups, all of these areas right here. So for instance, I'm going
to go let's start down here, double tap, double
tap, and there we go, now, as you can see, we got this nice big panels over here. Then we go here.
And right there, and you can see
that we get all of the lower version over there. For the upper one, for instance, let's go up back and then up and there we go different poly group over there. Then let's grab this
guy right here. Remember, we don't
have symmetry. Either you do it twice or as we're going to
do it just a second, we're going to mirror
on the other side. Control shift click
on this side. Let's go one, two, three, four. Let's try this. Now, here's where I
would definitely want to do the mirror so that
we have the proper thing. I'm going to go all the way
down here to deformation. First, we mirror this to so
that's on the other side, and then I actually
have it over here, so mirror and weld
and there we go. We have that little
segment there. Let's go again with this one. So very similar process. I'm just going to like delete
this whole thing like that. And then you can see my
two little shortcuts here. It's mirror first and then mirror and weld and there we go. Let's go here. This one is fine because we're doing
it from the side view, so it should be fairly easy to just recreate this
thing, and there we go. So now, as you can see,
we've divided like the back part of our helmet
into different panels. And these panels are going to be doing a very, very cool thing, which is going to be
they're going to be using or we're going to be using something called panel loops. So if we go here to edge
loop and I hit panel loops, you're going to see
that what happens is we extrude this guys. We give these guys thickness, and not only that,
but we're also giving them some divisions
on those thickness. We can change the thickness
here with thickness. So if I do panel loops,
you can see that we create this and look at how nice
and sharp those lines look. Right? So as you can see, we create this very nice paneling. Each island becomes its own
panel, as you can see here, and we pretty much create a
very nice effect over here. Now, here's where
I could go, Oh, there's a couple of
things I need to talk about the panels
before we move on. We, of course, have the polish. We have the bevel profile, which is the type of bevel that
we're going to have. If you want to have round panels or another type of
panels, you can again, add points here, very similar to how we did it on
the surface noise. So if we do something like
this, and then we do panelos, you can see that we get
a sharp line there, or maybe we want like
a spike right there, again, panelos and there we go. We get that
sort of thing. Right now, we have
What's the word? We have five divisions. There we go. We have five divisions. So that's the amount of elements we're getting right here, the polish five
panel loops polish, and this is the amount
of points that we wet. Again, if you want to
change the profile, you can do it here. If you want to remove one point, you just drag and drop it
outside of the box and you're going to be back to square one. So
yeah, there we go. Panel loops. Now here's
where I would like to use the poly group function, so all the way down
here to poly groups, and we're going to say
other groups so that each panel becomes its own
little poly group right here. And now, if we were to select polish groups and a high enough resolution,
and we dy mesh, you're going to see
that we get this very nice effect
where we're going to be able to sculpt and pretty
much do anything with it. So let's go out
and look at that. So now, most of our
helmet is done. We can actually I
think we can actually delete the main helmet that
we have, let's delete it. And, yeah, as you can see, most of the things
are covered now. Like, the whole element, our whole helmet is
pretty much covered. So we're going to be adding
a lot of section lines and little bands and stuff on top of the helmet to
make it look cooler. But right now, the main
thing that I need to fix is, of course, where some of the
position of the objects are. So let's push this
like cheek panel in. There we go. Same for this one. Let's push them in a little bit. We have symmetry turn on. That's why we're
moving everything. If you see a couple of
points where things are not flowing nicely
or they look weird. Like for instance, on
this area right here, we can move out the panels
and create this very nicely. Look at this. Like Imagine
trying to do this in Maya, you wouldn't be able to do it in less like an hour like
we're doing right here. These are again, as
I've mentioned, very, very powerful tools, and
the more you use them, the more you
experiment with them, the nicer and the
more interesting things you're going
to be able to get. But this panning technique is really, really,
really helpful. I'm actually going to show you another thing that I want to do. You've probably see sometimes
helmets on the lower side. They tend to have the cushions, which is some sort of support. So we can do something
very, very similar, but we're going to be
using pan loops as well. So I'm going to pan a ring
three D. There we go. Let's bring this ring
three D down here. Is going to be my neck support. Oh. Right there,
I'm going to use my move brush to give it a little bit more of
a form fitting effect. Make sure to have
symmetry turn on. So this is roughly where the support for the
helmet would be. There we go. Let's isolate it real quick. Again, if we go into slice
into a slice curve brush, I can say, Hey, you know what? I want to have one
polygrop there, and then one poly group there and there and there, and there, we mirror min and well, we're going to have polygrop
pretty much everywhere, and we can go back again into geometry and do a panel loops. So as you can see now, if I
control D to smooth them out, you're going to see that we
get this sort of effect. I'm probably going to
increase the intensity there. Forgot to do the min
well. There we go. So let's do like a wide
effect right there. So when we soften up, things look a little bit nicer. And yeah, that's pretty much it. So now, again,
with my moo brush, I'm just going to push this guys in kind of where the
neck would be, right? Like, again, it's like the hermetic suit
or something that you normally get
to make sure that no one or that you're always
breathing something, right? So yeah, there we go. Now, I think we can actually
get rid of the character itself we no longer
need him for the form. Like we already know
where things are. That's some creepy
eyes over there. Let's delete them as
well. And there we go. As you can see, we have our very nice paneling
here on the back. We have this nice
little support. If you want to,
like, we could Oh. We could grab like
this paneling and just push it up so it looks like the helmet can actually be worn. And yeah, this is pretty much
all you would need to do. Now, you can see that we got
some hollow spaces here. Here's where I would use
the move topological. I'm not sure if I've
mentioned this brush before. It's very cool. It's VMT, is a shortcut
for Move topological. And the way this works is it
will only move an island. That's connected to
the rest of the faces. So in this case,
I can very easily just move this
island right here to make sure that
we're not actually moving any other piece
of the helmet, right? And that way, this
thing looks like it's like it's not floating
into infinity or anything. Like it's actually
overlapping things. Right. Same thing, you
can see right there. Let's go into this guys. Let's just push them a little
bit and move them around. Let's go here to this paneling. I think pushing the paneling out and creating that little, nice, sharp line
along the surface. That's really, really good
for the whole Vs thing. There we go. I like my rhino
unicorn character so far. So yeah, I think we're in
a very good stage, guys. I think we're ready
to go into detailing. So we're going to start
first with live bullions. We're going to be adding
some light bullion stuff. Or actually, no, we're
going to start with insert mult mesh and some
traditional sculpting details, and then we're
going to jump onto live bullions at the very end. So, hang on tight, and I'll see you back on
the next one. Bye bye.
35. IMM Armor Details: Hey, guys. Welcome back to
the next part of our series. Today, we're going to continue
with the Armo details. We're the final parts
of this chapter. Hopefully, you guys have learned a lot about hard
surface sculpting here. So today what we're
going to be doing is, we're actually going to
be using insert Multsh to insert more stuff. So I am going to append and we're going to
append this sphere. Remember, this is going
to be like a placeholder, and we need this
sphere so that we can inject things
into the object. And it already knows or it
will know where to place them. So if I go B, you're
going to find again this like IMM
guns, IMM machine parts. And there's again,
a lot of things. I really like this one,
this industrial parts because you have,
bolts and stuff, and I think we can use
some of those like bold heads on a couple of
places for our characters. So it's just a matter of
deciding where you want and literally dragging and dropping
them so they look cool. Now, just be mindful, sometimes they float a little bit
more than you might want. We can change that
later on. Uh, but I'm just going to do I'm
going to Let's go back. I think having like
a couple of big ones here on the horn
might be a good idea. Let's turn on
symmetry, of course, so we get them on both
sides. So let's do that. And let's do like here. And then, here, there we go. So now it looks like the horn is actually supporting
all of those things. And then I don't know, for instance, like
this guys over here, we add a couple of bolts, so it knows it
looks like they're holding them. Same
thing like here. Okay. On this guy, I want to
add two small bolts. And this is something
that I would like to call complexity
out of simplicity. Sometimes you are
going to have what the hell is going on here. Okay. That's weird. See
that? Like the mirror is working there, but
it's not working there. It seems like this
guy is off center. If that ever happens
to you guys, I mean, you can try and find
the center again, but it's going to be
a little bit tricky. Here, since we're in dynamite, I strongly recommend you
do the mirror and world, and that's going to be
it's going to fix it. So, as you can see, that
was a little bit of center. So yeah, as I was mentioning, you will be able to add
a lot of really cool, details like this one, without
that much of a problem. A lot of people think that you need to do every single thing. And no, there's so
much key bashing and stuff in traditional,
like a modeling. Now, the only thing that I
don't like about key bashing, which is what we're
doing right now is that there are some pieces like
this piston right there. That it might look
cool at first. But if you're not
actually using, let's go back to the sphere. Like if you're not
dividing this guy, it's very, very low poly, right? Like, you can see how low
poly this thing looks. And I mean, it's not going
to be the end of the day. Just be mindful of
which models you use. Let's take a look at
the machine parts and see if we can find something
that's interesting and cool. S like this little rubber ports. And we can add like a couple there and maybe like a
couple more over here. Again, just to interest. Remember what we
talked about before, we need to have a bit of what's the word of
rest areas, right? So you don't want to overdo it. You don't want to have a lot of these things
pretty much like all over the place because it might be a little bit too much. But yeah, you can use as many
of these guys as you want. Let's grab like this
coupler right here. And for instance, can we
can make this kind of like kind of like
what's the word? The things that he
hinge. There we go. It's going to be a
hingch over there. And let's add another
one over here. Something that I forgot
to mention forgot, but we haven't really
talked about it. Everything that I'm
showing you here in the CBRS course is how to utilize the
tools and create stuff. But there's so much more
things that you can learn out there about design specifically. So if you take a look at the
best si fi shows in history, if you take a look at what other people have done
throughout history, again, like Star Wars, Star Trek, any Si fi show that
you can think of, you're going to find that
there's a lot of Okay. I call them graphic ideas, right, that people are
experimenting with and creating. And there's also this thing where sometimes there
will be a couple of how do you call it? Oh, that's a little bit
too much. I divide it. Wait, way too much 48 million.
That's crazy. There we go. So once something hits, whenever you see
something that's really cool and people like it, you're going to see things
being repeated quite a bit. So when Hala first came out, a lot of the sci fi was influenced by that kind
of like aesthetic. And then we start
getting other sources of aesthetics and things change. So also be mindful about
that because there will be things that will inspire you and change the way
you do things. Now, here, I'm going to go
into my Damien standard. And actually, no, let's
go into the Ceeselbrush. You remember, you
guys, we talked about the Ceeselbrush before. So we're going to use
the chisel brush. And I'm just going to add like a couple of
chesel lines here. Some accelerated lines to really push in the silhouette like on this guys right here. Something like this. So when
we see it front the front, we see that nice little line. So as you can see, things
are getting a lot more like busier and we're getting more and more like
interesting stuff, interesting patterns which
are really, really cool. I'm going to decrease the
intensity a little bit. I think it's a
little bit too much. There we go. And
then let's go down. Perfect. So again,
just small lines here and there that
are going to really, really push the surface. And at any point,
we're not going to do it on this particular
one because we've done, damage stuff all
throughout the course. But at any point you are
welcome to add damage, like trim dynamics, slashes, scratches, rust, like anything
that you can imagine, you can, of course, add to
this whole thing right here. So, yeah, I mean,
this is looking good. And again, you can go as crazy
or as simple as you want. Like, I've seen some
really, really basic well, not basic, really simple, minimalistic, like,
sci fi designs. And there are other
people that do, like, super intricate designs
with their stuff. Like, if you think about,
like, Mega Man, right? Mega Man has a really,
really simple design, and Capcom really never went, like, super extreme with him. But then you take a look at
something like master chief, like we were talking about
or war frame where they do the super intense and
cool looking armors, and you're going to be spending
a lot more time on those. So be mindful about
that, as well. When you're working
on a project, the more time you
invest on that project, well, the better the
quality is going to be. So it's not the same
to spend as we've been doing with this
helmet a little bit more a little bit over an
hour than to go in and spend a whole week like
developing this concept, right? So the more time,
the more quality, the more reference, the more
art direction you have, the better the result
is going to be. The important thing
is for you to know all of the tools that we've
been exploring so far. So I'm going to
stop this one right here, guys. This detail. I don't think I want to
go like any crazier, but I do want to talk
about live bullions because you guys are
going to love that thing. So hang on tight. Anle see you back
in just 1 second.
36. Armor Live Booleans: Hey, guys, welcome back to
the next part of our series. Today, we're going to
continue with the helmet and we're going to be talking
about light billions. So let's do a quick refresher of what light bullions were. We use them a little bit here. Light Bolion is pretty much a pen any sort of like
shape on your scene, like, like a ring. And then you can use
this ring to either add, substract or intersect it
with your original mesh. So for instance, if I just
click here, substract, you're going to see that we're substracting these
piece from the object. So these are super
super helpful to create intricate shapes inside
of the hard surface world, and they work very, very nicely. The only caveat or
the only problem with this is that they
and you know it. Once you do a permanent volian,
the shape that you get, it's going to be a
shape that's not as workable because
we get a lot of angs, we got a lot of triangles, and it gets a little bit tricky. So I only recommend this
method if you're thinking about using the acid to create
a low poly mesh later on, like a topologization,
and then doing bakes. Otherwise, I would try to sculpt everything
so that you can topologize each piece
separately because those kind of details are a little bit tricky.
So here we go. We're going to add another
placeholder sphere. And this one, we're
actually going to move outside because we don't want to be affected by
this by any chance. And I'm going to say B, or not B, sorry. We have a B, and there's a ban. There's a very
specific boolean mesh right here. Where
is it? Where is it? There we go. IMM Boolean. And the IMM Boolean
has a lot of shapes, very cool, like fi
looking shapes, and they're really, really,
really nice because they will allow us to create some amazing effects very, very easily. So here's how it
works. Let's say we want to use a heat sink and we want to use this heat
sink on this front view. So I literally let's
turn on symmetry. We had symmetry turn
on. There we go. And I'm just going to
draw one its right there. And then as we know, the only thing I need to do
is move this thing where I want this live
voulon to occur, which in this case is this one, and just delete.
And look at that. It's kind of like creating
an indent with the shape of my live lion extremely
extremely fast. So here's where we can use
like this power details and the small little bolts and things that hold
things together, remember that we were
trying to do some of them on the plates, and
I wanted to wait. This is why I wanted to wait
because as you can see, it's very, very easy to just
literally drag and drop. And this is geometry
that we're dragging and dropping inside of our model. And then this thing
is, of course, the live vol and operation to generate all the things
we're seeing right here. So you can see how nice
this thing makes it look. And how easy, right? Instead of having to sculpt
them all by hand, we can just literally go there and add a couple
of lines here and there, and that's going to be doing
pretty much all the work. So, Yeah, as you can see, that's the light
vol, and then we have like this
frames right here. Like, I want to go
on my horns over here and look at this. Let's add one there,
one there, and, like, like, a small
one over here. C will follow the shapes
as close as possible. T's let's keep it. Kind of like symmetrical,
kind of, like, following the flow. There we go. So again, complexity out
of simplicity, in a very, very fast way or in a
very fast like approach, we can start adding these
sort of details that make our element look way more
complex than it actually is. And it's not really making the
job any difficult because, as you can see, it's
quite simple to do. Let me grab this panel latch. I really like this panel latch, and we can add these sort
of things like here to the side or maybe like
here on this area. And remember, all of this is topology that's being moved,
that's being generated. So eventually we
can make this real. Oh, let's go back to our sphere because I
clicked somewhere else. There we go. Let's Like a
little latch over there. There, let's see what
else do we have? We have like this one. This one, the b details
look really, really nice. So we can let's add one main
like oval shape right there. And again, this is like adding details when we were doing
like organic sculpting. So the same principles apply. You want to make sure that
things are looking as nice as possible before you jump and start doing this or
things because otherwise, you're just adding extra noise where it really is not helping. Let's add a thermal
band right there. Let's do another thermal
band right there. What else? Like this edge port, We can make the little lamps a little bit more interesting. We can even replace
the little lamps with this sort of
like square port. That looks a little bit
more like a lamp, right? So yeah, I mean, this is a super
short video guys, but I just want to
show you the power of the bullion tools. So again, if you're just going to be doing like a
concept or render, this is perfectly fine,
which express BPR. And look at that. That
looks like a very, very cool like
helmet piece, right? Like a nice content. This could be further refined. Now, what if you wanted to
use this for a video game, and you're going to
be doing like a low poly and then bakes
and everything. Well, remember, you need to go here and make this
a boolean mesh. However, keep in mind that we
have 3.9 million polygons. So all of the polygons
that we have right here, are going to be
applied and are going to create one single mass, which is something that
you might not want. So in those cases, you might want to split
the sub tool into different parts and
export them as they are. But yeah, this is
pretty much it, guys. I think I want to add a
detail to the helmet. So there's this line
that I really like this ring design and see how we can add that
ring design over there. Pretty cool, right?
Let's get rid of the RGB. I still ing it. Now, since this is
really, really thin, you might not see as much or we can add like
this cross wire, and have a cross wire go across. You can actually
make it go across a lot of surfaces
because this is actually dividing or taking
away from other pieces. So yeah, just go
crazy with this guys. It's a really, really fun way to add detail
to the whole thing and make sure your design becomes a little
bit more complex. So I'm going to save
this one for you guys. You're going to have one
of the first options and then the final one. It's going to be called
Si final Sif helmet. Final. There we go.
So remember, guys, if you're opening
this file to take a look at it and see a
couple of the subtles. Remember that the last subtle right here, it's live Bolons. It's still on. We have
not applied them. So at any point, I
can just turn this off and we're going to we pretty much lose all of the details. But if you turn it on, then we're going to bring all
of those details back. So that's it for
this chapter, guys. We're now going to jump
onto chapter number seven, which I think you guys are
really, really going to like. Hang on tight, and I'll see you back on the next
chapter. Bye bye.
37. Dynamic Basics: Hey, guys, welcome back to the next chapter in this series. Today, we're going to be
starting with dynamics. So yeah, let's jump
right into it. So dynamics are one
of those things or these things that have been
recently added to Sirs. And by recently, I mean about like a couple of
years, probably. But it's one of the,
the newest features or some of the newest features
that Sievers has to offer. And dynamics are
really, really cool. I'm going to make a poly mesh through
the here real quick, and you're going to find
your dynamics menu up here. So for this particular
part of the series, I'm actually going to be opening this little duck over here, getting rid of the
brush options, and ducking the
dynamics over here, because we're going to be using
a lot of this attributes. So dynamics, as
the name implies, is a way or it's a system here instead of series that allows us to dynamically process or calculate how a certain material would
behave in the real world. So if I were to
move this thing up, for instance, actually, I can't move it up because
the floor moves up with it. If I just run the
simulation right now, you can see that this
sphere flattens. Like it completely loses
all sort of volume and it flattens
into water, right? And you can see how
it works right there, which is pretty
pretty interesting, but it's not exactly
what we want. I'm actually going to
go here and subtol and I'm going to
pen another object, so like a small cube. And I'm going to push the
cube down and to the side. This cube is going to
be like my floor guide because whatever object you have in Civers that's
like the lowest, that's going to be the mark
for your floor in this case. So if I run the simulation, or let's go to the sphere again, and I run the simulation,
you're going to see that it falls and then it
hits the ground, okay? You can see all of
the simulations are taking place up there. You can run the stimulation
press space bar, and that will stop the
simulation and run it again and stop and run it again and stop at any point that you want, and you're going to get
this sort of thing. So It's really really cool.
Originally, it was designed to create or or help us do
cloth inside of Sears, and that's what I'm
going to be focusing on. But there's a lot of other uses. I've seen some people
do like chains and other things like
rubber ducks or balloons, like there's some crazy things
that people can do with dynamics as long as you start tweaking the elements over here. So let's talk about the
elements right here. And for that, I'm
actually going to open another option right here. I'm going to go into
our tool palette, and I'm going to bring Let's
bring Nick right here. So I just double click
Nick, and there we go. So Nick is going to
be our model today. Nick has a lot of tools. I'm just going to
select the top one, which is the only
one I actually want, and I'm going to
duplicate this or sorry, clone this over here, clone so that we have a tool
with only Nick available. There we go. So if I were to say a pen and bring a
plane into the scene, like a plane three D and
move this plane like up, like for creating a little
ghost or something, and I hit a run simulation, you're going to see
that this thing just falls into
the ground, right? Like, nothing
happens. However, if I were to rotate this
and run the simulation, you can see that it actually
bends a little bit. Very cool. Why is this happening? Well? Because we
haven't told Sieberg that we want Nick to be a
collider for our simulation. In order for this to happen, I need to click on here where it says, D collision volume. So I'm going to click
collision volume, and now Sieberg has calculated all of the other sub
tools that we have, and it knows that Nick
is now a collision. So if I run a simulation, you're going to see
that this happens. But it's not really
working like I want. It starts working fine, but
then it just goes through Nick and it goes all the way to the floor. Why is
this happening? Well, there's two main things
that are happening here. The first one is the
simulation iteration, which is how many times it's going to
calculate per second. Where the cloth should be. If I increase this, if I
increase the simulations, the simulation is going to
take a little bit longer, but it's going to be more
precise, as you can see here. I didn't fall through Nick because it knows
that it needs to stay up here as if it was just like a
traditional cloth, right? However, it's still not enough because you can see
that right now, it's falling really,
really fast, and that's creating a little
bit of an overlap there. So how can we avoid that? Well, with the gravity strength. If we decrease the
gravity strength to something like four, and we run the stimulation. Now you can see
that we're running 1,000 simulations per second, and it's taking a
lot longer to fall. And that gives
Seabruh enough time to understand where things
are supposed to be falling, which is exactly what we want. Now, one of the things that
you might notice right away is that the clot looks very
like polygonal, right? It looks very harsh. Well, there's one very
cool thing we can do here. We can actually turn on
remember dynamic subdivision. We can turn on dynamic
subdivision to get a nice soft cloth over here. So we can continue
running the stimulation, and that's going to
give us a nice effect. And I mean, that's
pretty much it. Right now, we're only
using gravity, right? So at this point, the
only thing that's affecting this cloth is
the gravity falling down. However, as you can see, we have a lot of
different things. We had inflate deflate
expand, contract, allow shrink, allow expand, the gravity liquefied
set direction, there's so many things
that we can change, and all of those
elements are going to be modifying the way this works. But overall, that's
roughly what happens. So one thing we can
do, for instance, is if we lower the
stimulation levels, and we increase the firmness, what's going to happen now, let's go back and
we run simulation. Since the furnace is really, really high, there's going
to be like a cardboard. And you can see that it remains, really, really static, like, like a sheet of paper because
it's just very, very firm. However, if we go
all the way down to a furnace of one and
we run simulation, it's going to start behaving
a little bit more like silk. So you're going to see
that we get a lot of nice, intricate folds all
over our character. Now, you can see that
there's collision, and that's something
that we don't want. Like the clot is
actually colliding with itself. We
need to avoid that. How can we avoid that by adding a little bit
of self collision? Let's do two samples
of self collision and run the simulation. So now, the clot will
not collide with itself. You can see that it in tries
to collide with itself, and then it just stops
because it detects that the object is close
to that point. So this is the basics of the
dynamic simulation system. There's not a lot of a
lot of options here. Of course, we have a lot of
shrank to expand liquefy, which are just things that change the general
behavior of the thing. For instance, liquefy
if you turn on liquefy, it will look as if it
was going through water. So there seems to be like a fluid and this thing is kind of like sliding
in this water. So if you want to create
something interesting, you can turn on liquefy and you'll get this
sort of like effect. So yeah, you can see
how it's kind of like navigating like a
current of water. It's not falling
down, but rather like moving through a volume, right? Again, the most important thing that I want you
guys to remember, because we're going to be
using it quite a bit for the next couple of examples
is that we need to check our simulation iterations and our gravity strength because those two things will help us check how intense or not the
simulation is going to be. So you can see here with a high enough
simulation iterations and a low enough gravity, it won't clip through
our character, and it will actually land
nicely on top of him. Now, this is not the only thing. Other than this, I'm
actually going to give it one subdivision level to the clot so that we
get a couple more, like, wrinkles and stuff. And you can see that it gets
a lot more interesting. It now looks like a
table clot, right? I think we can go with
just one self collision. Let's give it that
a try. There we go. That looks a little bit nicer. So you can see how the
whole thing is just falling on top of the
character when we're getting this very, very
nice effect, right? Well, here's one of the magic
things about this system. We are not only doing dynamics with this thing
when we run the simulation. We actually have
some cloth brushes, such as clot notch, cloth mop, cloth inflate, cloth pinch, cloth pinch trails, cloth pool, cloth slide, clot twister. Like all of these guys can create some very,
very tricky things. For instance, this cloth
Twister. Look at what it does. It starts like crumpling the
cloth on top of each other. Remember, we can turn onside
dynamics of division. And look how nice this looks. Imagine trying to sculpt
this from scratch, it would take us
quite a bit of time to get those very,
very nice folds. So that's why they
introduced this sort of system a couple of
versions ago because they realized that even
though sculpting clot it's not difficult, it
will take some time. So by doing this dynamically, we can get some very,
very cool effects. Another one of the
brushes that I really like is this clot notch, which is going to give us
some very nice like elements, and it respects
the collision box. So in this case, he knows that the character
is underneath this. So if I try to push it
towards the character, it kind of hugs the
surface of the character. You can see here me
moving it through the arm and see how
it just crumples together and creates this very dynamic and natural
looking wrinkle. So if you ever need to create a crazy like bedsheet or
something, there you go. There's a very easy way.
Another very cool brush is this like cloth hook, which it's kind of like the snake hook. It's
very aggressive. It will just like push the
clot like very intensely. But you can use this to fold
it on top of each other, like, move it to one
side or to the other. And again, it's
really aggressive, but it's really, really cool. We also have a move brush, which is a little bit
or not a moo brush. It's called a transpose brush. It's this one transpose cloth. So if I select this
transpose cloth, I'm going to go with my gizmo, and if I move the cloth, the cloth knows that it needs to follow the
character, right? Like see how it's draping
on top of the character. So instead of using my
simulation to let this run, I can actually just
move this thing down, and as you can see,
it's trying to cover this character in
a very, very nice way. Just be careful
here because even though we're not simulating, we are using the same amount of simulation iterations
and gravity. So if I do this really fast, you can see that I don't give SRS enough time to think
about what's going on, and it just like clips it
through the character. But if I go really, really, really slow, to give
Cs enough time, you can see that we barely get any clipping because it's having enough samples or
enough iterations to really know what's going on. So look at how nice this looks. Pretty pretty cool. So let's
bring it all the way down. You can see it's
clipping a little bit there because I'm going
a little bit faster, and then we lost it. So yeah, be very careful with the speed at which
you move this thing, so you get a nice effect. But there you go. If you
want a ghost. There you go. The only thing we
need to do is turn off Nick and we pretty
much have a ghost. The great thing about
this is remember, we're still a
traditional sculpting. So at any point, I can go here. Right now, we don't have
a a lot of geometry. Oh, no, you know, we're in dynamics of division. So I'm
going to go in geometry. I'm going to apply this
dynamics of division, and now I should be able to
start sculpting this things. Let's make an angry ghost. And there we go. So if you ever need to do some
halloween decorations and stuff, it's going to be very easy to
follow this with dynamics. Now, in this case, I'm just
going to check something. I'm going to use my clot notch. I just want to see if it
even though Nick is hidden, it still respects the
fact that Nick is like the collision box
or the collision slider. So as you can see, if I
start using the clot notch, I can start pushing the
clot towards where Nick is. Now, be very mindful
with something, and that is thickness. You do not, and I repeat, you do not want to use clot simulation with thickness because it will create a mess. It's very difficult for it
to calculate both sides. So what if I wanted to keep on stimulating this
guy right here? Maybe I want to add like
what we're doing right now, the clot twister, and I want
to add some twisters here. So, big wrinkles. Let's make it a
little bit bigger. And I want to keep playing with this, but I want
thickness, right? Like I want to see
this thing be thick. Well, remember, first, if you just want to
see the other side, you can just go to display
properties and turn on double, and that's going to
give you a nice, double side view of
the whole thing. But if that's not what you're
going for and you actually want thickness because you're treated painting or something, what you need to do is you're
going to go into geometry. You're going to turn on
dynamic self division again so that you get this
very nice soft effect. And remember we have
thickness here. And this thickness
will work fine. So of course, don't
go overboard, but you're going to be able
to create thickness for your cloth and continue working
with all of these things. It will be a little bit
slower, as you can see here, because it's more like geometry that it
needs to think about. But you can turn this off, like, work on what you
want, and then just turn it on again and
see how it looks. Okay? So that's it, guys, that's the basics of
the dynamic system. We're going to be using this. We're going to do a
couple of examples, and then we're
going to talk about other extra little things that are important as well
in regards to cloth. And yeah, hang on tight, and I'll see you back on
the next video. Bye bye.
38. Sculpting a T Shirt: Hey, guys, welcome back to
the next part of our series. Today we're going
to be sculpting a T shirt, which
is something very, very common that you will
be doing for a character, T shirt, jackets,
like normal shirts. There's a lot of things
you're going to be doing. And we're going to be following a very similar process to
what we did with the helmet. We're going to be using
extraction, okay? That's probably one of the
easiest ways to do it. So in this case, I'm going
to go with this character. I'm going to press
Control, Shift, click, and I'm going to
select mask lasso. It's going to be a
little bit easier. Actually, control, click, and we're going to use mask lasso. Oh, come on. There we go. It's this mask lasso, which works just like you
would imagine like a lasso. So we're going to go here. And we're going to create
the tissue for him. We have symmetry turn
on. So as you can see, it covers pretty much
everything that we want. Make sure we go there. Now, there's a couple
of things that we can we can do for the mask
before we do the extraction, which is going down
here to masking, and we can actually
say sharpened mask. And we can click it a couple of times, and as you can see, that's going to give
me a nicer look on the overall shirt. Now, we can also control, start drawing and click
Alt to get rid of some of the elements that we might not
want or need. There we go. Now, this also depends on the
topology of the character. You can see here actually has
some very nice poly groups, but I don't want the
shirt to be so low cut. So we're going to
do this right here. We're going to go sub T all
the way down here to extract, and we're going to extract this. Remember, with zero thickness. I really like doing this with zero thickness because it gives me a nicer result to extract.
That looks good. Except. There we go. So it looks okay. But if we take a look
at the topology, you can see that
we have some extra topology that we might not want. So, for instance,
we're going to press control shift t and height
like those guys right there. So this is a little bit
nicer. The neck is fine. I think it's fine. Okay.
Yeah, it looks good. So now that we have
this thing right here, I'm just going to delete hen to delete the little parts
that we have there, and we definitely
want to s mesh. Now, this is actually
nice topology. We could work with
this topology, but I think we could benefit a little bit from some smehing. So I'm just going to se
mesh here real quick. And let's use half to minimize this a little
bit more. There we go. We can also smooth out
the detribor here on the neck to get a nicer
effect. That looks good. Now, we go out of solo mode, or we turn on back neck, and we are going to, of course, turn on enough collision
volume so that it recalculates or you can just click recalculate right there. If we were to simulate now, you're going to see this
happening. And this is horrible. I remember the first
time I did this is like, why is this thing inflating? Well, I don't know why, but by default, Sievers has this thing set
to inflate at one. You're going to want
to have that at zero. So when you run the stimulation, the shear will be hugging the surface nicely, as
you can see right here. Now, another one
of the problems is that the simulation is
happening a little bit faster, you can see a little bit
of clipping over there. So we could either
increase the iterations, or decrease the gravity
a little bit more, I think just increasing the iterations will
be a good idea. And you can also see that
this thing is falling down, which is not what
they want, right? It seems like it's drooling, and it looks not
flattering at all. This guy has a really nice body, so it would be nice if this was a little bit
more form fitting. This is where the inflate or the contract buttons
come into place. If you just turn on contract
and you run the simulation, this thing is going to shrink, and it's going to look
really, really ridiculous. So this is now what you want, but in case you ever need something like this, well,
that's what happens. You deflate, you're
also going to get this effect where it's
going to try to deflate. It looks a little bit better,
but it's not what we want. In this case, I do
want to contract, but I'm going to turn off. I'm going to turn
off in this case. Let me just remember, I'm
going to turn off x and C. I'm just going to
leave y, turn on. What this is going to
do we actually no. It was C the one that
we need to keep on. And we run the simulation. What's going to happen,
is this thing is going to contract front to bottom
or from front to back, sorry, and the shirt, as you can see, will
give us a nicer result. So this is one way to
make sure that the shirt is like form fitting the
character very, very nicely. Now, remember, we
can display if we go here to dynamic subdivision,
and we turn it on. We can display a little bit of thickness so that
the shirt looks like it's actually on top of the character,
which is common. Let's give it a little bit
more thickness. There we go. And one thing that
I really like to do is while this thing is on, we can actually start
sculpting the shirt. So let's start by
using our cloth brush. So, It's going to be B, and it's this cloth move. And let's bring the
cloth down a little bit. Remember, you want to make
this with slow small steps. The rations get enough
time to properly work. And then we can
actually start moving this thing to create some
nice wrinkles over here. Here's where reference
really comes into play. So let me get some reference real quick here for you guys. Usually, T shirts will have this sort of,
like, flow to them. Some of them are really
like form fitting, but usually, you'll get
this sort of stuff, right? Like when someone's
wearing a normal t shirt like in a normal way, you're going to see
a couple of bundling here on the armpits and a
little bit on the hips. So that's the kind
of thing that we want to get here in our scene. So I'm going to
turn off symmetry. That's one of the big secrets
about clot sculpting. You really want to
turn off symmetry because if clot is
never symmetrical, you're always going to
get different wrinkles on different parts of the model. So let's start I'm
actually going to change this to the
C one. So cloth not So that we start
nudging and creating some interesting wrinkles
here. There we go. On the back on this area, you usually get some wrinkles as well because that's where our spine is and it's hollow, so it's not actually
form fitting anything, so we'll get that effect. Pretty cool. Again,
remember, at any point, we can go into our
clay build up, go into our alpha, let's
grab a round alpha. And if you want to add some
more specific wrinkles, it's just a matter of sculpting. Now here, even though
it might seem like I'm sculpting on the top side, remember that we
are sculpting on this element right here
on this low polis shirt. So keep that in mind. I mean, we could,
of course, control D, give it one division. It's going to give us a
little of a better look. If we turn on
dynamics of division, we're going to be able to visualize the thickness
a little bit better. But again, keep in mind
that that's going to increase the poly count. So let's start adding some of the wrinkles here.
He's really buffed. So usually when you have a
muscle that's pushing towards, you're going to get
this small ripples. You see this a lot in
superhero characters. Now, one thing that I
want to talk about, and this has to do with
clothing in general, you're going to have
three main things. Remember, we not only talk about the tools
in sell of severs, we also like to share
some of the information that you're going to be
using everywhere else. So clothing usually
has something called support areas like
here on the shoulders, where things are
going to be really, really flat because most
of the volume is resting. Then you're going to
have tension areas, which are all of these
lines that you see here, where you're twisting
one way or the other, and the cloud will tension and create these very nice wrinkles, and you're also going to
have compression areas. So in the case of
a shirt like this, the main compression
areas are going to be up here on the armpits. So you're probably going
to see a couple of, like, nice little wrinkles
creating this sort of effect. And I had a teacher when we were learning about
wrinkles and stuff. He used to say
that wrinkles are, like a soup made out of letters, you know, when you're trying to guess what letters
you're going to find. So you're going to
find C wrinkles, you're going to find S wrinkles, you're going to find C wrinkles, L wrinkles, V wrinkles. So it's all about shapes, right? Like sculpting the
proper shapes. And there's no better advice that I can give you
guys than to get as much reference as you
can whenever you're doing clothing because clothing is one of those things that really, really, really requires
you to be quite mindful about all of the
things that happened. So here, I think we're
in a good position. I really like this basic cloth. I think I'm going
to move. I'm going to use again the
cloth cloth move to move this thing
like a little bit higher up. Again smooth. I mean, slowly let's
smooth out. There we go. So when you're happy with the
cloud leave, you're like, Yeah, this looks
good, but I want to add more interesting wrinkles. That's when you're going
to apply this thing. We're not going to be doing any more dynamics
because remember, now we have thickness and trying to do thickness,
it's going to be really, really heavy for the computer, and it's going to give you
some very awful results because it's going to be
intersecting with each other. So again, I'm going to take
a look at my reference here. Let me move this to the side, so I can see a
little bit better. And I can see some
big big wrinkles. So I'm going to start
blocking in some of the wrinkles
with my clay build up and I can see
wrinkles like this. Now, here's where
I would definitely recommend using back
face masking for your brushes because
you don't want to be hitting the backside
of the shirt. Some people like to work with cloth as if it's
completely thin, like just a thin layer,
and that's fine. Just be mindful that
it might look weird. If you're doing bakes
for games and stuff, I definitely recommend you to give it a little
bit of thickness. That's going to help
a little bit more. However, there are
certain things like scarves and bandages and stuff that you can get away with having like a normal
traditional effect. Now, I'm going to go
to my light box here. And if we go to our Alphas,
sorry to our brushes. Remember, we had the stitch
brushes that we used before. So I'm going to go here
to the stitch brushes and we have this
ones right here, which are a little
bit more modern. Here, I am going to
turn on symmetry, and usually we're going
to have like this. I'm definitely going
to go into stroke, lacy mouse and increase
the lacy radius, so I have a little
bit more control. Usually in t shirts, you're going to have a line over here, and then at shoulder height, it's going to go down here. There we go. And then
you're going to have one line when see line going all the way
through the middle. Just take a step out and take a look at your shirt
and you're going to see that it has or it follows a very similar pattern as
what I'm doing right here. Usually usually, where
you have a seam line, that's where you're
going to have some of the small wrinkles
that are going to go into the main
form. And wrinkles. We talked about
wrinkles before when we were doing the miniature. Wrinkles are one of those
things that you are going to have a pit like a
peak and a boy, so it's not only
like carving in, you're also going to have volume coming out of the volume. Like here, let's turn
off symmetry again, and we can start
adding some big lines going to different sides
and smooth those out. There we go. It's looking cool. I mean, our good old neck here is getting a nice makeover. Now, we can go st the to
like a lower subdivision, and we could it's a little
bit heavy right now, but we could still use S modeler to add a little trim
to the whole thing, if that's something
that you're going for, or if this is going to
be like a damaged shirt, we can just start
adding holes and stuff. And all of this, of
course, is going to have to be reopologized and baked into the final
element or the final model. But it's a really,
really cool way. I've done a lot of clots. I was like I was working for a little sombeGame a
couple of years ago, and we were doing a
lot of story clots, and this was one
of the work flows. We would just cut
things out because all of these guys would
be baked later on, so we will be doing that. Even here, you can
just like cut a hole. Here's where I would turn off backface masking so that we actually push both
sides of the element, and you could cut a
hole into the element. We're not actually
cutting a hole. We're just like displaying
the underlying geometry. But if you bake this
out, that's going to be skin or that could be
skin if you painted so, and you get a very,
very nice effect. So, yeah, I mean, this is pretty much it
for this one, guys. In the next video,
we're going to give him some pants because he
definitely needs some pants. I'm thinking about
whether pants or shorts. It's probably going to
be pants because I want to show you a little bit
about the compression, which is another one of
those things that's really, really important in
cloth sculpting. So yeah, hang on tight, and I'll see you back on
the next one. Bye bye.
39. Sculpting Pants: Hey, guys, welcome back to
the next part of our series. Today, we're going to
continue with sculpting pants. So let's get to it. Let me just sorry. I always
forget to turn that off. There we go. So we're back
here with our good friend, Nick, and we're going to
be sculpting pants now, and pants are one of
those fun things because they have something
that T shirts usually don't have,
which is compression. Now, One thing that
I did forget to mention is that demi
standard is actually a very, very nice tool as well to play around when doing wrinkles. And the reason is, you're
actually going to be able to get this very
nice iron wrinkles. And if you press alt
and do it negatively, like if you do a dimini
standard negatively, you're going to be sharpening up what's the word the wrinkles? So you're going to be able
to create this sort of effect where it looks a little bit more
like chisel marble. So if you want to go for this, very old school traditional
super wrinkly shirt, then that's a method that's
really going to help. Now, I'm going to
go back to Nick. Very important to
remove the mask. You can see that the
mask is still there. So we need to remove the mask. And now, in this
case, I think we can use like a traditional
like box max. We're just going
to mask everything here on Nick's lower body. And we're going to
do the same process. So we're going to go back to
geometry or sorry, sub T. We're going to go
into extract at zero density and we're
going to hit Accept. Now, this one actually
has a very nice topology. You can see that the
topology for the pants is actually very closely
following what we want to do. So in this case, there's really no need to dynamish anything. Rather, I think
it's just a matter of, like, cleaning this up. So what I'm going to do is I am going to go into
control shift, which is selection,
and I'm going to hide the upper element right here. So all of this lines right here and all of this front lines right
here and right here. There we go. So now, as you can see this topology for
this thing, it's perfect. It's perfect for pants. So I am going to of course, go and delete hidden so that we remove those hidden geometries. And now, it's just a matter of going back into
the dynamic section. There we go. So the topology
is looking good, right? And it works fine. So we
should be doing this nicely. Now, I'm going to turn
off the geometry of the shirt because I don't
want to take that into account when we're doing
the actual dynamics. I'm going to recalculate here, and let's turn off the dynamise. And if I were to
run the simulation, of course, the pants are going
to be falling down, right? Like you can see how they're
slowly falling down. The iteration seem fine, but it's falling down. And
I don't want that. I want to keep the pants where they're supposed
to be, right? So we're going to go
all the way back here, and I'm going to
use my move cloth here to push the pants
up a little bit. I think they're a
little bit too low. So let's push them
up. There we go. That's a little bit
better. And now, one very cool thing
about dynamics is that they actually
respond to masks. So if you mask the stop part
and you run the stimulation, all of the lower parts of the pants are going
to be simulating, but not the upper parts, okay we're going to get this. See how it's kind of
like falling down, but it's being kept up thanks to the mask that
we have right there. Now it's contracting
a little bit, which I actually don't want. I'm going to turn
off contraction, and let's run the simulation
again there we go. So that's going to give
me some more baggy pants. And at this point, it's more about sculpting, that it is about dynamics. Yes, we could use, for instance, let's go B, let's go like cloth notch. And we could start like nudging the pants a little bit
to create a couple of, like, wrinkles and stuff. For instance, there. I'm going to mask out the button part, and let's not the cloth
over here as well. In this case, I do think we need one more level of geometry. So I'm going to go to geometry
and give it the one level. There we go. Let's lead lower, just in case we need
to do anything. And now we start moving. You can see how we
can get this sort of very nice natural wrinkles. Let's move a little bit there. Remember, we're still working with a very traditional just
like smooth or a thin layer. We don't have any sort
of thickness just yet. Now, there's one very
nice brush that I like, which is the inflate
brush inflate. Which is really strong
as you can see, it's kind of like
inflating the cloth. But if you reduce the
intensity quite a bit, you'll get a little bit
more volume on your cloth. So especially if I
want a little bit of bag genes right here, we can start pushing this up. Let's soften this up as well. It's a little bit too
weird. There we go. Now, here's where we're going to take a little
bit of a detour. Not a detour, per
se, but I'm going to show you one of my
favorite artists, traditional artists, which
is called George Prichman. And George Prichman was a very famous guy
a long time ago. He's long past. And he did a
lot of studies about cloth. And this is traditional,
by the way, this is traditional
clothing like effects. This is the guy that I learned detention points and all
of those things from. So if you want, you
can get this book, which is called drawing to
drape figure by George Pritmn. And it's really, really
good because she shows you a lot about what are the things
that you should look for. Now, unfortunately, genes were not the same
way they are right now. So I'm going to look
for gene wrinkles. Reference. And we're going to take a look at some of the wrinkles here. And this is what we're
looking for, right? Whenever you look for
reference, by the way, this is something that, for some reason, a lot of
people make this mistake, they will go into three D stuff
like this one right here, and this is not a
bad three D model, but this is not a real model although it might be
like, photogmetry. The thing is, you
always want to look for this sort of thing
where you're seeing, like real reference
from real world so that you can copy this
into interior characters. So I like this ones right here because they're
going to allow me to show you some of the
cool stuff that I mean. And again, as I've mentioned, one of the secrets about
cloth sculpting is asymmetry. So you definitely want
to turn symmetry off, and you want to
start like adding the big wrinkles
that you want to have here. Now, this
is very important. See how when I do this,
I carve into the body. It's very important to keep
your body's character in era or in your subtle because you want to know when you're pushing the cloth too far in. Sometimes people start sculpting things and it looks really good. But if you think about
it, like the light couldn't be there because
there's no space for it. So that's why it's very
important to keep your model, even if it's just
like a cylinder, even if it's not sculpted, just to have a little bit of a reference of what
you're going for. Now, it's not rare. And that's exactly what I'm going to do
here with this one. It's not rare to actually
dynamish this thing. Of course, we're going to
go quite high and dynamish. Let's hide this just a second. There we go. So we're
going to go quite high. And we can dynamish this
pants so that when we start working on
all of the effects and all of the
wrinkles and stuff, we can get a very,
very nice effect. I know we already had some nice, like What's the word? We had some nice topology
before we did this. But doing this will
allow us to nicely sculpt all of the
wrinkles that we're going to still miss here. And again, eventually, if this guy was meant
to be for, like, a vide game or
like a production, we would do re topology and just create a nice low poly
version of the pants. Some people had asked
me, do you always do rtpology hy polys and
bakes? No, not always. If you're going to be doing
a feature film, think about, well, recently Destiny released canto, which is a
very nice film. If you haven't seen it
strongly recommend that one. And there's a lot of cloth
simulation in there. So whenever you do that, you're not actually going
to be sculpting cloth. You're going to be
simulating the cloth with other types of software. In Maya for instance,
we have cloth. There's another software
called Marvels designer, and all of those software will allow you to get some very, very nice dynamic, movement and realistic
effects on the cloth. This, of course,
has its own like preparatory software and plug ins that they use to generate
all of those effects. But yeah, for big
productions like those ones, you're probably going to
be doing some of that. So as you can see,
nothing too fancy here. Is just a matter
of using, again, clay build up to block
in the general things. Now, here's what I mentioned
about the tension points. From here, we're
probably going to have some big
wrinkles coming down because there's a
lot of tension from the groin area and from
the hips all the way down. Then here on the
knee, this is where we're going to have
what's the word? Oh. Control. Well,
what happened here. I'm not sure what happened here. This is really weird.
What the hell? I think it changed
something, but I'm not sure. Okay. Let me try
to fix this guy. I'm not sure exactly
what I changed. But something stuck here. So I'm going to save
this real quick. And I'll be right back. Give me just 1
second. There we are. I'm not sure what
that was. I probably pressed something that
flatten everything. But it's really
weird. Anyway, so I was mentioning that this
is where we're going to get all of the tension points and where it is important to start pushing things in and
out of the different profile. One of the main things
about about cloth is how it changes the
silhouette of your character. So one very nice trick, and I haven't mentioned
this one before, but there's this flat color
right here that pretty much gets rid of all of
the lightning information. There's not going to be
any light or shadows, so it's going to be just a
silhouette of your character. So that material is really, really good whenever you
want to check out whether your silhouette is like good enough or not, like,
extreme or not of not. So, for instance,
I'm going to add like one big wrinkle over there, and you can see dad is
definitely going to change the silhute I'm going to
sharpen it up a little bit, make sure that we're not
carving into the body. We talked about that
one a little while ago. And yeah, just go to
keep on adding stuff. So for instance, on
this leg right here, we could really create a nice little wrinkle
here, like a big wrinkle. Changing the form on the knee, we're usually going
to get compression. Now, Cloud is one of
those things that, again, you can spend an eternity
sculpting until it gets to like a
magnificent level. One of my favorite
sculptures from traditional art is
called called Bernini. So you probably
have heard of him. He's a classical sculpture. And the Bernini sculpted
one amazing piece of art, which is this one
right here called I think it was S and a
nymph for something. And it's amazing what he could
do with just like marvel. Like imagine carving
this sort of, like, intensity of cloths and folds with just marbles just amazing. This one right
here. Look at this. It looks like this thing
is thin and light, right? But even the pressure of
the fingers is amazing. This guy was a
genius, of course. So that's the kind of thing
that we can do, of course. Like we can spend as much time as we want sculpting cloth. The most important part is following the principles
that I talked about, we're going to have
like tension points coming from the top
of the element. We're going to have
compression points, this one's right here. And then we're going
to have a couple more compression points
like right here. Cloth is one of
those things from my personal experience in video
games where players don't really pay too much
attention unless it's like a very important part of the character that
they're playing or they're going to be using. So, for instance, if you're
doing like someone who has a cloak and the clock is going to be
animating and moving, then you probably
want to take a lot of time making sure that
clock looks amazing. However, if someone's
just wearing a T shirt and the wrinkles are not following the character
perfectly, That's fine. Like people really
don't care too much about that
because right now, the technology is not
up to the point where we can simulate all
of the cloth like moving around with the
wind and everything in real time for every
single character. So there are compromises that you can do whenever
you're sculpting cloth. And again, as with everything, the more time you
spend on something, the nicer it's going to look. Now, for this one, one of the things that I
want to show you was usually the pants, you
know, have the sort of, like, border on the top, and then of course, the little place
where you sip them. So if you are going to do
pants or any sort of clothing, one of the best
advices that I can give you is try to make them in the same way
that they would do the cloth in real in
the real world, okay? So that's probably one
of the best advices. And not only for cloth, that's actually a great advice
for every single thing. Whenever you don't know how something would be made
in the real world, or in three D, just think about how they
do it in the real world. So I know that
here, for instance, I'm going to mask this out, and we're going to have
this sort of shape, the little shape that has or covers the sipper So I know
we have something like that. And I also know we
have the pockets, so we can already
like mask out like the border for a pocket
and a pocket over here. And you could try to just
sculpt it from here. But if you do this, I mean, it's not going to
look wrong or bad, but it's going to look
like a little bit off. So the best thing you can do is actually
extract the shapes. Now, there are and I think the XMD toolbox has some
seams, which are really cool. So I'm going to go again here
into file open XMD toolbox. There we go. And to make
sure this thing gets to green so it knows that it's connected to severs,
there we go. And if I look for seam or cloth. Here we go with a
cloth, cloth hook. Those are most of the
basic There was one. Where is it? Stitches Insert stitch. You can
insert the stitches. Not exactly what I'm looking
for right now. Where is it? Where is it? Let me just give it a quick look
and see if I can find it. Mm mm mm. No, I don't see it. But there are some
brushes out there that you can, of
course, look for, and they will give you this very nice cloth seams stitching. In this case, we're just going to just like the
traditional stitch. Pants usually have
stitch on the side. Again, let's go to stroke, Lacy mouse increase
the lacy radius quite a bit so
that we follow it. Here's where we would definitely increase either
the resolution for dynamis or going to
subdivision levels. Okay. So there we go. And usually pants have another seam
light on the center. I'm actually going to
turn on symmetry now. And let's do it on this side. That might be a little
bit too big, like, a little bit too stylized, but you get what they mean. Of course, if you
want, you can get the super line just using
this little thing right here. And now let's go back to
the shirt and turn it on. And here is where both
elements are going to start interacting with
each other, right? So in this case, I think I want the shirt to be on
top of the pants. So I'm just going to
go with my move brush and just move this on top. The pants are way too far out. So let's go back into the pants. Push this guys in and
push the glutes out. He's got some interesting
glutes out there. Okay. There we go. Let's
go into the shirt, and again, just bring it out. As you can see, our
little guy right here is starting to
look quite nice. We're getting a very
nice and complete, like, a wardrobe
for our character. And again, there's a lot
of things you can do. You can try doing gloves
in a very similar fashion, like if you were to mask out
like this guys right here, we can extract them and
create some gloves. You can do I don't know, like a hoodies of things. I've seen people do
amazing dresses and stuff. But most of them follow
the same pattern. You use the dynamics to
block in the general shapes, and then you go in and with your traditional like
sculpting techniques, like what we're doing
right here with our clay build up and dynamic stuff. We just start sculpting
things until they look as nice as possible. Okay. So this is it for now,
guys, for this one. I'm going to go over one more
video regarding clothing, and then we're going to jump
onto Chapter number eight, which is poly pain,
which is textures. I think you guys are going to really really like
that one as well. We're actually
going to be coming back to this guy eventually. But yeah for now, this is it and I'll see you
back on the next guy. And the next one. Bye bye.
40. MicroMesh: Hey, guys, welcome
back to another video in this Guth in
this Chapter six, we're going to go
with Micromsh now, and we're going to
be talking about another method before
we jump into micromsh. So I want to add a little
hooty to Nick right here, but I want to show you
a new method to create an object or any element
when you have a character. So sometimes when you
have a character, just want to trace
or kind of, like, find the exact same distance that this guy has on the head. And I just want
to create apology from this, like,
redraw topology. Some of you guys
know may know this. Some of you guys may know this as topology inside
of Maya or blender. Well, we do have topology
inside of Seaberg. However, it's a
little bit finicky. I'm going to show
you here we go. So first, we need
to go into subtle, and we need to append a Cspere. Now, you might be wondering
why Cisphe we haven't used the Csphee in a while,
and you would be right. We need the Cspere
because the Cphere is the one that's going to be doing this sort
of, like, change. I'm going to move it and scale it so that it's
inside the head. It can be really small. It doesn't really need to
be like big or anything. It's just per to the other
spheres, like a placeholder. Then we need to make
sure that this sphere is right beneath the object that we want to reach apologize. So in this case, it
is the head of Nick. So I'm going to press this
guy a couple of times, and now we're on top of Nick. I'm going to press to
going in to draw mode. And now, if I start
going out, sorry, I need to go all the way
down here to topology, and I'm going to hit this option that says added topology. Now, if I start pressing, I'm going to start adding
points along this line, which is exactly
what I want to do. So I'm going to turn on
symmetry, of course, symmetry, there we go, and we're
going to start here, and then we're going
to go to the center. There we go. I'm going
to click outside. Very important to click outside. Every time you
finish drawing like a point, you're going
to click outside. So I'm going to go one,
two, three, four, five, six, seven, eight, nine, and ten, click outside. And now I need to combine this. So I'm going to go to where the points are, which
I'm not seeing. I should be seeing them a
little bit more intensely. They'll go one, two, click outside, one, or one, two, click outside, one, two, click outside, one, two, click what's not there. There, there, click outside, there and there
and click outside. And as you can see, we're creating the topology that
we would normally need. At any point, you can
grab the points and press W and move them around. So if you need to fix some of the topology proportions or move a couple of things around, you can very easily
create this sort of like a net. There we go. Now, the only problem
with this is, as you can imagine, it's a
little bit time consuming. So I'm going to have to do
the whole head right here. So that's just a way to do it. Let's go back here to Q.
And I'm going to go one, two, three, four, five, six. And then one, two, three. Well, one, two, three, four, five, six. There we go. Now we should be able
to go to the points. So point. And so weird. Usually, you get a
better indication of where the point
is. There we go. In this case, it seems like
it's the little red dot. There we go. I feel like
I'm skipping a point there. And some of you
might be wondering, do I really need to do this when I want to read apologize. And yeah,
unfortunately, it's one of those things that
needs to happen. Now, if you make a
mistake like here, for instance, where I'm not
really sure what's happening, I can go back to
Q, and if I press, I can just delete all of the
points that we have here. There we go. So I'm
going to press W, move this one around Q again. I'm going to do one, two, three, in this case,
we can close at four. One, two, three, four, and then one, two, and one, two. Why do we need to click
outside of the object? Because otherwise,
you're going to get a really weird thing where the points are going
to be connecting from the previous point
to the new point or you're creating, and
it makes a mess. So just get a habit
of doing that. I'm going to do one,
two, Tree reemeber when we see the green dot, four, five, six, that means that
we're in the symmetry, seven, eight, nine. There we go. Okay. And we're going to
follow this one. One, two, three, four. That's a little bit
easier to follow because I can see the angles. Five, click. See that we line that we have right there.
That's a problem. So let's erase some
of this and let's just revealed that,
click outside. Okay. Here's what I'm going to do
to work a little bit nicer. I'm going to go to
Nick real quick, select the face and then
turn off everything else. And that way, when we are
working on the Cape right here, it won't be as complicated
or as difficult. There we go. See that? That's also a problem. We need to fix it, click. There we go. One, two, three, four, Outside, click, click
click. There we go. And then we're going to
go one. Oh, see that? That's what I meant. So that's why you need
to click outside. Otherwise, you get
the connection from the previous point, and that's not what
we're looking for. So we go there. We go there. Let's keep going. Middle
line. There we go. Mm, I'm going to
jump straight there. And that's my mid section. Now, could we get a clean
result from ser measure? Probably. Since this is not a very complicated
part of the body, but sometimes you will have
to do a little topology. So that's why I want
to make sure to share this small technique. It might seem a
little bit tedious. It might seem a
little bit tedious, but it's just part of it. There we go, way Okay. Topology. Add the topology. There we go. Let's
keep going now. We're going to go to the
side, one, two, three, four, five, six, seven, eight, nine. There we go. And again, click click
one, click click two, click click click click four. Click click five. I feel like Dora, the pler
counting with you guys, but I really don't
know what else to say. This is usually a
very tedious process. So it's part of the thing. So we're going to go here. And eventually, we're
going to have to change the topology like
right about here, see how we're
modifying the points here so that they
flow in a nicer way. This is the kind of thing
that we can't really do if we are using ser measure because
ser measure will do whatever S measure thinks is the best thing for your model, and that might not
be exactly what you need on your particular acid. So we go here, here. Now, here, for instance,
I'm saying that we're missing a little
bit of divisions, it's the squares are getting a little bit
bigger on this side. So it might be a good
idea to just hit Q, and in the same way
that we add a C sphere, we can just go and add one
pair of cpes right there. And as you can see, they
try to follow us nicely. Let's move them others Okay. Okay, there we go. Let's just reveal
here a little bit. We're going to do Q, click. It's going to be from here to the middle and then there from here to the middle and then there and there
from here to here. There we go. Now here's
where we're going to have our crazy polygon. We're not crazy,
but it's going to be a little bit different. I have one. And then even a little triangle
there, it's not wrong, but I think we can make this just flow right there. Careful there because we're
getting a weird effect. So again, one, click, click, click, and click. That last one is having
a couple of issues. Let's go to the center
and the There we go. Now, as you can see, we
have a nicer topology. Now, I am going to move it around because one of the
things that I want to make sure is that we have as
nice as possible here. I'm seeing a triangle that's
an angle right there, so let's fix this by just making this triangle.
There we go. And unfortunately, we
don't have in Maya, like a relaxal or something to clean up the
geometry a little bit. But this should be good
for what we're doing. Now, to convert this
to actual topology, I can't just like if I just say edit topology right
here in dynamic solo, this is the topology
that we have, but we're not creating anything. Remember how we
created things with dynamish or with the C spheres. We had to create adaptive skin. But if I do an adaptive skin, it's actually going
to convert it into a dynamish which is
something that I don't want. So you don't want to do that. What you're going to do
is bring the density all the way down to zero, And the dynamic
resolution to zero. And if you preview, now
you're going to get this. So I'm going to make
the adaptive skin, and you're going to
see that up here, we're going to have
this skin in C sphere, and that's our little
effect right here. And now, I'm going
to go back to Nick. You can delete the C
sphere if you want. In this case, I am going
to delete it. Bye bye. And let's dynamic
solo again or out. And we have good old Nick here with his pants
and everything. Let's press Control Shift
to see everything again. There we go. And the only
thing I need to do now is say a Pen we're going to pen the Skin
C sphere three D, which is right there, as
you can see on top of him. Now, here's where
things are going to get fun because now we're going
to be doing the hoodie. All of this to do
just a simple hoodie. But again, this is just another
method that I wanted to show you on how to generate new geometry from a character. So in this case, we are going to be using dynamics of division, and we're going to be using
thickness, but not on him. Of course, we're
going to be using thickness on the Hoodie itself. So on the hoodie the little
cap that we have there, we're going to activate
dynamics of division, and we're going
to add thickness. There we go. Now, of course,
that's way too much. We're going to
change the offset to positive hundred so that it's going always like to the
outside of the element. And let's just keep playing with the number until we get something that
looks kind of nice. Let's go 0.005 0.00 25. There we go. I think that's
a little bit better. And now I'm going to
introduce you guys to a new tool that we have here inside of the dynamic
subdivision thing, which is called a micro
mesh micropo micropo is a way that we can use or
it's a little tool that we can use to replace each
specific square that we have in our
dynamic subdivision with another kind of mesh. And this is really,
really helpful to create chainmail to create
needed surfaces, to create what's the word Oh, if you were doing like
a basket or something, instead of doing everything
like each fiber at a time, you do a general shape, like what we just did, and then you replace it with any
of this thing like this, for instance, needed
element right here. And what's going to
happen, as you can see, is now each specific square is being replaced by
a needed surface. However, and this
is very important. It's not replacing
the new squares, like the smooth
squares that we have. It's actually replacing
the original squares, and right now it's not working
like what we want, right? So I'm going to turn this off. And what I'm going to do is
I am going to apply this. Did I change the subdivisions? No, I'm going to
apply this thickness, and then I'm going
to divide this. I'm going to press Control D and control D to have a
nice subdivision. Now we can turn on this one. Of course, we don't
need thickness anymore, and we can turn micropolyon. And as you can see,
we're going to get this very nice effect where it looks like we're getting the actual knitted
pattern that we want. And the needed
pattern will try to match the flow of the
elements as nice as possible. You can click this
one line edges and sometimes sometimes the rotation will get exactly what you want. But this will depend
on your topology. So that's why the topology
is super super important. Let me go back here. This one was looking okay, but as you can see it is going
in a different direction. You definitely want fit and weld will fix the points
with each other, so it will combine
both of the points. You can change the
scale, of course, of the needed surface, which in this case is not
something that we want. The mesh is composed
of multiple, let's delete the subdivision. So let's delete lower and let's try aligning
them. There we go. Now, as you can see,
when I align them, everything is following the proper direction that
I wanted to follow? Let's go back to scale of one, and we're starting to get this interesting looking effect. Now remember, this
is only a preview. This is the actual
geometry that we have. I'm actually going to give it
one more subdivision level. Let's delete the lowers
and turn on micropolyon. So this one looks a little bit closer to what I'm looking for. And in a very similar fashion to what's the word to how
everything else works, at any point, I can just
start moving this thing around and changing
the way this works. So right now, this
doesn't look like a hood. It looks more like
a chain mill thing. But if I were to start
like pushing this thing around and adding like
wrinkles and stuff, you can see how this starts looking a little bit
more like a hoodie. Now, when we change the
scale of the faces, the scale of the
micromsh will change. That's why it's very
important to try to get the proper shape from
the very beginning so that when we're doing
this sort of thing, everything looks a
little bit nicer, okay? So one of the big rules about micromesh whenever
you're using micro mesh is you want to try to keep all of
the sizes of the squares as close as possible
so that when we apply this texture
because pretty much like applying a texture, it does not disturb,
because if we have some really long squares,
see what happens, it will try to apply it, but it won't give
you the same result as what you might expect. But, yeah, I mean, this is
pretty much it for micro mesh. Like, I really like using
micro mesh to create, like chainmail and stuff. Like Let's turn this
off, for instance. And let's say we want to scall the Hoody a
little bit more. So I'm going to go Control B, control C, and we can just
start adding a couple of, like big wrinkles to the hood maybe even
like a border here. Let's soften it up. If you do this, if at any point, you're doing this sort
of, like, construction. Let's break symmetry,
for instance. And and moved the hoodie, like, slightly off. There we go. We're just using a little bit of clay, build up here to again, change the form of the hoodie, give it a little bit more
organicnes in general. Now, the hood looks
a little bit better, we can again turn on micropoly and it's going
to look interesting. However, you are
going to see that certain areas might
not look exactly like you might expect. But
that's pretty much it. Now, if you do want to convert this geometry into actual
geometry, it can be done. However, it will be
very, very heavy. Some people like to use this for normal map baking or
for tree D printing. The only thing you need to
do is, again, just apply. Now, as you can see,
we have 1.1 34 million polygons and that's
giving me all of the micromsh that I
can have over here. And again, this is a really,
really handy technique. Let me show you here
with, like, a sphere. So I'm going to go here
to this sphere tree D. If we want to do
a chain mail thing. Let's make this a poly mesh
three D. We can go again, dynamic subdivision,
turn micropolyon. And when you turn it on, you
get this and let's say we get this chainml this
chainmail linked. And there we go.
We have chainmail. Like every single square
on our object has been replaced with a
chainmail pattern. And now, if this was like an armor piece or like a
shoulder pad or whatever, you would have this effect. And if you apply, of course, all of this information,
2.5 millions, it's a lot, of course, but all of
this geometry will be now on your
character on culture. So micro measure is
super super cool. You can combine it with
a small method that we saw at the beginning
with the topology. You can do it with er measure, you can do it with
anything that has clean topology. Remember,
just remember this. You need to have clean topology to get the best out of this. So that's it, guys. Small
chapter this time around. This Chapter seven is just a
little bit of a wind down, just going over some
important tools before we jump onto some
of the main things. So Chapter eight, we're going to be
focusing on poly pain. We're going to be texturing
a very cool character. I'm going to be showing
you a little bit of color theory and how all
of this works together. And then Chapter nine, it's going to be just some
I call them specific tools, tools that might not
be used all the time, but they're really cool, and you should
definitely know them. And finally, we're going
to get to Chapter ten, which is going to be
our alien project. Very, very cool one,
where we're going to be applying every single thing
that we've learned so far. So, hang on tight, and I'll see you back on the
next one. Bye bye.
41. Colour Theory: Hey, guys, welcome back to
another video. In the series. Today, we're going to start with Chapter eight,
basic color theory. And believe it or not, we're not going to be taking
a look into series just yet. We're going to be talking about a little bit of color theory, because we're going to be
using this for the creation of our characters or the paint
of our characters rather. So color theory is a
very interesting topic. Of course, this ten, 15 minute
video won't be enough to cover every single intricacy
inside of the color theory, but I just want to give you guys a quick rundown of
why it is important and why you should
study it and and how we're going to be using
it for our own benefit. So the first thing that we
need to understand is that there are two types
of color theory. In school, we're usually taught this thing called
the active model, which is red, green, and blue. We combine No, sorry, it's not actually
that one, this one. The red, blue and yellow. We're taught that this are
like the primary colors, and that by combining
those colors, we can get pretty much any other color in the
color wear, right? Well, The thing is, in three D, we're actually going to be using the RGB method because
we're working with light. Our monitors are screens,
they emit light. So the way that color
behaves in a monitor is different than the
way it behaves with traditional paint
or in the real world. So we're going to be
using RGV or mostly in RGB when we talk about our
colors inside of the screen. Now, color has three properties, and this is probably one of the most important and
at the same time, one of the most confusing
things for people. The properties of
color are as follows. Let me look for, like, a nice color window we can use, though, because I
don't see any. Huh. Okay, let me just look for it. So the three properties of color are hue,
saturation, and value. Those are like, again,
the three things that every single color that
you can think of has. Hue is what tone or what color you're
actually talking about, yellow, green, red,
et cetera, et cetera. Saturation is how much color
there is on the color. Do you have full
saturation where the pigment is extremely, extremely like
visible, or is it, like, very faded going
into, like, whiteness. Finally, the value is how
bright or dark that color is. So every single color. If you take a look
we do have Serah. This is the character we're
going to be painting. If you take a look here, every
single color is in here. We have the hue on the outside, which is going to
give us our color. And then here on the inside, we can go from saturated to desaturated and
from light to dark. So all of the color
properties that a normal RGV spectrum has are going to be right
here. Okay? Now, The reason why we need to
talk about color theory is because colors play
with each other. They generate things that are
that are called contrast. They generate triads, they
create groups of colors, and if we know how those
groups generally work, it's going to be
very easy to create amazing contrast and amazing
compositions in our scenes. So the color wheel is usually make this way.
I don't want that. Like this. Let's go. So
this is the color wheel. This is how it's usually range. And on the three corners
or like this three points, we're going to have
our primary colors, yellow, blue and red. The ones that we are
taught in school. These are called are
again, primary colors. Secondary colors are all of the colors that we get when
we mix those together. So yellow and red will give
us orange, yellow and blue, will give us green, and blue, and the red will give us violet. And then tertiary colors are
the ones that we get from mixing a primary color
and a secondary color, which is this blue
violet red violet, red, orange, ello orange, yellow
green, and blue green. So these are like primary, secondary or tertiary colors. This is very easy to
understand, I think, you don't need to be a
mastered color theory to understand that we have all
of this, like properties. But there are a couple of things that are
really interesting. And this is this
thing right here, which is called a color scheme. Okay? So every single time that you are
working with colors, you're going to be
picking different tones. And depending on
which tones you pick, you're going to be following
one of these schemes. One of the ones that I like
the most is analogous, which is when you use colors that are really close together. So, for instance, you
can paint like a banana with this color, this sort of yellow color, and then
paint the shadows with this nice green color and
paint the lights with this, like, warm orange color. And you're going to get
an analogous composition because all of the
colors are going to be playing nicely together. It's like having members
of the same team, right? Because they're really
close together. Another very common type of color scheme is
this thing called the complementary color. And there's three main
complementary colors. You're going to grab your
primary color color, and the one that's
in front of it, is going to be it's
complimentary. So yellow has, of
course, purple, Um, blue has orange
and red has a green. Okay? So the easiest
way that I can remember this is when I think about green and red, I think
about Christmas. Christmas, you always
have green, red and gold. So, you know, the green
tree and the red spheres, that's a very common,
like, Christmas thing. Blue and orange, I think about the Scartas, which is this, It's from Kellogg,
this brand of flakes, and you get this tiger. So the tiger is orange and the box is blue. So
you're going to have that. Other people think
about the traditional, like, fire in the
water kind of thing. So that's a very, very
common complimentary color. And finally, yellow and purple, which is a little bit weird,
I think about the warrio. Again, that's the easiest
character that I can think of, and it always reminds
me that that's the last complimentary
color that we use. So yellow and purple. Now, why are these
guys important? Why is the complimentary
color important? Because the complimentary colors are the colors that
are the most like Farther apart from the
one that we're selecting, so it will generate
the most contrast. So red will look the reddest when it's
close to green because green they will
complement each other and they will bring the redness and the
greenness of both colors. So when you have
complimentary colors, you're going to have a really, really intense contrast and colors are going to really
pop out of the screen. So that's why people use them. Of course, you're not
going to use 50 50, but let's say you're doing like a green goblin and you're
going to add like red eyes. Those eyes are really going to pop because they're going to be complimentary to the whole
skin tone of the character. Split complimentary is a
little bit more advanced. You grab your primary
color and then you select the two ones that
are in the complimentary. That's the side of
the complimentary. So it's a little bit more it's
not as intense because you kind of soften up the contrast,
but's still really good. Triad very common,
again, red, yellow, blue, like burger king, for instance, they use this
three colors in their logos. And you can grab
this little arrow and pretty much
move it anywhere, and you're going to
get different things. So that's like a
basic of the color of the color wheel and
how we're going to be using it to our advantage, okay? Now, another thing I
want to talk about is a little bit of a
painting technique. So this has to do a little bit more with miniature painting. So, if you've ever seen the things that people can
do with miniature paintings, like for D&D and stuff. There's some amazing things out there like this kind
of stuff right here. And we're going to be using some similar techniques because it's a very similar process to what we're going to be doing. Now, we're not going to go as styles as this guy
is right here, but there's three main things that we need to think about. And that is the base
color of the object, the light that hits the object, you can see the highlight
here, the white rain light that we have on
the on the cloak, and then the dark,
like, shadowy area. So we call those highlights, and we call those washes, when you add the shadow on
the that's one way to do it, of course, when you
place the paint inside of the crevices
of your object. So we're going to be using some of those
similar techniques. And now it's time
that I introduce you to the project that we're
going to be working with, which is this
character right here. This is a character that I
did a couple of months ago, and that's supposed to be a tiling from, again,
Derson Dragon. So it's like a demon person. He's a good one. He's
a good guy, though. He's trying to get
rid of his past. And we're going to
be using him as our A dummy to paint him and create some
amazing amazing tomes. Now before we jump onto the actual
painting of the object, I need to teach you
how painting works here inside of Sievers. You can see that
this is a really high level of sculpture. We are at 3.7 thousand
3.7 million points. So it's quite dense, which is one of the things that we need for this
to properly work. We need a lot of resolution for our paint to work
because the way this works is as follows. Let us grab one
sphere right here. And make it a poly mesh
three D. The easiest way for me to explain this is as follows. I'm going
to change this. I'm going to get rid of Cat, and I'm going to turn RGV. Now, I'm going to go into color, and I'm going to
say feel object. So now what just happened is I feel this object with
this white color. So if I change the color now on my little color
wheel over here, you're going to see that
nothing happens on my sphere, which is exactly what I want. Now, if I select like a red
color and I have RGV turned on with RGB intensity set to
100, when I start drawing, you're going to see that each, each vertex of all of
the faces that I have, will get this nice red color. And this is why this thing
is called poly paint? Because it's not
painting a UV map. It's not paint
kitting a texture. It's painting the
actual birdy, okay? So if I were to give
this more divisions, control D, control D, then my paint is going to
look even better. You can see how smooth my brush looks now because we
have more points. So that's one of the
first thing that you need to remember
about poly paint. The more polygons you
have on your object, the nicer the poly
paint is going to look. Now, can we transfer
this poly paint to a traditional texture
map to use somewhere else like in Marmsd
on Real or Maya. Yes, we can, and it's
rather simple to do. However, you will
lose some quality. You will never have the
same quality that you have a pixel than what you have
on a vertices, right? Like if you have a
10 million polygon and you have 10 million
vertices colors, it's going to be way way nicer than a four K map, for instance. There are some technologies. One of them is called P text. It's a little bit more advanced. We're not going to be
covering it, but there are ways in which you
can actually texture objects without UBS
and just texture directly onto the vertices. However, I would say 99% of
the industry uses UB maps, and that's what you should
be learning as well. So that's the main trial. Now, in a traditional
like painting, there was this show called
Mask off or face off face off. And I really like this show because it was a
creative show where they had to do traditional
makeup artists and create like creatures
and aliens and stuff. It was super super
impressive because they had very little time to
create amazing stuff. And one of the tools that they used the most was an air brush. So you probably guys. Some of
you might use an air brush. I mean wanted to try one myself, but they're a little
bit expensive, and I really can't justify
buying one of the nice ones. But airbrushes allow us to
control the flow of the paint, and they do this very, like, mist like, process, right? So instead of having this
very harsh effect like this, like a line, that's going to be very obvious, it's just a line, we're going to build our
standard brush so that it more so that it closely
resembles an air brush. So I'm going to change the
stroke to color spray, and I'm going to
change the Alpha to Alpha zero seven, which is dots. Now, when I do this,
as you can see, this is going to
look a little bit more like a brush
like an air brush. We're going to get this
very, very nice effect. Now, the color spray has a nice little setting that we're going to be using
to our advantage, which is called right here, it's called color color
intensity variant. So if I change this, if I
bring this all the way up, I'm going to get this
clown effect where I'm getting a lot of
different points and a lot of different tones. And if I keep it low,
like, let's say to, like, 0.3, I'm going to get a
lot of different reds. So you can see that there's a couple of reds and a couple of oranges and a couple
of like yellows. So we're keeping an
analogous effect, and we're getting a little
bit more variation on our skin tones on our
elements. So that's it. You need to make sure that you have your standard brush set up. This is the tool
you're going to find this in your palette. It's going to be
called TFL start. So just open this tool set
up your standard brush so that you have your color
spray and your Alpha ready. Because now we're going to start with one of my
favorite techniques, which is called the
clown technique. So I'll see you back on the
next video, guys. Bye bye.
42. Clown Technique: Hey, guys, welcome back to
the next part of this series. Today, we're going to start
with D clown technique. And this is a technique
that has been taught for a long time.
It's a very famous one. Again, traditional makeup
artists use this one as well. And we're going to be
using this airbrush to fill our character and
start adding very nice, like, a rich skin tones
to the whole thing. Now, of course, we need to find a little bit
of a reference. So if we were to look Tefn what's the word in the Internet, you're going to find that
there's a lot of variations. Some people like
having them blue, green, red, orange,
whatever color. And I'm actually going to
allow you guys or allow you. I mean, you're free to do
whatever you want, right? But I'm going to
encourage you to pick a different color
than the one that I'm using so that you can try the color theory things that we're going to
be talking about. So, in my case, I
think I'm going to go for, like, a purple color. I really like this purple tone. And what I'm going
to do is as follows. I'm going to look
my color wheel. So let's look for color theory. And I'm going to take a look at what the complimentary
colors are for the color for the
color purple, right? So the first thing
I need to do is, of course, I need to
select a base purple. I recommend if you take a look at this little
square right here, I recommend never going
to the borders because the borders are the most intense colors that you're
going to find. So always keep yourself
right on this angle. I'm going to go for like a
desaturated medium tone, a little bit darker
tone purple, like this. Probably a little bit lighter, just a little bit like
this. There we go. I like that one a
little bit better. And I'm going to go again, RGB. I'm going to say color, and
I'm going to feel object. So now, this guy has been
filled with this purple color. Now, there's three main tones that we're
going to be using. We're going to start
with the red color. And the red color is the tone that I'm
going to be using for every single area
that my character has where I expect there to be
a lot of blood flow, okay? Muscles, thin areas
like the nose, like the ears, the lips. Like every single
area where I expect the character has to
have high blood flow. I'm going to be adding a
nice little pass of reth. Now, here's where you can decide and be like,
you know what? I want this red to be a little bit darker to be a
little bit lighter. I think I'm going to
keep it light because the skin is already
a little bit dark. So I'm going to
start adding this. Now, very important, do not change the size
of your brush. Once you decide on one size, do not change it
because otherwise, the dots are going to
be like humongous, and that's not something
that you want. Even if it takes a little
bit longer, just go here. Also, don't go overboard.
Don't go super intense. Like how soft I'm adding
the colors right here. I just want to barely
paint the character. Now, for instance, on the ears, we can go a little
bit more intensely because I know they're going
to be a little bit redder, like all of these
areas over here. There's like small
little horns, the nose. We're going to go on the
mouth and see how nice the texture is looking
because we have the nice, like, air brush setup. We're going to be able to create this amazing gradients on our skin and create this
very, very nice effect. Now, I'd like to call this the clown technique. That's
not the official name. That's just my
interpretation of it. Because our character
is going to look like a clown at first, and then we're going
to be polishing it so that it looks
a little bit better. One thing that I do need to say, and this is especially
for those of you guys who have a little
bit of experience in other treaty software. Nowadays, poly paint is not something that you're
going to be doing quite a lot. Poly paint is mostly
used for concept art, and sometimes, sometimes
for texturing. There are more
powerful softwares out there like
substance painter, treat code, even blender, where you can paint and texture the characters in a better
way, marmoset even. So you're not going to be doing a lot of poly
paint, to be honest, but you can throw in a
quick poly paint every now and then in your projects
to show your art director, to show your client,
and if they approved, then you move on with your
tradition like what's your traditional
procedure, right? Like your workflow.
So there we go. Again, the reds are
going to be in all of the areas where I expect there to be a lot
of circulation. So when you see, big muscles like this, like
the massive here, like here in the mouth, I would expect to have a
lot of blood flow. So I'm going to be
filling this with a lot of, a lot of red. Doesn't really matter if
you go, even if you go like super overbar all the way. You can go, really,
really intense, but don't go all the way because then it's a little b difficult. It's going to be a little b
difficult to pull it back. There we go. Now,
that's the first color. The second color
that we're going to pick is going to
be our crevasses. And here's where in my case, things are going to be
a little bit different. Why? Normally, if I was painting like a
traditional human skin, I would be using like
a deep purple or, like, a deep blue for
all of the crevasses. But in this case, this
guy is already purple. So we need to pick a
color that gives us a nice effect without really
doing something weird. So I think I'm going
to go for like a blue. Let's try a blue, and
let's see how this looks. So the crevasses,
the blue looks nice. I think I'm going to go a
little bit darker though. The blue will allow us to
give a little bit more depth on areas where I would expect
there to be like crevasses, like the inside of the nose, a little bit here on
the lips, for instance. And again, you don't
want to overdo it. You want to keep it simple, you want to keep it soft
because we're building layers. And this is one of
the cool things. This is why this
technique is so effective because by doing this in
this sort of like layer way, The reds that we had before are now going to start
combining with the blues, and they're going
to start giving me some very nice deep purples that would be very
impossible to get, by hand. So so this blues now that I'm adding here and
all of these places, will allow me to nicely blend everything in my
character. Look at that. So a little bit here. Instance where all of this, crevices that we have
here on the horns, It's looking like a
devil, but don't worry. We'll bring the purple
back, right now, this is just deconstruction of the character,
so don't worry. I also like to add
a little bit of the color pretty much
everywhere just to have something because
otherwise things started becoming a little bit to
again, monochromatic. So so we're going to go
something like this. There we go. See now how
that's a little bit too much. We can just sample like a
basic red there and just bring it down a notch so that it blends a little
bit better. There we go. Quite nice. Now we're going
to go for the final color, which is going to be a yellow, and yellow is for
fat and card leg. So, for instance, the
nose, that's card leg. The lips have a little fat. Bone also bones all
of this like chin. Of course, the horns, we'll
talk about the horns later, but all of this little like
horns that we have here probably going to
be like yellowish. The A of this area, a little bit on the nose. I have the clavicles down here. Like the spine on this side. The guy right here,
like the whole skull. Again, I always like to add even just a tad bit everywhere, but there's going
to be areas where this is going to be a
little bit more prominent. The psychometic arch, of course, all of this, the
eyebrows. There we go. Look at that. So
now, this is what I meant by the clown technique
or the clown phase. Because at this
point, you can see that character
looks really funny. It looks very, very
intense, very, very weird. So what we're going to
do now is we're going to bring back the purple
color that we had, but we're going to
do it in a soft way. So I'm going to go down here usually on the underside
of the character, you're going to still
have the original color. I'm going to sample it. And if I were to go to color
and feel object, I'm pretty much going to erase everything that I
just did, right? However, if I lower the
intensity to something like a 5% and I go color
and feel object. Let's actually bring this out and I start filling
the object like one, two, three, four, five. It's going to be done it layers. So I'm going to be
able to start bringing back the original purple color without erasing all
of that nice like grading that I was able to
create pretty much everywhere. So I'm going to give it
a couple more clicks. There we go, and look at how interesting and nice
my skin looks now. This is the kind of effect
that we want to achieve. Because as you can see now, we have a nice grade and the nice transition
pretty much everywhere that we're going to
be able to blend now to create an even
more interesting effect. So I'm going to
sample, for instance, like this nice
purple color here, and I'm just going
to start blending. Now, of course, we need to bring the intensity back to 100 so that we can paint a little bit more intensely like that. We're going to be able
to bring this back. There we go. So now, as you can see the
skin of our character, and one easy way to
do to check this. If we go to flat color, we're going to be
able to see this. Now, I can immediately tell here that we're getting
the splotches of red, right, in several areas. So, so I'm going to use
this sort of, like, very soft purple tone that we have here to fill
in all of those gaps. Because I do want to have big
blotches, but not as big. Everything should
be slightly faded. So you can also go here
into flat color and use it as an indication to know
where to blend your color. So for instance, that blue, it's a little bit too intense, so let's sample it and let's
just use the same color of the blue to kind of fade
it out. I do like it. It's just a matter
of interna areas, it's like the transition
from one color to the other, it's very very obvious. So I'm just going to start
using the same color to fade it out into
different directions. There we go. Nice. So let's go back to our started material, and you can see how nice
our character is looking. This is the clown
technique guys. And again, as I mentioned, you are going to be
doing different things depending on the
type of character that you're working with. Like if you're doing a goblet
or if you're doing what's the word like an org
and you're going to be grabbing like green
skin or something, then the colors
mi vary slightly, but this is the general thing that we're going
to be following. Now, if you want This material is a little bit too
dark sometimes. I'm going to go back
to the basic material, which is a little
bit lighter so that we can appreciate the
color a little bit more. And you can still at this point, go back to, like, a red color. I'm going to keep it a
little bit analogous. And if you want to touch
up a couple areas, just be very, very soft here. You can even decrease
the RGV intensity to, like, 37% or something. And you can touch up a couple of areas, for
instance, the nose. That's a little bit
more color to the nose. And that's going to allow
you to start painting. That's why I've mentioned
that this to me, it's very similar to
painting like miniatures, if you've played like D&D, It's very, very similar. I'm going to grab a
dark purple color, and I'm going to use
this one for the lips. So I'm going to be very gentle again and just paint this lips
like a dark purple color. Again, don't know we're doing. Don't make it like a plaster. You want to kind of like layer
things out and be creating this sort of like transition
from one point to the other. There we go. Now, I think it's a little bit too
much. What can I do? I can just grab
another color here and just like tone it
back a little bit. Like bring back the original
purple and that's going to transition the lips back into
a more traditional color. Which is what we're
going for. There we go. Again, let's go into
our flat color, and let's appreciate
how this is looking. I like it. I think
the tones are fine. Now, one thing
that we're seeing, we can see all of the crevices and all of the elements
here in our character, but we're not really seeing
them once we go into flat color, it
looks really flat. And I would like things to
look a little bit nicer. So I'm going to be
adding something called an mpient occlusion pass
or like a cavity pass. And the way that
we're going to do this is with our masking tools. We've talked about
masking things before, but we've not done,
advanced masking. So we're going to jump down
here to the masking tab, and we're going to be
using this thing called mask by cavity or
mask by Minocon. We're going to start
with mask by cavity. I'm going to click
mask by cavity. And something's going
to happen here. Let me go into the flat
collosal that you can see. What we've done here is
as the name implies, we've mask all of the
cavities of our character. And it's really, really fine. We pretty much mask even
like the pores and the lines in between the elements.
We can change this. If we lower the intensity here, for instance, for
the mask by cavity, let's go to, like, 90%, and we mask by cavity again, or let's go even lower. You can see that we only
mask certain cavities. So you're going to be able
to change this thing around. You can also change which
cavities we're looking for. So if we push this curve out, you're going to see that we get a little bit more of the mask because we're looking
for this kind of profile on our character. But what we're going to be doing with this is I'm going to press control and click
to invert the mask. I'm going to grab the
traditional color that we have over here or like
a dark purple color, and with a low RGV intensity, I'm going to be
filling the object. So I'm going to say
feel object like one, two, three times. Then when we take the mask out, you're going to see
that we're getting a little bit more definition on all of those
crevices that we have. So that's going to
give me more def. I'm going to do a
couple more times, so one, two, three, more times. And as you can see,
now, In the flat color, we're actually seeing
more of the detail for our characters than
what we had normally. So this is going to give
me way more contrast. Let me go, let's go
here in the *** chill. It's gonna give me way
way more contrast, and our character
is going to start looking quite nice, okay? So that's one trick
that we can use. I'm going to stop the
video right here, guys. We're going to now
jump onto adding a little bit more details
to the overall character. And we're gonna add yeah more more texture,
more elements. There's a couple of things
I want to show you about, like the scars and blood, how to do the little
horns and stuff. So yeah, just hang on tight, and I'll see you back
on the next one. Bye bye.
43. Adding Details: Hey, guys, welcome back to
the next part of our series. We're going to continue
with the poly paint, and we're going
to be adding more details to your character. So the first thing I want to
add, as you can see here, if we go into our flat color, you're going to see that the
overall lightning situation for our character is
pretty much the same. Now, usually you want
to keep it like that, but if we want to really
push this concept, we can actually use
some of our colors to add more light and more shadow to other parts of our character. So for instance, I can grab
this color right here, go a little bit lighter,
like this pink light, and kind of like if I was
wearing or using makeup, I'm going to push the pinkness of these areas a
little bit more. Let me see where my
RGB intensity is. There we go. Let There we go. So see how we can push that. It's going to be
really, really solid. So I'm just going to
kind of highlight some of the upper
points of my character. I can even do that a little bit here on the on
the cheekbones. And again, it's kind
of like using makeup or like we were adding makeup to our character. I think
it's a little bit too much. So let's bring the
RGB intensity back. And very, very softly, We're going to highlight a couple of the areas
of our character. That's going to
really really bring him up into a nicer effect. Another thing that's
very common is, for instance, when you shave, you usually get this dark
spots or greenish look here. I'm going to go for
a dark green effect, and we're going to be adding a little bit of this
effect here on the chin. So you can see that green
is way way too green. Let's go a little bit
darker, not so saturated. I'm going to make this
a little bit bigger. And here, I'm not sure, we have symmetry turned on. So I'm going to be adding
like this sort of effect. That's going to make my character look a little
bit more mature, right? We're going to be adding
here, by the way. This is also the
chapter where we're going to be taking a
look at fiber mesh. So that's why I'm
adding this sort of preparation for the beard and the effects that
we're going to be adding. So there we go. Let's add a little bit of that over
here, and that's it. Now, we have this nice
little cut right here, and that's where blood would be really,
really, really good. So I'm going to go for
like a darkish red. And very, very softly, I'm going to start painting
this with this red blood. So we're going to
go right there. Now, unfortunately, I
had symmetry turn on, and there's no symmetry
for this scar, so I'm going to go back,
turn symmetry off, and it's just a matter of adding this paint
color right here. So I'm guessing this is
a fresh wound because otherwise it wouldn't be as red as what we have right now. So that's why it's
super super intense. Usually, usually the skin would get a little
bit red on the side. So in this case, it would
be a little bit pinkish, like, freshly cut skin. Let's go a little bit brighter. Because you usually
get a little bit of inflammation on the
sides of a cut, all of your defense cells,
your white blood cells, doing the fights so
that get an infection, and there we go. That
looks pretty cool. Animals. I'm not saying
that this guy is an animal, but animals usually
have some skin effects. So here's where I might
go with some bigger dots and add a little bit of texture
on the scalp pretty much. Like we can add some interesting
spots here and there. Just to add, you know,
some visual interest to the skin on the skin to have some sort of like weird look. Let's make it a
little bit darker. We could even grab, change this to drag r and change this. There's like this Alpha 25, which is like like
weird skin texture. It's a little bit
too much, I think, so I'm going to just bring
the intensity weight down. Like a little bit
of like branding. It's not a brand, but it's, you know, something there. So it's a a cool way to add variation to our creatures to our characters so that we get
something nice out of them. There we go. Now, another thing
that we can do, of course, is add
marks and branding. So again, I mentioned
this guy he's supposed to be a demon from Hells trying to redeem himself,
kind of like Hellboy. So we could add like a tattoo. So what if we were to go here
to the side of the mask? And what I'm going to do is
I'm going to draw a mask. I'm going to draw
like this weird ruins going on on the
side of his head. Off his eye, kind
of like Mike Tyson. There we go. And then you
can just invert this. Looks like a blue
color, like a nice, like kind of shiny blue color. And with a low intensity,
24 seems fine. I'm just going to feel the
object, probably twice. Okay. So now, as you can
see, we have a nice little tattoo over there, which is to I's going to make the character
look a lot nicer. Let's talk about
the horns because we haven't done the horns yet. And here's where we can decide what kind of, like, color
they're going to have. Usually they're like dark, like the usual color for horns
is like, like dark brown. So I think in this case, we're
going to keep it similar. So we're going to go with like a dark desaturated
brown like this. I'm going to go RGB intensity to 100 and we're going
to say feel object. And unfortunately, this one, they don't really
benefit a lot from what we're doing
with the air brush. They benefit a little bit
more from what you saw, which is the cavity masking. So I'm going to go again
here and mask by cavity. You're going to see
that we get all of that effect. Let's invert this. Let's go like a darker color, and let's fill the object. This one is going
to be quite heavy. There we go. So
that's going to give me some quite heavy effects. And then we can
sample the color, go for like a lighter tone, And here, manually,
we can again build up our spray or air brush
effect, the color spray. My God. There we
go. Color spray. And we can hit some
of the upper parts. It's increase the
intensity a little bit. We can hit the upper parts to keep it a little bit
of lightness, right? To light up all
of these effects. So it's kind of like if we
were painting the light in, we're not really creating
a grading or anything. It's more again, like,
painting the light in. And we can go a little bit higher and a
little bit lighter, e it another pass like up here. And again, that's going to make the horns
really, really shiny. If we need to tone it down, we just need to grab
the original tone and just fade it
out a little bit, use it to to kind
of kick the color back and blend it back to the
original color that it has. Now, this is the kind of color that I would need to add to
this little horns right here. So I'm going to go back
to the little guy here. Let's increase the
RGB intensity so we can paint this little
incrustations here. There we go. And painting
is a lot like sculpting because you're going to be deciding where all
of these elements are. And it's a little of
fun, to be honest. And not only is it a lot of fun, your character and
your creations will look a lot better if you
spend the time to give them a little bit of a hand
paint or If you paint them, you're going to really, really appreciate it because the character is going to
be kind of like finalized. You're going to be
seeing the final the final process
for the whole thing. We can just click
here, PPR and get a look at how nice this looks. Look at that. Pre
pretty nice skin tone. It's not just like a purple. There's a lot of tones and
things going on around this character that are
making him look so so cool. I'm going to go to the yes. And I think I want to
keep the eyes like white. I think they would look quite
interesting and contrasty. Now, we could, of
course, remember, the color the contrasty
color is yellow. So maybe he has yellow
eyes, like mustard yes. Again, RGB ten 200, and here we say fill object. And there we go. Our character is looking quite quite nice. So yeah, this is pretty much it. I'm thinking about if there's
anything else that we're missing. I don't think so. There's a couple more things
that I want to show you. I want to add a
little bit more like visual interest to
the whole character, but we're not going
to be able to do it as easily with just painting. There are certain
things that a human can't paint as easily. So we're going to be using some textures to
add more detail, but we're going to be doing
that on the next video. So make sure to
get to this point. It might take you a little bit longer than what it's
taking me because, of course, if you're
just learning, you're going to have to get
used to the tools and stuff. But yeah, we're going to do textures next, and after that, we're going to be
moving onto the hair, which is going to be really,
really cool as well. So hang on tight, and
I'll see you back. On the next one. Bye bye.
44. Using Textures: Hey, guys, welcome back to
the next part of our series. Today, we're going to
continue with using textures. And as we were talking
in the last video, there are certain things
that yes, you can paint, and if you're a super
skilled painter, you're going to
be able to create amazing detail with just like traditional hand
painted textures. However, there are a lot of details that are
going to be very, very difficult to get,
such as the horns, right? Like painting horn texture is
really, really complicated. So I'm going to show you a very quick and easy way
in which you can utilize these textures to generate more
interesting effects. So for instance,
this one, I know this is not texture for a horn, but just the variance in color and effects
that we have here, it's going to be
really really cool. I'm going to save this
image in our projects. This is going to
be available for you as well in Chapter eight, it's called this horn texture, and we're going to
jump right in here. So we're going to jump
onto the textures. I'm going to grab
my standard brush. Change this to drag t, change the Alpha to one
with a fall off. That one's going to be
important so that we don't see a sharp stop of the texture. And then on the textures,
you just need to go here and hit import.
Just like that. You're going to select
the texture, hit open, and once it's imported, you just selected
here, and there we go. Now if you drag and
drop this texture, as you can see, we're going to be able to get this
amazing effect. Now, The only
problem, of course, is that since our RGV
intensity is set to 100, we're pretty much overwriting every single thing
that we did before. And I really like the tones. So I'm just going to
move this thing down. I'm going to go back
to RGV Remember, we don't want to
paint texture really, and that should allow me to get only like a little
bit of the effects, see? So by dragging and dropping
now this sort of effect, it's going to be a lot easier to just modify
this thing and add a lot of very interesting
interesting paint effects, like what you see there. Now, technically, you
could turn on CAD, and if you do that,
that's also going to be adding some volume
to the whole thing. But that might not
be something that you want unless
you have a really, really nice, like alpha. We can grab this texture
actually and make this an alpha. And now, if we drag and
drop it with CAD turn on, we're going to get the
details as you can see there. So if that's something
that you want to try, feel free to try it. It might be a little
bit noisy or weird, but you might get some
interesting effects. So there we go. Now, if the horns became
way too light, remember, another thing that we
can do is just grab like a darker color like
this dark brown, go to an RGV intensity, like a low TV intensity and fill the object
a couple of times. So like one, two,
three, four, five, six, and that's going to keep most of the noise
texture that we have, while still adding a very
interesting effect over here. So, yeah, that's pretty
much it for that thing. Now, you could also use transparency. So let
me show you here. I'm going to open photoshop, which I know it's going to mess up my elements a little bit, and I'm going to
look for a texture, like a bruised texture. So whenever you
look for a texture, you want to look for
something that's as nice and as clean as possible. I just found this
one right here. So there we go. Let crop this. You usually remember we've
talked about this before. Whenever you do an
image for brush. You usually want
this to be square. So I'm going to go
there we go 1,500, 1,500, there we go. Now we can scale
this a little bit. And what I'm going to do is I of course going to
delete the background. We don't need the
background. There we go. And then with a smooth brush, like a soft round
brush right here. Let's erase the borders. So that we only have
this thing right here. Now, technically, if you know how to use
photoshop and stuff, we could already go here
into the saturation. We could colorize this or
rather just control the u, and I'm going to change the hue, so it matches like a purple hue. Something like that,
a little bit reddish. That's going to
work a little bit better for our
specific character, go to press control
to save this. This is also going to
be in your files here. Project files, Chapter eight. We're going to save
this as a PNG. It's going to be called
a Bruce. There we go. Now we're going to go
here, and same deal. Let's turn off the
Alpha, go into textures, import and we're going
to import this Bruce. This one right here
and there we go. Oh, I think the RGB
intensity is way too low. There we go. Now,
as you can see, it's actually grabbing
this thing right here, which is not something
that we want. Here's where having an alpha
would be very, very handful. So I'm going to add
a new layer here. Paint this layer
black, like that. Make sure that we delete all
of these areas right there. And then this gamba
press control shift to desaturate it and then
control L to push the colors, really, really high so that now, as you can see, the Bruce matches the Alpha. I'm
going to control S. I'm going to save this
as a PNG as well, and this is going to
be called Bruce Alpha. So now we go back
into sea brush, we go into our alpha,
we import the alpha, and we select this
one right here. And that will make
sure that only, as you can see the bruise is
being applied to the skin. So we pretty much
cut the thing using our alpha and it's giving
us a nice nice result. So maybe over here. Again, I will probably bring the RGB intensity down so
that we don't see it as much, but there's going
to be a slight mark in a couple of of
the characters face. And again, this
sort of texture is the texture that it will be
very difficult to paint. Like, you could try it, of course, but it's
going to be really, really complicated to
get such nice variations of tones in a fast way. So yeah, I mean, that's
pretty much it, guys. This is, again, a
short video just about how to use textures here inside the series, super super simple. I usually only use textures when I need to do
this sort of thing, or if you remember back then, when we were using the X for the image plane for
the import image, that's another use for the textures because
normally I would use things like
substance painter to create realistic textures. So I'm going to stop
it right here, guys. And in the next one,
we're going to talk about the principles
of fiber mesh, which is the new system that we're going to
be taking a look, and then we're going
to do a quick, like, beach groom for this
guy right here. So yeah, hang hang on tight. I'll see you back on
the next one. Bye bye.
45. Fibermesh Basics: Hey, guys. Welcome back to the next part of
our series today. We're going to continue
with fiber mesh. So before we jump
into fiber mesh, I just wanted to give you guys a little bit of a rundown about hair because here's
one of those things that a lot of my students
have questions about, and there's well, different
ways to handle it. So the first thing
is sculpted hair. So that's probably
the easiest one for any beginner two to start
getting their hands into, and they're going to be able to create some
amazing stuff. Sculpted hair has been around
for thousands of years. If you take a look at the old
Greek and Roman sculptures, most of the hair there or pretty much all the hair
there was a sculpted. So you can get them
away with very, very nice sculpted hair. It will take pretty
much the same tools that we've used, clay build up, they mean standard,
blocking in the shapes, main forms, secondary forms. There are some custom hair brushes like
this one right here. Some of them are free, some
of them you can get online. But yeah, so this is pretty much part of what
you can get, right? So that's the sculpted hair. And it's really
good. You're going to be able to get
amazing results. What the best example of
one of the best examples that I can give you guys is,
of course, legal legends. Legal legends most of
the character actually, all of the characters inside of the game will use
like sculpted hair. You're going to see, like, the block of hair moving around. Not in the concert part,
not in the cinematics, but in the game
itself, you're going to see a lot of sculpted hair. Another example would be
FnightFnight has a lot of sculpted hair for
their characters because that's the
stylized look of it. The other type of hair
is, of course, hair cuts. And hair carts are really, really complicated to do. Well, not super complicated,
but they are tricky. It's not like the
easiest thing to do. They require a
little bit more of technical approach because
you're going to be doing bags. You're going to be placing them. There's a special UB things
that you need to take into consideration,
and it takes time. That's one of the big
drawbacks about haircuts. Will take quite a bit of
time to hand place or use some sort of plug in to place them around
your character. Most of the games nowadays, especially if you want to go for realistic games are going
to be using hair cuts, and you're going to get
amazing results like this one right here.
They are expensive. They get a lot of polygons, they get a lot of texture, but they look really,
really, really good. Now, the most expensive
of all of them, or the most expensive
type of hair is, of course, realistic hair. One such example is,
for instance, ortrix. Arntrix is a plug in. For Maya, that does hair,
specifically for hair. It's a really good plug in, not super expensive
for what it does, especially if you're doing a project that requires
a lot of hair. And it will generate the
actual fibers of the hair. That's one of the strong
points about this sort of systems that you will create
each individual hair strand, and most of those hair strands can even move with the wind. If the character jumps,
the hair is going to jump and flow
like realistically. Of course, this is
really, really expensive. There are some games out there
that use hair as a system, and you can see
wichar three did it with I think it was called Nvidia hair Works or something. But it is really expensive. You need, like, a lot
of graphics power to be able to operate and simulate the hair so not a lot of games
actually do it. Most either go with sculpted hair or with hair
cuts as we mentioned. Now, Inside of C Brash we have this thing
called fiber mesh. And this is super old as well. I can't exactly remember
when they introduced this, but it was a long,
long time ago. And it's really
good for concept. It's not super great
for production. There are some pipelines
out there that teach you how to
bring fiber mesh into Myo into blender and
convert it to polygons or cover curves and create your
hair systems and stuff. But most of the great projects that I've seen with fiber mesh, they stay inside of Crash. They just keep it inside of Cis, you get a nice little concept, and then recreating it
with other systems, you're going to be able to
rebuild the same effect. So fiber mesh is a hair system or a hair module
inside of sea brush. But the only difference
or the way it works is that instead
of creating curves, it creates very fine and
small lines of polygon. It's like a really
nice and small strip of geometry that acts as a hair. So let me show you
here real quick. I'm actually going to go
let's get rid of the color. I'm going to go to
a sphere tree d just to show you the
channel basics here first. And the way fiber mesh
works is very easy. You're going to mask out an area where you want the hair to grow, let's say, right about there. And then you're going to
go into the menu here, and there's one menu
called fiber mesh that we're going to
be able to preview. When you preview, as
you can see, boom. We got a buckle of hair, like a bundle of
hair right there. In this particular case,
it might be good for me to To change the
background here, I don't think we've talked about this before, but in document. You can change the
range here to zero, and now the background
is completely gray, and that's going to allow you to appreciate the hair
a little bit more. And there's so many modifiers in here, like, you
wouldn't believe it. There's so many things
that you can't change. So let's start taking a
look at some of them before we jump onto the actual
grooming for our character. Well, as you can see right now, this are just polygon strips, and it does look like hair,
but it looks like a very, like, spiky, like,
not so smooth hair. If you press PR or
when you press BPR, what's going to happen is that sibsh will convert, as you
can see it right here. Let me get closer. As you can see it
right here, Sabh will convert all of those
hairs into a nicer, more like fine looking hair. Now, let's go over
the modifiers. The first one is max fiber. That will tell you
how much fibers, how much hair you're going to
have on that specific area. Are you going to have a
really dense like hair or are you going to have a really
small and scattered hair. Then we have the length, which is very, very
easy to understand. It's right here now.
Here, it's a lot bit easier to see how this
are polygon strips. You can see the bends, because right now there's an option right
here on segments, and that's the number
of segments per fiber. You can see it right now,
we have three segments. So the hair is really,
really scratchy, right? So, however, if we press BPR, you can see that even though it looks very bad on the viewport, once we render here
instead of sbh it actually converts it to
a nicer looking hair. So so we're going to be able
to get away with, like, very blocky looking hair here and then get
nicer hair later on. So that's the length, of course. Then we have the length profile. This is important
because this tells me how the length is
going to be distributed. So if I were to change
this like up here, you're going to see that it
goes longer on certain areas. And then if I go over here,
it's going to go shorter. So you can play around
with this graph as well. Remember, if at any point at
a point that you don't want, you can just stick it
out by dragging and dropping it outside
of the area here. Now, let's close this. The width, of course,
is the same thing, like how wide the object is going to be or the
hair in this case, you can play around
with that one as well. But let's talk about
coverage because this one is really
important and it gets a little bit confusing. Coverage is how much area
the hair is going to cover. So if we make the
coverage bigger, what's going to happen is the hairs are going
to become thicker. So it's going to be
more like rubber. So imagine we're
doing I don't know, like a mop or something, and you want to add like the fibers of the map at the end. I'll probably go with a really really high coverage
so that we get like this really big blocky they kind of look like
like noodles, right? So that's what you might want to get for your specific
character or prop. Now, if you want, really,
really thin hair, you're going to go with
a really small coverage, and you're going
to see that this becomes really, really fussy. So think about like
an old man's hair, it becomes really, really thin. This is what you would
get with coverage. So sorry, this three guys, this is what I
would consider like the three main drivers of how
your hair is going to look, which is how much hair, how long is the hair, and how much coverage does
the hair offer, right? So by modifying
those three things, you're going to be able
to create cool things. Now, by the way, at any point, if you create a hair system or a set up here that
you really like, you can save this, and you can actually go here into lightbox. And if you go into fibers, you're going to find
that there are a lot of pre setted fibers
that you can use. Some of them are
really, really wonky, but others are okay, for instance, like
this one right here, This is like, on like
IV or something. So there's some cool
stuff in there. And you can again, save this at any point as a fiber preset. Now, let's keep going here, and this one's important, the scale root and
the scale tip. By default, the root
will be a little bit thicker than the tip. So if I increase this
really, really heavily, you're going to see
that we get a really thick hair at the beginning, and then really, really
thin at the end. So you can change that. You can even invert
it, like if you want, like a really small
tip and then or a small root and then a really big tip, you can do
something like that. And then that's how
you're going to get this crazy looking things. They don't look
like here anymore. It's more like like
antennis or something. But it's cool. It's fun. It's fun to play around
with these things. Usually, your scale for the root is going
to be like 1.25, and the scale for
the tip is going to be like zero point
to five or 0.75 so that you get this
tapering effect where the hair becomes
like thinner, right? Which is something that
happens very, very naturally. Let's increase the
coverage to, like, a ten. Yeah, that's a little bit
closer to traditional hair. Then we have the
slim slim is again, kind of like slim the hair down, so you're going to see a
little bit of a change there. I personally don't use it that much like the slim function. The one that it's really really cool is this one,
the revolve rate. The revolve rate will
give you like curly hair. So if you want to have a
little bit of a curly hair, you can just increase the revolve rate and
you're going to get this. Now, here's an important factor. Remember, we are only working with five segments right now. So that means that we're only
twisting three segments, sorry, three segments around
and creating our curly hair. If we increase the segments, if let's say go to
ten, look at that. Our twist effect
or our curly hair. It's going to look a
lot lot nicer because now we have more divisions to really twist the hair around. So it's very important now. This is also going to
increase the topology or the amount of geometry that
you're using quite a bit, so be mindful about that. But yeah, whenever
you use this revolve, you're going to get
that sort of effect. Let's bring this back to zero,
and let's bring this back. Let's go five. I usually
like using five. Twist is very
similar to revolve. It will just like twist
the hairs around. However, it won't
create spirals. It will just like move it to different sides and that's it. And then gravity,
gravity is very cool. By default it's 0.5,
so it's falling down. But if you bring it down
like to negative one, you can see that the
hairs going to go up. So if you're doing like
a mohawk or something, this could prove useful because you're
going to be able to create some nice spiky
hair going to the top. And if you go really,
really high here, you're going to see how the gravity really
pushes the hair down and it really doesn't
allow anything to go up. Now, you do have this
direction variation noise. And if you change
that, what's going to happen is the gravity is
going to be going crazy, and you're going to
start having like noise all over the place. So if you want to add a
little bit of variation, like, let's say
0.2 or something, that could be cool because
it is going to be falling down because the
gravity is really high, but some of them won't. Some of them will be going
against the current, and they'll be creating
this weird like effects. Let me increase the
coverage a little bit. I still think it's a little
bit too thin. There we go. That's a little bit
nicer. So, yeah now, H tangent and tangent, that's horizontal tangent
and vertical tangent. Again, to give like noise
to the whole thing. So if you're going
to have this grumpy, we're not grumpy.
What's the proper word? Like, fluffy, like going
all over the place here, you're probably going
to want to change the H tangent and the tangent. The more you changes, the
more extreme this becomes. So as you can see here it's more like a bush or something. Doesn't look like real hair. But if we just add
a little bit of B tangent and a little
bit of H tangent, you're going to
have this sort of, like, messy uncombed hair. So it looks cool. Lump clumps is something
that you can again activate. It won't be as effective here because we just have
one big strand of hair, but it will try to
clump things together. I personally don't
think it works as well. There's a brush that
we're going to be taking a look later on that works
a little bit better. But yeah. And then
the color profile, as you can see, it goes
from the base to the tip. You can change that if you
want to change the curve. If you want the
base to be longer or shorter, you can
change that there. And here, the base, of course,
is the base of the hair. So if you want red hair, you can just go right here and then, like light white there. And when you render, this is going to look like
red and white. So the tip has a little bit more weight
than you might think. So if you want, really,
really colorful hair, I would recommend
going here on the tip, and that's going to give
you a nicer effect. And, yeah, that's pretty much it for the
grooming settings. Those are most of
them. Of course, all of these are variations, so you can use them to add a
little bit of variation to each specific setting that you have here inside
of a fiber mesh. Now, there's one very
important thing. Right now, we've
all been working or we've been working with
this thing called preview. So if I were to turn this
off, everything disappears. Like, I don't actually
have any subtle or anything that is saving
that hair right there. So in order to make
this permanent, what you need to do
here in fiber mesh, you're going to, of
course, preview, and once you're happy
with the result, you're going to hit
accept. Again, be mindful. Once you hit accept,
every setting is gone, you're not going to
be able to modify or change any of the
settings anymore. But do not worry. That
does not mean that we can't change the hair. There's still things
that we can do. And here's where some of the hair brushes are going
to come into place. Most of the hair
brushes are going to be found under the G key, which is the groomed key, and we have the groom blower, groom brush, groom clumps, color made, color tape groom stronger groom hair bull
groom hair, blah, blah, blah. So there's a lot of them. Pretty much like
the cloth brushes. One that I really like is, for
instance, the groom brush, and it works pretty
close to like a comb. So if you start like
combing the hair, you're going to see
all of the fibers. You're going to start
following my brush. Now, very mindful here, these brushes work camera base. So if my camera is like this, you're going to see
how they kind of like move in the direction
of my camera, okay? But you can see, I can pretty
much as if this was a doll, I can just start like combing the hair of this
little guy right here. Okay? Now, if you
want to cut the hair, let's say this is too long
and you want to cut it. You just as smooth it, because remember,
this are polygon. So if you just as smooth, this
is going to cut the hair. It's one way to do, like, a little cut here on the hair. And what happens if I
want to increase it? Like maybe I regret that
decision and I want to go back go back and I don't have the
history. Don't worry. Inside of the brushes, there's
one called groom lengthen, and that will increase again,
the size of your hair. So it is a very tedious process. It is a little bit complicated. If you ask for my personal
opinion about fiber mesh, I think it's a
really strong tool for concepting to just get a general idea of how
the character will look. I'm going to show you
something real quick. This is a roof, super, super old work of mine. Character that I did. Wow. I don't know, like
seven years ago. There we go. Seven years ago. The beard here, the eyebrows and the mustache,
this is fiber mesh. All of this was
composed in Volca. We're gonna learn how
to do this, by the way. And all of this is fiber mesh. And for this particular
character, it worked well. Like, I worked. The
concept was fine. The project was okay. This
was for school, by the way. But, yeah, I mean, for certain things like
this, it's fine. However, if I wanted to
bring this beard into a game and make it
feel and flow nicely, that's a completely
different story. It wouldn't be as easy. So, I recommend that you learn fiber mesh to get
the idea across. But it is important
that you learn also some of the other
systems outside of Ss, whenever you're doing here to get the best out of
both words, okay? So, yeah, I mean, that's
pretty much it, guys. We're going to stop right here. And in the next video, we're going to be
grooming our character. So hang on tight, and I'll see you back on the
next one. Bye bye.
46. Character Groom: Hey, guys. Welcome back to
next part of our series today. We're going to do the
grooming for our character, and we're going to
keep it simple. We're just going to go over the basics of fiber mesh again, just the quick modifiers here while we add a little
bit of a beard. So I want to add
similar to what you saw with the character back
there with a little dwarf. We're going to add a
beard all the way here. The first thing I need
to do is I need to turn on symmetry and say or tell the software where
I want the bear to appear. Usually, when you
have an unkept beard, you're going to get
a little bit of beer here on the neck. And there's, like, a very curious thing here because you do get a
little bit of beard here, but not as much
here on the center, so you're going to get
this sort of like shape. To have an irregular
entrance point over there, and there we go. So that's going to be the beard. So we're going to go here.
We're going to preview, and that looks interesting, but not exactly what
we want, right? So the first thing
I'm going to do, I'm probably gonna give it
a little bit more length. I think a little bit more
length would be good. I think a little bit
less coverage is fine. Here's where we can start taking or doing a couple
of BPR renders just to get a hold or get an idea of how this thing
is going to look in regards to the thickness. So I think there's a
little bit to think. So let's bring some
of the fibers down. The color. I think we're going
to keep the color black. I think it's fine. But let
me look at some reference. Again, reference is
going to be king. So if I look at a beard reference, just
like I don't know, like a biking beard
or something, really extreme, really messy. I don't want this to
be clean or anything. You can see we have something
like this right here, without the brakes, of course. So the first thing
I need to do is I'm probably going to
increase a little bit of tangent and a little bit of B tangent to make the beard
a little bit more messy. I'm definitely going to
increase the gravity so it falls a little bit more. And that's good.
I mean, just like a basic beginning here for
the bear, I think it's good. So I'm going to hit accept. And it's going to ask me this. This is something that we
didn't get on the last time, and we want to know
if we want to have the fast preview
option turned on so that the fibers look
a little bit better. If your computer has good processing speed
and you don't feel any bump in speed whenever you're working with
fiber mesh, then just hit. However, if you feel like it's
getting a little bit slow, just say no, and we're
going to see the fast preview once we hit BPR. So here, I'm going to start by cutting the
hair a little bit, and symmetry does work even though the fibers
are not symmetrical. If it finds thing
close enough together, you might get lucky and be
able to cut some of this. So I'm going to go now with the mesh lengthen or the
groom lengthen there we go. We already have it selected,
and let's just lengthen this thing a little
bit. There we go let's. I'm going to go V and
remember the groom brush. So we have this groom blower. The groom blower is
very cool as well. It will kind puff the hair out. So if we're going to
have really puffy hair, the groom blower is really
really cool in this case, I don't think it's
the best idea. Let's go with the
groom brush and just like groom the
beard a little bit. Remember, this camera
base is very important that we take a look at
where the camera is facing. So all of the fibers are
pointing where we want. And otherwise, you might get some weird angles or wheel
results. There we go. I think I'm going to
reduce a little bit of the wear on this area. I want the beard to
be shorter where it starts in a little bit
longer down there. There we go. The mustache is the one that's going
to really help. Let's go back to the character, remove the mask because
the mask was still active and let's paint
on the mustache. All of this area is where
my mustache is going to be. There we go. And we preview. Now, it's going to keep
or it's going to save the same sort of what's the word, the same
settings that we had. So here we can, for instance, bring the length
down a little bit, maybe the max fibers as well. Mustache sometimes is not
as heavy, and there we go. Let's see the length. I really like that length
because I can see the lip and see how the mustache immediately
changes the whole thing. So pretty cool pretty nice. So I'm just going to hit accept. And this is the moment
of truth because now when we play or
when we press BPR, we're going to be able
to see how nice or not a D Bard looks, which
in this case, again, for a concept piece for
something that we're just getting the general idea of
how we want things to look, I think it's looking
pretty pretty cool. So I'm going to show
you one more thing that I think might be
a little bit bizarre, but let's add a little bit of here on the back
of the character. So I'm going to select
all of the back here of the character that's
going to help me with having a nice silhouette. So all of this area. I'm not sure if you guys are in a country where
hairy bags are common, but in the world, there are some people
that do have hairy bags. I personally do not. But I know there are
some people that do. So here we're going to preview, and of course, actually,
that's really good. I think we can still reduce the max fiber because
we don't want as much. I am going to increase
the segments, I'm going to give it a
little bit of twist. I am going to give them a
little bit more length. W. Not that much. Something that looks
okay, like that. Again, we can take a look at BPR before we commit to the change. And it's looking okayh, but I think we can make
it a little bit better. Let's remove some
of the gravity. There we go. So the hair is a
little bit more like spiky. Let's do more revolve. There we go, so we
got curly hairs, probably a little
bit less length. Let's take a look
now. Yeah, nice. I like it. Looks cool. Maybe a little bit more fibers. Not that many though,
or a little bit less. It's just a small detail. I've seen some people do
the little peach fuss that some characters have
in their face sometimes. That's another nice
application for fibers. We could do hair chest here. For instance, eyebrows,
eyebrows are one of those things that we can
really benefit from. So let's go here again. Let's get rid of the
mask. And let's do this. I strongly recommended you give the eyebrows like
the shape of an eyebrow. Otherwise, you're going to get flanders from the Simpsons, like a really, really
heavy eyebrow. So try to keep it small and
nice. Let's preview there. Here, I am going to
change the gravity. There's not going
to be any gravity, so zero. Length seems fine. Of course, we need to
groom them because right now they're going
crazy everywhere, and I definitely do not
want any revolveate so I'm going to keep the revolve at zero
and twisted zero. I'm just going to hit
accept right there, as is. And then with my groom brush, groom brush, there we go, and symmetry turn on. We can kind of push the push the eyebrows in the direction that
they normally go. A with everything, guys, the more time you
invest in things, the nicer this is going to look. We can do a ten hour
course on hair this time because there's still a
lot of things that we need to cover about sea brush. But yes, you can see that we can get some pretty nice results. I like how that one was looking. I think they're a
little bit too thick, so let's use a little bit of
smooth to bring them back. And there we go. Not bad, right? Not freaking bad, a
little bit of back here. Now, one thing that's important. Every single fiber that we've been creating, it's a subtle. So if there's a subtle that
you don't like for instance, like the hair in the back, we can just disable it
or delete it and you're going to be back to what
we have right here. Now, let's just review something about the render real quick
because as you can see, we have a very sharp render it's like if we had like a
spotlight or something. So I'm going to go to lights, and I'm going to
move this slide a little bit forward facing. And if we take a render, we're going to get the
shadow of the hair, and again, it's going to
be, really, really intense. So we're going to go to render. And if we go to PR shadow, we can increase the
angle of the light. And by increasing the
angle of the light, what's going to
happen is that we're going to get a softer shadow, which is usually what
we get with here. So this is going to look
a little bit nicer. Now, again, as I mentioned, you could technically
like export all of these polygons
to another software and render them as this low lines and stuff. But
this is really difficult. So that's why BP in this case, Crush and fiber mesh really
only play well together. So it's not going
to be super easy to bring these guys
into other software, and you're going to be kind of stuck with whatever you can get here in regards to
rendering or with renders. But yeah, I mean, let's
compare real quick, where we started with this guy. We have this stifling start. This is where we started. No
color, no hair, no nothing. And now we have this full
character right here that's full with personality. There's a lot more
information here. You can do as many hair scells or as many variations
as you want. You can change the skin.
You're free to do as you wish. And yeah, that's one of the general processes for concepting art. I
know a lot of people. I have a very good friend
who's an illustrator, and he does this
kind of stuff with characters and then
brings something into Photoshop and
paints over them to continue doing the concept art. And if the concept
gets approved, then he can send this
to like a modeler, and the modeler will use some of the stuff that he did here. To save a little bit of time. However, most of the times, once this hair goes
into production, you're pretty much
going to have to recreate it using one
of the proper methods. So that's guys, that's
it for this one. We're going to continue
now with Chapter nine. And Chapter nine, it's all
about specific little tools, especially things that have
been released recently, not things that have been
in series for a long time. There's a couple of new tools that very particular uses
and are really, really cool. So I wanted to save
them all the way until Chapter nine so
that you guys can see how they can be utilized. And then we're going to go to my favorite chapter,
Chapter number ten, which is where we're going to be doing a piece pretty
similar to this one, we're going to be
doing an alien. We're going to be creating it
completely from scratch and using a little bit
of everything that we've learned so far.
We're going to texture it. We're going to do something
called render passes, and then we're
going to do a nice composition inside of severs. So yeah, hang on tight, and I'll see you back
on the next one. Bye bye.
47. Bas Relief: Hey, guys, welcome back to another video in
this series today, we're going to continue
with Chapter nine. And as I mentioned before,
Chapter nine is going to be one of those chapters
where we're going to be focusing or we're going
to be taking a look at specific tools that might not require a full
hour to explain, but that are really,
really cool. So there's a technique in the sculpture world
known as bass relief. You've probably seen this one in ancient coins or murals
or pillars and stuff. And Bass relief is
quite challenging. Like, if you've ever tried to
sculpt something like this, you know it takes quite a bit of time and effort to
get this sort of, like, three D effect. Thankfully, in one of the
latest releases for Sea brush, we actually got ourselves a very nice thing that we
can use to create stuff. So in your Chapter
nine file folders, you're going to find
this dwarf start, and it's this nice
little guy right here. This is another exercise
that I did for some of my students, of course,
sculpting this guy. So I'm going to go into subtle, and I'm going to say all high, which is a way to just push this guy to the high
sub division level. As you can see the hair still needs a little
bit of detail. I'm going to sculpt
the real twigg here. Let's just add a
couple of fibers here. I was going to add a
little bit more detail to the overall thing
that we're doing. You can add as much detail as
little detail as you want. As you can see, we have this
nice little dwarf here. I'm thinking about, you guys
know that I love fantasy. So if we look for
some dwarf and coins, you might see this stuff, right? Like this kind of
stuff where you have this very nice key
here on a coin, and maybe you want to print them out or create a
series or something, or maybe for like a game, there's going to be a
collectible gene to find. So doing this sort of darbin key here and bass relief style will
be very, very tricky. We'll take a little bit
of time. However, thanks to this guy that we
have right here, we're going to be
able to create very, very fast guy here. Now, I'm just going to add
a little bit of detail. I want to have
this sort of cross hatching on the
overall character. So you've probably seen some
of this sort of style in some in some coins in
ancient inscriptions, there's just a little bit of
something because bas relief really benefits from having
that sort of effect. So what I'm going to do is I'm actually going
to create the coin. I'm going to hit a pan and
let's create a cylinder here. Let's grab the cylinder, and we're going to
rotate it at 90 degrees, so that's facing forward. Let's make it smaller. We saw we know I know at least hopefully you guys
are into fantasy as well, and this is a little bit
of a common knowledge. But doors are really structured. They like their
things to be really nice and really, really sharp. However, I want this coin
to be a little bit old. What I'm going to do
is I'm going to turn on polish and dy mesh to dyn mesh this whole coin
into a nice little effect. Then I'm going to use my
knife knife curve brush here to add a couple of cuts. I'm going to press X,
which is symmetry, which should be giving me
symmetry on this side, but I'm actually going
to turn on my transform and turn symmetry in
the C axis first. Technically, we should
be getting there we go. I'm going to have
one clean cut there, and then I want to have
one clean cut on the top, and then one click
cut on the bottom. Then we're going to
have one click cut there, and one click cut there. There we go. Now
I'm going to break symmetry and I'm going
to cut a little bit more in some weird angles in certain areas just so that
the coin is not perfect. Now, I'm going to make this
coin a little bit bigger. I'm going to position it where I want the face
of the character. I'm going to turn on
transparency to see, and I want the mohawk of the
character to be right there. That's what I'm going
to be capturing. I am going to be
missing a little bit of the beard,
but that's fine. That's roughly what
I want to capture. Let's make a little bit
thinner. There we go. Now, the way this
works is as follows. I'm actually I'm going to use a tool that I don't
think we've used before, but I'm going to select
this guy right here. I'm going to mask
just the whole thing, mask the whole thing. And I'm going to select any
other piece on the character. And if you put this
little icon right here, you're going to be
transforming all of the sub tool,
which is really, really handy because I can move this guy to
the site like this. So now, if I were to go back
to this coin right here, there's a little option here
called project bass relief. And the only thing
I need to do is, I need to click
project bass relief. And what's going to
happen is we're going to get the bass relief right
there on the character. So whatever the
camera is seeing at this position, we'll
get projected there. So if your camera is slightly skewed like this and you
do project bass relief, that's what's going
to get caught. So as you can see, we get
some very nice details. We need more resolution. So let's grab this
guy right here. I'm going to say
control D, control D, control D, and we're going to get a little bit
more definition there. So we're at 1.5 million. So if we project
pass relief now, you're going to see
that we get a very, very nice projection of
my character right there. And there's a couple of things that we can do to change this. We can increase the
relief repeat count, which is going to give me a
little bit more intensity. We can increase the
relief contrast as well, which should give
me a nicer effect. Let's go there, project
bas relief, there we go. Inflating things a little bit. Usually, I like to keep the Let's go back here,
this guy. There we go. I usually like to keep this
thing pretty consistent. I don't usually change
a lot of the settings. Like the contrast there, let's bring it back down to zero, and there we go,
project bass relief. Let's a little bit closer.
What did they change? Did they change the
relief step tolerance? There we go. Again. There we go. That looks a little bit better. So what this will achieve, as you can see, is
we will project whatever we have here
onto our bas relief. And there's one very
cool thing here. I have this one is
called adjust last. This is part of the stroke
textures here in the stroke, and it's another thing
that's inside here of sabers that allows me to modify the last
stroke that we did. And the bas relief option
or the bas relief tool that we just used works
as an adjust last. So if I were to move
this thing in or out, I can change the
way this thing is being projected on the elements, so I can increase
the intensity or decrease it depending on
what kind of effect I want. Now, let's do a couple of things before we
do the projection. So I'm going to go
back to the coin. And I actually want to
turn everything off. There we go. And I would
like to add a little bit of detail to the coin because right now it looks very, very wonky. So I'm going to grab
this guy right here. Unfortunately, we don't I mean, we do have a poly group
which could help. I mean, we could try and do
let's go all the way down. We could try and do a Q
measure or like an inset, but that's going to be a
little bit tricky, right? So here's where again, live
Bolons really come into play. So I'm going to clone this coin. Let's go here. What I'm going to do is I'm going to
duplicate this coin, then this duplicated
element, do not switch. I'm going to scale it Let's send to the pivot
point and scale it. There we go. Now I'm
going to scale it in. Oh, wait, wait, wait. I have both this options selected.
Let's go back there. Now I should be
able to scale this down and scale it out like this. I can position it
right about there. To create a little
bit of thickness. Remember, we can
turn on light olia, and this is going
to be removing. That's going to give me a nice little border
for the coin. I'm going to say plug in. Is this rotated. Why
is this rotated? Let me go back
because there we go. At one point, it seems
like we rotate the things. Again, let's make this smaller. There we go, and just
push it slightly out like that because
we don't want to break the wall at the
center of the middle. Now we go see plugin to
master, and we mirror. There we go. And we're going to get the little
hole on both sides. We're going to go
here to Boolean mesh, remember, all the way here. B, make Boon mesh. This is going to
become a mesh up here. There we go. It's 1.5
million, so it's quite heavy. Let's turn on polish, high resolution and dynamis so we can keep everything
nice and clean. Now we can go back to our dwarf. Let's delete this coin, and let's append the new coin
that we have right here, which is going to be pretty
much the same. There we go. What we're going to do is, of course, we're going
to project this. Oh, we had a beard. Forgot about the beard. Let's add the beard. So we get a nice little detail there. That's a weird subtle. I don't remember what that was. Let me just delete that one. There we go. Now I'm just going
to grab this guy. What I can do is masking ways we still should have
that guy right there. So I can actually select
that guy, mask it out, invert the selection and make sure or actually
invert the selection like this so that the face only gets projected on that
side of the element. Now I'm just going to
go back to bas relief. Which is down here,
project bas relief, and we're going to say
project bas relief. And there we go.
We have the coin of our ancestor right here. Now, you can see
there's a little bit of something there
that I don't like. I'm going to very smoothly
mask this bottom side here, so that when we project
the bas relief, We don't get anything down there is still a
little bit there. It's just I'm just trying to protect the border a
little bit. There we go. Again, camera, very important the camera face projection because that's what we're
going to be seeing. Let's shift click this one
and look at that nice guy. Now, remember, we still
have the adjust last, which we can use well before
we remove the mask and we can adjust this guy so that
we have even more or less. At this point, of course, you can go ahead and start adding a little bit more detail on the specific parts
that you might need if you need to sculpt
this guy a little bit more. Bass relief is one
of those things that I find really,
really interesting. It's one technique that has
been kind of like forgotten, but whenever you like
mint coins and stuff, it's really, really important. It's something that's
really, really useful. So what's the word don't sleep on it because
there's going to be a lot of work in upcoming years about treated printing jewelry and like old coins and
stuff like that. So I'm pretty sure
if you can master this technique and create
amazing props with it, you're going to be able to land some nice nice side
gigs over there. And remember that the more
detail this guy becomes, the nicer that the whole bass
relief is going to happen. So let's just keep adding a little bit of
detail to the hair. This is the part where
I love having fun because we can literally
just create amazing stuff. I did the coin like this
a couple of years ago for players in one
of my D&D campaigns. I actually had to traditionally
sculpt the bas relief. It took quite a while. So that's why having
the tool now, it's it's such an improvement. There we go. Look at that. Pretty cool. Now let's
get rid of the mask. Yeah, we can just keep
sculpting and doing whatever we need to to make sure that this thing looks as
nice as possible. A little bit of We can even move things
around a little bit. The head is a little bit nicer. That's our nice darbin coin. Yeah, that's it, guys.
Now in the next video, I want to show you
something called fickin which is another little tool
that we can use and we're going to be using it to add
a little bit of a detail to this coin without destroying most of the things
that we have here. Hang on tight and I'll see
you back on the next one.
48. Thick Skin: Hey, guys. Welcome
to another video in this series that we're going to continue
with thick skin, and we're going to continue with our warden coin right here. We're going to be
doing a couple of examples here with
the Darben coin because it's easy to follow example and we're going to
be learning some cool stuff. So I'm going to go now to
this little menu right here. We pretty much cover
all of the menu here. You've probably seen
most of the things here. There's a couple of more
that I want to talk about. Some of them are a little
bit more specialized, so we might not be able to cover them in this whole course. But yeah, pretty much everything here has
been talked about. So I'm going to turn on
thick skin right here. And what Tick Skin does is it adds this sort of like
How can I explain, like, a barrier to my object. And now, what I'm
going to be able to do is I'm going to be able to use any brush pretty much
like the clay build up here, but I won't be able to push the detail more than
20 units in this case. So see that little
guy right here. It doesn't matter
how hard I press, I won't be able to push it. And I'm not just adding surface. I'm literally like
bringing the surface that I previously had 20
units to the front. So this is really, really good to add this
sort of like clay effect or damage structure without really like modifying or destroying
what we previously had. This also applies to
the negative axis. So if I push this,
I can only push this 20 units in this
case to the back here. So I'm actually
going to clone this. I want to have it as its own
subtol. So let's go here. There we go. And there's a
very nice brush down here, which is called
it's not soft clay. Where is it There's like a clay. It's some sort of
clay brush that gives us this very
nice, like, effect. B, where are you? Where are you? Uh, should be around here. I can't find it. But
this brush is really, really cool because
it adds this sort of, like, again, like
clay. There we go. Tick clean, thick skin
clay. That's the one. So this one, as you can see, it kind of looks like I'm
pushing and moving the surface, but I'm not destroying
the detail, see? Like the detail still remains all the way up to
this point to the 2020 thing. So it doesn't matter
how much I do this. You can see that
it still kind of keeps the same thing over there, right on the on the same plane. So I can use a little
bit of this to I give this element
or this character, the sort of like hand
made metal effect, right? If I want to really,
really damage the element. It's a really good
way again to control because it doesn't matter
how hard they present. It's never going to deform
it in a super unnatural way. So I really like this effect, especially if you're
working with like a character and you're doing
a statue or something, it works really, really nice. I'm also going to jump here
into my clay build up. And again, we can
just start hitting different areas train
dynamic, of course. Two to hit some of the
coin areas and give it this old damage
with the term dynamic, I can't go lower than 20 and
we're going to get this. That's the point where I
probably would like to turn this off because otherwise, we're going to stop. That's why I called
thick skin like a safe measure because it
won't allow you to push the surface of your object
more than the amount of death that you defined
on the thickness. Again, if you really want to add some specific detail
to everything without running the risk of erasing your detail all of the hard work that
you've done so far, thick skin is a really,
really nice tool. Now, another tool that
I want to talk about, and I'm sorry that I couldn't
include it on the title. It would go a little
bit too long. It's the morph
target right here. So Morph Target is very
similar to the layers, but it's just like one layer. Instead of having multiple layers that you can
switch between, Morph Target only
allows for one layer. So I'm going to store
a morph target, and what this just did is save a copy of this guy right here. So now, what I can do, for instance, is I can let's
go again to thick skin. Turn it off. There
we go. I can do as much damage as I
want to the object. Let's really really
destroy the coin with slashes and everything
that you might imagine. Again, this is only one layer, but there's a lot of
things that we can do. And at any point, at
any moment that I want, I can just go back
to the Morph Target. Right here, and switch back
to my original effects. So it's like storing
a what's the word? It's like storing a
version of your object so that you can go back to
it if you need to go back. And again, at any point, they can switch. But that's
not the only thing. There's actually a morph
brush that we can use. It's called BMG. They changed the shortcut. It's BG, the morph brush, and the mohruh erase. It will switch between one of
the effects and the other. So one of the stored morph
targets and the other, and you're going to be able
to blend between each other. So that's also going to give you some nice effects
and more natural A more natural look.
Again, another really handy tool that you
can use to generate and create more
interesting looks for the whole for any prop that
you might be working on. This coin, for instance,
is an excellent, let's delete the morph target, start a new morph target, and this is an excellent way or element to use surface on. I'm going to use noise and let's increase the scale
of the noise quite high. Then let's add this
porous effect. There we go, like damage metal. I'm going to apply
to mesh and all of this happened on the
other morph average, so I can just switch back
to the original one, switch back or we can
blend here with the morph, how much of this damage we want. Let's add a little bit
of coin damage there. There we go. That starts to
look pretty cool, right? These are just again, guys, examples of things that you
can do or you can use to create different kinds of
effects on your models. Here, I think I'm just going
to use a little bit of time in this video to add
some more details. So maybe carved in like a year. Let's say it's going
to be like x B, and I. That was the year. And then over here, we would
probably write the currency. So I would expect this guys
to write the currency in like a sort of like
organized Roman method. So let's say this is like
a five value coin, right? So I am going to I'm
going to do a here. Here's where, for
instance, thick skin could work very well because
if I turn thick skin on, no matter how hard I do this, I won't be able to go more
than 20 units, right? So I can be sure that
this V shape that I'm drawing won't be
passing the five units. So yeah, as you can see, it's quite a nice way to control certain
types of details. So let's do like the
two lines over here. Well, that's a little
bit. To weird. Let's do them
again. There we go. I do want it to be
a little bit old, maybe not as clean.
Let's make this smaller. Again, we can just combine
this two because I know that doesn't matter
how hard I draw this, they will never go above the amount of thickness that I have here thanks
to the thick skin. So yeah, I mean,
that's pretty much it for this little exercise
right here for this coin. Let's turn off thick skin. I'm going to start
adding a couple of more little details here. Let's go with clay yield. Let's increase my
intensity, of course. I really want to damage
it a little bit. And you can combine again, as many of the tools that we've seen here as you might want. Let's add a couple of, I don't
know, dots or something. Here again, I think thick skin might be good so
the dots are flat. One, two, three, four, five, until we hit like
that flat plate two, six, seven, eight,
Let's change the color. Let's go with a gold material, and we could get
a very nice idea of how this coin
is going to look. Not bad, right?
Not freaking bad. You guys want to
do a quick review about poly paint? Let's do it. I'm going to say MRGB I'm going
to say color feel object. So now everything is gold, and then I'm going to go into
masking and I'm going to do mask by cavity,
masked by cavity. So all the cavities
are now masked. I'm going to grab
this blue hue thing, and let's go for basic material. It's a little bit flatter. And probably a little bit
less saturated like this. We're going to bring
the intensity down. We're doing RGB now because we want to feel with
material with color. And I'm going to say color fiel object like a
couple of times. Probably a couple of times a little b too much,
and that was 100%. So let's go back to
ten. There we go. Color field object.
Is that too much? I think the material
changes way too much. That's one of the
issues of using some of this guys that you can see it doesn't change color. So let's go down here
to this Let's do this metallic and let's grab like this yellow color
or let's grab a yellow color. There we go. RGB
at a 100% color. Feel object, and that's going to be a metallic looking coin. It's a little bit dull though. We have a nicer one. Yeah,
this one, there we go. Color field object, there we go. I mean, it's a little
bit too saturated. Let's desaturated, again, color feel object, a
little bit better. Now we're going to go for
this blue huish thing. Again, mask by
cavity, bert mask, and I'm going to
say at an intensity of 10% color feel object. In that way, we're going
to have an old rusted coin ready to be treated
printed or using the game. Like you can definitely
take this one, give the topology
and get it in games. So yeah, let's do a
quick render there, and that's looking quite nice. So there you go, guys. I'm going to stop the
video right here. This was bas relief
and a thick skin. We're going to take a
look at a couple of other important tools
here instead of Sarah. And yeah, I'll see you back
on the next video. Bye.
49. Multi Map Exporter: Hey, guys, welcome back to
the next part of our videos. Today, we're going
to continue with a slightly advanced topic. So if this is a little bit too advanced for you
because you you're starting three D and this
is your first course or something. Don't be afraid. I would suggest you
still watch it just to know what these things are. But yeah, we're
going to be taking a look at multi map export. So a lot of you guys might
have some experience in the Treat world and you might be wanting to use vers to add
detail to your object. So let's say this is a prop that we want to use for our
game or something. We know or those of
you that are aware of the game production
pipeline that we need something called a high
poly and a low poly, which is the highest version of details that we have
like this one right here, a quarter of 1 million points, and then a small version that we're going to be using
to bake things into. Right now, we don't have that. If I were to check
here sub T geometry, we don't have anything. We don't have any
subdivision levels, but we can create
one rather easily. So the only thing
I'm going to do is I'm going to
duplicate this coin. I'm going to rename
the top coin. I'm going to call
this dwarf coin low so that I know that this is
going to be my low poly. I only need to go into
geometry, C measure, and smesht smesh
will automatically try to give me something nice
that should be workable. Let's do this. However,
it's doing symmetry. So let's remove x so that
we don't have symmetry, and I'm actually going
to do detect edges. There we go. Let's dynamic solo this thing so that
we're only working on the coin that we're modifying. And again, we're going
to hit S measure. And measure will do its best to try and
minimize the amount of polygons that we have
while keeping most of the topology that we might need. So as you can see,
we have reduced the coin to 11,000 points, which is about 20 k polygons, still a little bit too high. Like if we wanted to
do this properly, we would need to
definitely create a nice what's the word a
nice topology and stuff. But we can at least go here
to half and see c measure, and it should at least reduce this by half, which
it's a lot better. So 9,000 points,
it's quite nice. And I think we can still reduce it another half. There we go. So this is quite close to what we would expect
from this sort of coin. Again, we can definitely
optimize this a little bit more. But for the sake of this plugging that
I want to show you, the Multi map export, this
should be more than enough. So we need to get UVs. And again, we've
mentioned, we talked about UVs earlier when we
were doing the visor, and the proper way to do
the UVs would be to go into Mayo Blender and get the
proper cuts and everything. However, we don't
have that right now. So we're going to
have to do some UVs here with our UV master. I'm just going to say
no symmetry and RP. And what AP will try to do is
we'll try to generate any. Now, the problem here with
this particular coin, If we take a look
at the UB map here, it did something like really
weird. Can this work? Yes? Is it going to work
properly? No, probably not. I'm going to show you a
couple of things here with the UB master thing that
could work really nicely, and that is that I'm going to try and
polygroup this thing. I'm going to grab
control shift, click, going to select rec,
I'm going to create a poly group on behalf
of the coin, like here. I'm going to go to
poly groups and I'm going to say group visible. Now, group visible. Do we have a mask or something? That's weird. That's
really weird. I'm not sure why it's
not grouping something. Let's let's try masking. I'm trying to see if I have
anything active that's not allowing me to
properly do this. Let's go to mask,
mask like half of this and say group mask. Oh, C L M. I didn't have
the element active. Let's go back here, there we go. The thing was working properly. I'm going to select
this one in bird and just say group visible. So now we have two sides
of the coin poly group. Technically, if we go now into
C plugging and we go here into the UV master and we click poly groups
and hit on RP, it will respect the poly groups. Now if we take a
look at the UVs, we should have two
coins, which a nicer. This is like an example
of what you would have if you were working with a traditional low
poly hypo pipeline. Here's where things are going to become
really interesting. I need to project
these high details that I have here to
this guy right here. But in order to do that,
I need to, of course, duplicate this at a couple of times or subdivide this
a couple of times. I'm going to do control D
once twice and three times. Now I'm going to turn both on and selecting the
one that's the low one, I'm going to go into project
down here and project all. Polypane data, yes, I do want to project the
poly pain data as well. And as you can see, it
did a pretty nice job. This is our new coin. I kept most of the color, most of the form,
most of the shape, so everything is working fine. And now we have
subdivision levels. We have our low
subdivision level, and we have our highest
subdivision level. This coin right here, we don't need anymore, so I'm
going to delete. Okay. I'm actually going
to save this coin low as a different subtle in case you guys want to
start or try this. I'm going to call this
multi map exported MME. So this one already
has the low poly and the high poly done. Now, the plug in itself is up here in
the plugging section, I'm going to duck
this over here, and it's called
let's duck this one. It's called a mult map
exporter, this one right here. And the multi map exporter
will allow us to export a lot of different maps that we can use in other software. Like if you're going to use displacement or
vector displacement, you can do those. We're not going to
do displacement today. We're going
to do normal map. We're going to do
texture from polypint and we're going to
do pin occlusion. This three maps
are the ones that we're going to be
using to recreate this coin inside of another software such
as Marmst in this case. I'm going to select the size. I think two K is perfectly fine. Very important that you
flip B because by default, vers does this we B flip. We saw that with
the x, I recall. And yeah. Now, another
important option here is in the export options. If we go to the normal map, I'm going to say that
the lowest subdivision is going to be my
subdivision level one. I do want this to be a
tangent space normal map, and that's pretty much it. That's the only one that
I really need to get. Now, if I say create all maps, I am going to set up
the place in this case, Chapter nine, I'm going to
call this dwarf underscore. I'm going to call
this underscore map. And then underscore
that is normal map, space txture map and micti
and I'm going to hit safe. What's going to happen is this thing is going to
start the process. In this case, it was
really, really fast, and we should have created. Let's go here to
the project files. Three images. This
one's right here. The ambient dclusion is
the string right here. It tells where the shadows are very nice duction,
in this case. The normal map is
where the details are, and the texture map is the color of the object,
this one right here. So we've have created
the stream maps. The only thing we need to
do now is export this coin. So I'm going to go to the lowest subdivision level,
very important. And I'm going to export
this Chapter nine, I'm going to call
this dwarf coin. I'm going to say low
because it's going to be my low poly format. I'm going to explore this
as an FBX, actually. I like FBX format a little
bit better and just heat. Now, if we jump very
quickly into Martin set, which is a rendering software, we will be able to plug those maps into our
scene right here. Let's open this little
thing right here. I'm literally just
going to drag and drop my dwarf con low here, you can see it right
here, which has none of the details that
had the high poly has. We have the material here. We're going to drop
the normal map into the normal map channel. And there we go. We get
all of the details, all of the scratches,
everything in there. We're going to drop
the texture map into the alvedo channel,
which is the color. I'm going to change the
option here from more metals. I'm just going to bring
the metals all the way up. So now this behaves
more like like a metal, and we can play around with
the roughness depending on how much we want this
thing to be like rough. We don't have a roughness map. Unfortunately, we
will have to take the texture map and convert
it into a roughness map, but this one is
working quite nice. And then down here,
we're going to have the occltion tap where we
can add the occlusion, and we can add the B occlusion
map as well, right here. So it's going to make it a little bit
darker in certain areas. A little bit difficult
to tell right now, but it should be working. I'm going to change
this to actually, I don't want the RGB channel. But it should be working
fairly similarly, but Yeah, that's
fine. There we go. So now we can, of course,
going into the render, turn on rate tracing,
for instance, so that everything gets
calculated in a nicer way. If we were to bring
the roughness down, you can see the reflection
of the world in the coin. But yeah, we would be
able to change that. So now, as you can see, my coin is outside
of Sirh with all of the maps that represent the
detail that Sieberg has. So if you guys don't have
a lot of experience with substance painter or
Marman set and you want to create bakes
inside of Seaberg, The multi map exported. It's an amazing way to do it. There are ways to do this placement and
vector displacement. But that would
require me to teach you guys about Arnold and
Maya and other things. And unfortunately,
we're not going to be able to cover
that in this course. However, again, just don't forget about this
little topic right here, the multi map exported,
because you will be exporting maps so that you can use them in other softwares quite often. And yeah, that's pretty
much it for the coin guys. We're going to jump now onto a small little exercise
for the other parts. But hopefully, all of this
information, the thick skin, the bas relief, and now the multi map exporter
is helpful for you. That's it for now.
Let's stop this video, and I'll see you back on
the next one. Bye bye.
50. Bevel Pro: Hey, guys. Welcome
back to another video. This is the final video
for Chapter nine, and we're just going to
take a quick look at some of the hard sur festivals
that we're still missing. One of them is Babble P. So Babble Pro is a new
addition to Ciber's 2022, very, very recent, to be honest. And I need to do a couple of cuts here to show
you how this works. So imagine the word
creating some sort of sci fi thing here
on this like sphere. So I'm going to go here
with my knife curve. Let's make this a polymes three D. Let's do dynamesh real quick. And let's start
adding some cuts. Let's of course,
turn on symmetry. Let's go to the front, and let's say we do
something like this, and then we do
something like Anna. Like this, and then we go to the front and we do
something like this. As you can see, this is a
really, really complex shape. And let's say you wanted
to beble a very nice line across the hard surface things that we have to create whatever
shape you're looking for. The problem here is that as the complexity of
this shape is really, really big, it would be
quite difficult to do so. Now, we do have two new tools which we're going to be
talking about shortly, the Bblarc and the bl flat. But unfortunately, they
don't really work for surfaces as complex as
this one right here. Now, this is where ble
P comes into play. And there's a very
important thing that you need to know about
BebleP and that is that poly groups play a
super super important role in the proper or
correct usage of ble P. Now, ble Pro is going to be found right here in
the geometry tab. No, sorry, I I
think the sub tool. No, I just lost it. Do do. Where is it where is it? Should be around here.
I can't find it. There we go. It is on
the on the subtle panel. There's this ble Pro thing. Now, BelePs actually its
own little software. So when I click on it,
what you can see is, we're going to
actually change and go into a different
view right here. So this is the BebleP interface. And it's actually quite simple. Now, one thing that
they mentioned during the presentation of
Beblep a couple of weeks ago, is that you are going to be using something called Balkan. And Balkan is a
graphics software that's going to be displaying
this thing right here. So if you have a really, really old graphics card, you're probably not going
to be able to use it. You can check that on your graphics card
provider like web page, but you do need to keep
that into account. So, How does this work? Well, as you can see right here, we're getting this, like, red thing that's showing us where the bbble is
going to be occurring. And we can change this ble by changing a
couple of things over here. For instance, we can
change the bbble amount, make it really, really big, or make it really, really small. We can change the
ebble smoothness, whether we want it
to be like, really, really sharp or
really, really smooth. If we go here, you can see that the ebble changes slightly, and we can change the
poly group angle to detect whether or not a poly
group is happening or not. Now, the mesh edge resolution, if we increase this
thing, we're going to get a closer effect right here. Now, one thing here is, right now, if I were
to hit just okay, what's going to happen
is that I'm going to be inserting a new
element over here. Let's turn off polyframe and you can see how the bubble
is actually working. You can see all of my nice
lines are getting there. But this is because
we're activating light bullions and
the bubble pro created this weird
mesh right here, which we extract, you
can see right here, is creating this
weird mesh that's extracting itself
from this main shape. So when we turn this
on, both of them on, of course, Oh,
yeah, there we go. You can see how this
divides from the other one. Now, unfortunately, we
do have a couple of points there that are not
doing exactly what it wants. So we need to go
back and fix them. Let's delete this
cage right there, and let's go back to
BebleP and you're going to be able to identify those
points very very easily. Because you're
going to get these weird effects over there. So, what should we do there?
Well, if you get that, you need to start
moving this thing called the mesh offset. And the mesh offset
will change how the mesh is behaving
here on your effect. Now, the more complex
the object is, the more difficult
this could get. The red area is the width
of the actual ble itself. And yeah, so right now we
have a very big width offset. That would be like a
really, really huge bbble. And here we can control
how much bell we want. What you want is you want
to make sure that you don't have any, blue points. You want to see the red pretty much going
throughout the whole thing. Like, if you see the red
covering all of the corners, all of the edges, like, see how there, there's
not enough red. So we might need to increase
this a little bit more. I'm actually going to
bring the edge resolution down. There we go. Let's increase this a
little bit more until we see all of the red covering
the thing, there we go. That seems to be working
a little bit better. Let's check other places. I get a little bit tricky there because it's a very
specific corner, but it should work fine. Now, right now in
the past example, I just hit k over
here and it just created the mesh and
I needed to apply the What's the word divulan? You can actually go
here to auto apply, and they will apply
debulon for you. So when you jump
back, you're going to get this. And look at this. Look at how sharp and nice
all of those bubbles look. Now, unfortunately, we
are using live bullion. So as you can see this
is a live bullion now. If you wanted to keep on
working on the edges and stuff, you'll probably have
to polish this, do high resolution
and dyn mesh and hope that the edge
holds nicely, right? But if you just want to add like a general edge loop or a general bubble to
the whole thing, deblps amazingly amazingly
good at what it does. And again, remember, it's very important that
you have poly groups. Like for instance, let's
Go back here and let's say we want to another one over there through
a whole element. Again, try to do a
bubble on that line right there and it will
be almost impossible. Now, if we were to
go back here to poly groups and group
everything group visible. Right now, everything
is a single poly group. If I try to go two and bubble P, I'm going to get this message. It cannot be executed
on a single poly group. However, if we have
multiple poly groups, it should be very easy to
just jump into bubble Pro. The little software
loads. We get this. We just it auto apply and
heat, and there we go. We have our nice
little bubble along that curve with the proper
brake and everything, and we get an amazing piece that we can keep
on working with. So amazing amazing tool
for heart surface things. We didn't really use it on the helmet because I was trying to keep things a
little bit simple for the first introduction
to heart surface. We actually do have another
hard surface course specifically for Sivers where we go a little bit
more in depth into different techniques that you can use for the prop making so. Make sure to check that one
out if you're interested. And yeah, that's it. Now, let's jump
onto a cube to show you how the little
Bble arc works. Actually, no, not the cube.
I think we can, yeah. I'm going to have to do
it on the cube first, and then we'll do it
on something else. We're going to make
this potts dynamic. And the Beble arc and
BbleFlat brushes are really, really good when you have a straight surface like
this one right here, because what you do
is you just draw a line across the surface
and then you go back. And when you go back, you're going to be drawing the Bble. Now, for this one, I
do recommend having a big brush and when you do this and then go
back, look at that. We're just flattening everything to that like first
dimension that I did. That's why, again, I really
recommend a big brush. So the brush really
doesn't matter. You can have a gigantic brush. What matters is the
distance that you draw here when you
cross two sections. Because when you go back,
that's when you get the bevel. T. So per super fast.
Super super cool. So it's really, really
nice because, again, you can just like cross a
surface, and there you go. You got a beble cross the
surface, and there you go. You got the beble
and you can create amazing little like
fast bebles that way. The bble curb works
exactly the same way. The only difference
is that you're going to get a curb surface. So if we go here, you can see that as we
keep pushing this, we're going to get this
very nice round edge. And he knows where to stop. Like when it sees that the
surface is no longer, like, perpendicular, it stops and you won't be able to add
like any more details. But again, Look at that. That would be very
difficult to scope by hand. So the b or arc
brushes are really, really good to create
this sort of effects. So right there, it's best
to fit into the object. The only problem with
this one is, of course, if you're going
into complex shapes like this because even if we do dynamish and we try
going over here, yes, on the first segments
going to work, but as soon as we
start going down, you can see that it's trying to project the whole thing
all across the surface. So it might get a
little bit difficult. Now, one thing you can do, though, is you can
actually mask out. Let me go here to mask mask pen. You can mask out
certain areas and then create the bel and it
will stop on that area. You might get some weird, of course, like pinching and stuff. But if you just
want to add like a soft little like
veble over here, keep it like really sample, like a nice transition, it
might be a nice tool to do. This I think we'll work a little bit more in
this sort of like organic scipsurface things
that I was talking about. But whenever you're doing
this sort of stuff, like, really perpendicular lines that you want to do, it's
going to be really cool. Another cool little trick
here, for instance, is we could grab like a section of the object like,
let's say, right there. And if we do a ble arc, it will stop at
that section, see? So it knows that it needs to stop at that specific section and we'll get a
very nice clean cut that if we have polished
active and dynamise, we can clean up that later. I've seen other people do this sort stuff where they
like mask a couple of areas, and then you go across, and it can actually it understands that it needs
to leave those areas alone, and you're going to get this
interesting shapes here. Again, remember that one of the key things is
to have a really, really big brush so that
when you do the pass, the pass goes
really, really fast, and you get the exact sort of dimension that you're looking
for quite nicely like that. So, yeah, these are
the ble brushes. This is Bevel P, and there are relatively new additions to the interface to
the CBR software. Hopefully, this little tools. I know that we didn't
do a specific project, but it's important that
you guys know that they exist because you might
be using them later. So that's pretty much it, guys. We're finished with
the Chapter nine, which was this, like, sort of filling in some of the gaps of the things
that we were missing. And now we're going to
jump to Chapter ten, and we're going to be
doing a full project. It's going to be a
small project, probably going to be like about 2 hours, but it's going to be a project where we're
going to be taking literally just this sphere and converting it into
something amazing. So, hang on tight, and
I'll see you back on the next and final
chapter. Bye bye.
51. Alien Concepting: Hey, guys, welcome. Welcome to Chapter ten,
the final showdown, the final part of our course, and one of the most fun chapters that we have planned
for you guys. So today, we're
going to be doing a full process with Nathan. We're going to be doing
from the base mesh, primary forms, secondary forms, details like every single thing that we've
explored so far, and we're going to
end with a nice final composition
inside of Photoshop. So if you're not familiar with the photoshop
interviews, do not worry. I'm still going to, of
course, record it for you, but you can still get all of the information here from Seers. So today, we're going to
start or in this first view, we're going to start with the
concepting part of things. And of course you
could just look for alien concept and try and do something that you
see and find to be cool. However, I think you do
learn quite a bit from trying to create your
own creature, okay? So what I'm going to do here is, I'm just going to look for
cool animals, just like that. And let's see if we can find
some sort of inspiration. By the way, this
is not scripted. I'm not really sure what
we're going to be doing, we're going to be
creating something. And I don't really see
anything interesting. Like, I've seen
this fish before, which is a very sad story
because apparently, these guys get the pressure on the surface is way bigger so they inflate but that's
not the real form. We could do like an octopi
or something like that. But you know what? Let's go
a little bit more crazy. Like, if we look for cool I don't know, fungi,
for instance. We can find stuff that is also really, really interesting. And every single thing
that nature has to offer, we can use as an
inspiration, okay? So, right now, what I'm doing is I'm just filling my
brain with ideas, for instance, I really like
this sort of thing where you have a lot of
different holes and stuff. I think we can maybe incorporate
something like that. Let's look for, like, cool minerals, for instance. And we can find, again, interesting stuff
like this sort of, like, rock formations or this sort of like
rock formations. Like there's things that
we're going to find in D, look at the colors,
this look amazing. So you can grab
as many images as you want to create
some sort of dation. So this process that
I'm able to show you is one way that you
can start doing it. And I'm just going to
grab my mood brush, and we're going to
be doing a bust, of course, because
otherwise, it will be like a full course and
just doing like an alien. So I'm thinking that
this is going to be a relatively slim alien. So so I don't want to do
a super like tanky one. I'm not sure if I want to
do creepy or, like, cool. I think I'm going to go
for, like, the cool factor. So that's going to
be like the neck, let's push the face up here. I'm going to use
my inflate brush to give this thing a
little bit of volume word dynamic so at any
point I can just like dy mesh and soften this up. And yeah, just play
around with the forms. This is one of the cool
things about Seers since it's such a fast software to
do this sort of stuff, like, you can very easily create or find shapes and forms
inside of your object. So, so those kind of look
like the shoulders to me. I'm just going to
add them real quick. I kind of like this,
like, weird neck, weird neck shape,
so maybe, like, it has like a multi like segmented neck and he can kind of like like a
stabilization camera. He can move around. I think we're going to go for
something like that. Ciltts again, one of the most important things
about creature creation. So you can decide
to go for, like, a very traditional like humanoid shape where it's just
like like dado shape here, or we can try and
explore different ideas. So here's where the snake hook
brush comes really handy. So I'm just going to go
here with snake hook. It's going to say that it
works best with cpspro. I'm just going to
say, Okay, fine. We're not going to
use it just yet. And we can start
pulling and pushing things to create
interesting effects. So maybe something like that. Now, going back to, like, the mushroom
thing that we saw, I think it would be
nice to have like a dome like shape over
here on the head. There we go. I'm not sure about the neck now
because the head is really, really heavy and the next
looks a little bit weird. I'm going to use tmdynamic to maybe give it a
traditional look. Here's where of course, knowing
a little bit of anatomy, a little bit of
proportions and stuff can really help to make
sure that the designer you're coming with
really works, right? I'm thinking about
maybe a female alien. I haven't done a female
alien in a while. So if we're going to
do a female alien, we might as well refine the
shapes a little bit more. Yeah. I think a female
alien might be nice, like a female fungi alien. I think that would be cool.
I really like this shape. Let's turn off the
dynamic perspective so that we can take
a better look. Now, I don't I'm
not going to add little ******* to
the alien here, but I do want to add
like this sort of like feminine or traditional
feminine silhouette. So I would expect to see some neck muscles
coming down here. And this is just again,
this is just the ideation. This is the ideation phase
that we need to follow, I really like those shapes. Let's bring the trapcus
muscle down a little bit. Look at that. That looks cool. So now I'm thinking about, have you seen Blade Runner? I think we've mentioned
Blade Runner somewhere. So in Blade Runner, there's there's this girl. I don't remember her name. Rachel. Blade Runner,
Rachel. And she has a suit. And the suit that she
has, it's a very, like old school suit with, like, super super, like,
defined shoulder pads. I'm kind of getting that bib here, which I
really, really like. However, I'm not too
fond of the head, and here's where we're going to be again, using
some of our tools. So I like where the
head position is. I like the head position
right about there. But the neck shape looks
really, really weird. So if we want, we
can just go here. Select. Select lasso.
Let's select the neck. And delete, delete it. So now the head and the torso
are like a separate piece. And now I can go v. Remember
the curves, we have this. There's actually a B, and we have a curve brush like this curve
flat or flat snap, this one, curb tube. So I'm going to go to the mid section here
and just track down. Make the brush smaller. A smaller. Now I can move the sting
around and play around with how I would imagine
the neck to connect. I think going forward, like a traditional
neck is a good idea. Just dy mese the sting. Of course, we're
probably going to have to add a little bit of volume here to fill in the
gaps on both sides, of course, as you can see
that that works nicely. D to make sure that
everything is stuck together. There we go. I'm not sure I
like this guys right here. Maybe even Let's
get rid of them, and maybe let's get
rid of a little bit of the delete headen
dynamis and there we go. We're going to get
some weird shapes. Again, this is one of the cool parts about
the pole process, and a lot of conservart
do this sort of thing, where they'll just imagine
how things will look. I'm thinking about
like a flower. You know how the flowers create this sort of petal effect. So I think it would be nice to have a nice little crown here. I'm getting inspired by
again by fungi stuff. So this is like a fungi lady, maybe like a fungi queen. Let's bring the neck
connections forward. Let's get rid of some
of the elements here. We're not going to see the
arms all the way to the back. I'm already thinking
about the composition. But we're probably going to
see a little bit of them. So it might be a good idea
to just mask these things out and just bring the
arms out like this. We're going to do
a little bit of sculpting with them. Not a lot. Just a little bit
of detail here on the upper tarsopso which is what we're going to
be seeing the most. There we go. So this is roughly the shape
that we're going to be we're going to be going for. Now, it kind of
reminds me of this like like like a flower
creature, right? So let's see how
we can repeat like this nice crown pattern that we have there
somewhere else. So I think I'm going
to be doing it. I'm going to use my
mood brush again. I think I'm going to be doing it right here on the
shoulders, like going back, kind of like if she was wearing, like a cape or something, but it's just like part
of her body, right? So it kind of rights
the clavical muscles. And it creates this
nice little shape. So you might not see it
from the front as much, but on the back, you're
going to be able to see this sort of
like nice formation. Now, I'm going to start adding certain things
that you would expect to see on a
humanoid, so like a spine. Therefore, we can expect to see the spine group over there. And all of those things are going to make it
a little bit more familiar for anyone
looking at our concept. See that little
thing right there. That's where it's going to be really weird when
I'm able to say. But once you get enough
experience with sculpture, the sculpture kind
of talks to you and you're going to see things
that are not there yet, but that you feel like they
need to be there, right? So for instance,
here, I'm seeing this sort of like details going to be like
it's going to push the external lato
mastoids muscle, and it's also going to help me to further develop
the sort of like plant like plant like
creature. So there we go. Yeah, Let's keep pushing. So I'm going to push the arm
a little bit to the back. We need to refine some of
those things later on. And on the chest,
I want the chest to be really flat here first, and there's going to be
a little bit of volume. Again, we're not doing
any sort of, like, breasts or anything, but I do want to add a
little bit of volume. Do we have, like
something weird here? I feel my a little bit weird. I would expect to have some
sort of like a ribcage. There we go. Some sort
of rib cage right there, and then we would
expect the stomach, stomach, stomach stomach. That was very pot for my part. There we go. We have a
muscle back here called the tsmus doors I would expect again
to see some sort of indication over there. The pectoral muscle, which comes from here goes all
the way to the arm. Here in the arm, we have a very important muscle
called the deltoid. Let's do that very
sharp deltoid. Okay. And again, I'm already thinking about the final composition, it's probably going to
be something like this, like slightly looking up or something, and that's
all we're going to see. So this is all of
the things that I really need to think about. Okay? So I'm going to stop
to do it right here, guys. I think this is a really,
really nice ideation. If you want to keep exploring, if you want to really go to
town and spend 10 minutes on four or five different
options, go for it. The more exploration you do, the issue it's going to be to find something
that you like. In the next video, we're going to be working
on the primary form. So I know we've already detailed a little bit of the
character here, but we're going to be
doing a little bit more like more definition, where the eyes are going
to be, where the mouth is going to be, all
that kind of stuff. So, hang on tight, and I'll
see you back on the next one.
52. Alien Primary Forms: Hey, guys, welcome back to
the next part of our series. So we're going to continue
with the primary form. So yeah, let's get to it. As we saw in the last video, this is looking quite nice. I really like the idea.
There's one thing that's bothering me a little b, and that's the size of the head. I think it's a
little bit too big. So I'm going to go with mask. I'm going to go mask lasso. We're going to mask all
of this head right here. And we're going
to move the pivot point to the base of the neck. Remember with alt, and we're going to scale it down
just a little bit. So it looks a little
bit more you know, proportional to the
rest of the character. Maybe a little bit more. Sometimes when you
do small features, it looks a little bit more realistic because it's
closer to reality. If we do like big blobby heads, we start to go into
the cartoon realm. So this sort of like
shapes that we have here, I really like those curbaturs
that we have there. So I'm thinking about having
the eye right about there. Again, we're going to do
like this almond shape, sort of like yes to
give it this sort of like friendly, friendly bib. I don't think we're
going to have a nose. So no nose for our character, but I would like to have
a nice little mouth here. So I'm going to go
with diming standard. I'm just going to
I'm going to give it like this sort of small mouth. It's going to be
right about there. Still not defined.
We're going to define a little bit again
more more feminine. But yeah. Now, see how this shape is looking
a little bit too flat. This is where proportions
and in general, understanding of form can really come into play because
we can push this out a little bit and it's
going to immediately make it look like
this sort of like sharp features are
going to immediately make her look a little
bit more feminine. I'm going to push the corner
of the eye out so that we see it a little bit more like frontal when
we see the front view, we can see the whole
eye. This is important. In the sign as
well. When you have a character that has the ice
like pointing to the sides, that usually indicates that the character is
some sort of like herbibore or that he needs to be aware of its surroundings. When you have a character that has the ice pointing forward, that usually means
that it's a predator and needs to be looking
towards his prey. So that's a little bit
of the sign principles, but they can very nicely
apply to this sort of thing. I'm going to make
the mouth smaller. Getting a little
bit more refined. I like that. I'm not sure what
these things are, though. They kind of looked to me like
like a roots or something. You know, when you
cut, like a plant. So I'm probably going to
separate them from the face. Because they do look to
be like a separate piece. It's kind of like
the sgomtic arch. So we're going to just schedule quick there what we imagine. Now, up here, I definitely want to use my snake hook again, B that's not BSHt's now BS
Scott, they changed it. K. Weird. And we're going to add a couple more little points over here. Again, it's kind of like
the crown of a rose. I'm really thinking
of, like, a rose. The whole plant like shape
reminds me a lot of a rose. So let's maybe add
a group there. It's going to give you
a nice primary form. And even though we
don't have a nose, we indicate that there's some
sort of something there, and it makes it again a little
bit more relatable, right? Now, for instance, up
here or down here, we have the pectoral
muscles, and of course, I don't think plants would
have pectoral muscles, but we have some sort of things going in the general
same direction, right. So I'm going to start
adding some fibers that represent how I would expect this creature to
have its pectoral muscles. It's a little bit
flat right now. So I am going to keep it
a little bit more like bust again to indicate that
it's a female character. Of course, you can
push this sort of like characterization
as much as you want. You can make it really, really intense or really really subtle, depending on the
kind of character and the kind of content
you want to create. I'm just going to
keep it subtle. I don't want to go any extreme. And again, I'm thinking
about the final composition, which is going to be
roughly like this. So I do want to make seem that there's she is
a female character, but I don't want to be on your face, female
character, right? Now, the delt muscle, it's a
muscle that I really like. It's kind of like
this roundish shape, and it creates a nice
little border here. So I'm really going
to push it there. And then it kind of carves in
because we're going to have like the like the bicep. The bicep is going to be coming from the inside of the arm, from the armpit, it's going
to be coming out and here. Now, I don't really
need and that's again, one of the great advantage
of doing like aliens. You don't really
need to have perfect antemy because at
the end of the day, you can justify by saying, Yeah, that's their anemy It's a
little bit different from ours. So you really don't need
to have a perfect antemy. But if you get close to what we have in the
real world to what a real human or real
creature has in the Earth, it makes a little bit easier for people to buy into your idea. So for instance,
here, on the tricep, I'm just going to push
this tricep down. Again, as you can see that the arms kind of look
like arms, right? Like the flow of things that
I'm adding suggest that they follow a similar anom
even though we're not going to be seeing
like the bottom part. So we're probably going to be
cutting right about there, and you can see how
the arm flows nicely without the need for me
to really, really detail. I'm doing this sort of
like a bark texture, which I think is
looking quite nice. Now, here again, talking
about primary forms, I'm definitely going
to push the clavicles. Those are really
important. So they're going to go all
the way over here. Let's say like a little bore
there there. There we go. Clavicles are like bike handles. So they're going to go in
there and then back here. And that's going to
allow me to separate this cross thing that
we have up here. I'm going to use
my demon standard to start defining
this division here. I want this to look
kind of like a dress. Let's increase
intensity a little bit, so we can carb in
a little bit more. Remember, we're still in
dynamise at any point, we can change change
things around. So this is like the muscle that's going to be
coming from the top. Let's create a little bit of
a cavity there. Same there. I want to hollow out that thing. It's going to be a
branch, like a steam. I steam or is it stem? Probably butchering the
word there. There we go. And then we can make
these things like flow into the I really like this
sort of like the sign. Again, it reminds me a lot
of the roots of a tree. So I think we're in a good path. Now, unfortunately, even though we did talk a little
bit about the sign, we can't really go in depth and it's going to be a little
bit difficult for me to explain every single
reason why I'm doing all of the changes
that I'm doing on this guy. But just remember that every single thing that you have seen in your life, movies, comic books, video games, animus, anything that you've seen will inspire
you in some way. So this creature that
I'm creating right now, It's probably a mixture of a lot of different creatures
that I've seen in the past, and I'm just like
projecting them over here. So it kind of reminds
me a little bit of grout from guardians
of the galaxy. It kind of reminds
me a little bit about you guys remember
Lilo and Stitch, the big alien, the main
alien that goes to Earth. So there's a little bit
of everything, right? And we've mentioned
this before. It's okay. Like, it's okay to gather inspiration from
different places. The thing that's not okay, is to rip off an idea. Like if I started doing
something that looks exactly like the inspiration
that I'm looking for, then that would definitely
be a problem, right? So so make sure that you use inspiration or that you
follow your inspiration, but don't go stealing
anyone's work, okay? So yeah, I mean, this
is looking good. I think the chest is
looking a little bit weird. So let's do a little
bit of fixing here. Usually, you would expect
this to disappear. I think I'm going to go again following a little bit of
what I just mentioned. Good has the plates. I'm going to make the
muscles like plate likes. There's a couple of muscles down here that are little fingers. Let's add them and
then let's add a nice little border on the pectoral group or
the tropics rather. See this shape right here.
It looks a little bit too masculine,
masculine, I think. I'm going to bring this
in bring this out. Okay. Let's get this
closer to each other. Let's dy mesh. I think the Delta it looks a little
bit too intense as well. So I'm going to make it
smaller. There we go. See how that makes the shape a little bit
more feminine, I think. Colors, of course, are going
to play an important role. We are going to be poly
painting this thing later on. I think now that
I see this shape, I would like to do
breastplate or something. We're just flows into
the body like this. And have fun guys. This
is the final project. So you're now at
the home stretch. It's a moment where
you're going to be now proving not
only to yourself, but to everyone that's going
to be seeing your portfolio, that you know Cushion, that you know how to create
amazing stuff. So so feel free to explore, to create interesting
things to play around, if you want to add
very extreme things or very simple
things, go for it. You can do a cartoon character, like a stylized character. You can do like a realistic character like what
I'm doing here. Like you're free to do
whatever you've seen fit. I'm showing you this
process because I want to make sure
that all of the tools that we've been talking about
throughout This was it over 10 hours of content are,
of course, remembered. So that's what we're
going over again, primary forms and everything. Now, as you can see, I have not increased the dynamic
resolution in quite a while. We're still working
under 200 k triangles, and that's one of
the main principles. We talked about this
very, very early on. One of our golden rules
is never go up in subdivision or in detail
level unless you're really, really need it, okay? So you're going to maximize or you're going
to use as much of the space as you have before
you jump onto the next one. So let's go here. I want to create those sort of
elements there. Nice. Yeah. I really like it. And
I like the fact that the head is really soft
and really smooth. We are going to be adding
some details, of course, but I want to keep the body
a little bit stronger and the head kind of like I'm not going to say the weak point, but just like the base stuff. So let's go sub two.
Let's do the ice. I'm going to append
a couple of spheres. Of course, we're
going to move this sphere to the upper area. Let's make it
smaller. There we go. Rem, we talked about this. Smaller eyes tend
to go or tend to fare better when you want
to do realistic characters. This eye will definitely have
slightly different shape. It's not going to be
perfectly circular. So I'm going to make
it like that probably. There we go. And then
I'm going to go plug in, subtal master, and we're going to mirror. We're going to hit. And let's grab a dark color. I'm going to change
the material, something a little
bit reflective like this at chrome material. I'm going to say RGB RGB intensity all the
way to the max. I'm going to say
color field object. Now we go back to
a start material. Oh, yeah, I worked. There we go. I'm not sure why we're not
seeing the reflections, though. That's really weird. Let's try another
one. We have a mask. Uh, that's really weird. Okay. Let's try this again. So color field object.
There we go. That's better. Go back to start our material, and that way we
can see the eye of our creature even before
we do any poly paints, doesn't this guy look a
little bit more girl? Doesn't she look a little
bit more real now with those little things?
I would say so. So I'm going to stop
right here, guys. This is the primary
forms pretty much done, like a general sketch
of our character. It's looking nice, I think. And in the next meet we're going to start working
on secondary form. So we might need to increase
the resolution a little bit. But as you can see, things
are looking quite nice. Hang on tight, and I'll see
you back on the next one. Bye.
53. Alien Secondary Forms: Hey, guys. Welcome back to
the next part of our series. Today. We're going
to be working on the secondary forms
of our character. We're going to continue
here, and I'm going to pay special attention to the head right now because
as you can see, it's really not as defined. I'm definitely going to
double my resolution. Let's go to 320 so
that we can start working a little bit more on
the character right here. So for instance, for the lips, now that we have a little
bit more resolution, we should be able to carve in some nice feminine
lips right here. Again, I want to
keep it friendly. I want to keep it simple,
so somebody is going to do, very, very simple lips. I'm going to press with my
demon standard to create a nice little definition here. A couple of little mouth or corners in the
mouth right there. And there we go.
That's just the base, as you can see, just like that. Super super simple and we already have something
that looks cute and nice. We're of course going to be
refining this a little bit more once we go into
tertiary forms and details. But this should be more
than enough to give us a nice little
feminine impression. And I think it does. It looks a little bit weird down here because it's really, really detailed, and
then the head is really simple and soft. But I think it kind of
adds to the whole thing. Now, I'm going to start adding
some facial features here. I'm going to add a little
bit of a mouth bag over here to imply that
she can, of course, talk. Usually, you get two small little bundles of
fat right here, and then we're going to carve in a little bit of this area. We don't want to
exaggerate it, though, because it's going
to start making her look a little bit old, and that might not be
something that we want. For the eyes, I'm actually debating whether or not
to keep her eyelids. I think some sort of eyelids, but we need to make
them like a really, really, really
nice and stylized. Like this very long, kind
of, like, eyelashes. See that I like. But I'm
not sure about eye bags. Should we Again, maybe
something like this, really sharp and nice?
Yeah, I like that. So I would guess
this would go down here covering the eye. I'm not going to give
her a tear duct, I think that would be
a little bit too much, but I do want to
make it seem like this lower eyelid is going
beneath the upper eyelid. So as you can see now, we can work in this
secondary forms. Now, some of you
might be wondering, could we do the subdivision
method that we did for the min to get a nicer effect? Yes, of, of course we could. I don't think that we
needed to do it right now because most of the forms
are following nicely, but if we see that we're struggling with some
of the elements, I would definitely go for it. So here's where
I'm going to start dividing this nice shape
that we have here. I think we can really create like the division
here on the face. And I'm guessing like
this outer part is going to be like this is
going to be the soft part, the inner side of the
flower character, and all of this is going to be a little bit more
like armor, right? So I'm thinking about adding a couple of lines here
to really emphasize that this is like bark or a stronger material
from her from her body. I really like this
cubaty as well. So let's accentuate it.
Looks kind of nice. Let's just dynamic BTD trim dynamic to to blend
this a little bit. So it's not like all super intense with the clay build up. Yeah, I like it. I like it. I think
we're good position, as I mentioned, guys,
this is not script. I did not practice
for this alien. I'm just going with what we get. This is one of the
funnest parts about Cp. The fact that you
can go and create this amazing characters
super super fast. This one, since again, I'm thinking this is
bark or something. I'm going to go
with them standard, and let's start
creating the loop to emphasize that this are
tree stumps or something. Let's really cut here. We'll start adding,
like, the knots that we would expect to
see in this sort of thing. Again, just secondary forms. We're going to be polishing
all of this later on, just to give myself an idea of how this thing
is going to flow. I'm going to keep
it simple, though. I think it's a little bit
too much like too harsh. So instead of like
a tree stumps, more like when you cut
like a flower and you got the inside of the
membranes of the flower. Now, up here, we
definitely need to define some sort of boundary. So I think we're going to expand a little bit to the inside, and we're going to
follow the sort of like tree root effect. So I want to kind of follow
the shapes of the crown. And create some sort
of like patterns. Again, like if there were roots. That looks cool, it gives
her a little bit more of a royal effect or
royal presentation. I'm going to push
this thing upwards actually to give it
rounder and we can even push the side, that's
a little bit too much. I really need to make
sure female faces usually have very round forehead
I need to be very mindful of keeping that
nice round forehead because that's going to make her look pretty and stylized. There we go. Yeah, that's
looking good. Looking good. Now let's keep on refining some of these
areas right here. I'm going to start carving
in a little bit here to signify that this
is a transition into a different material. Very, very important.
Material definition is one of the hardest
things to do in three D, but the same time is one of the most important ones,
especially in sculpture. Like with just the sculpture, I need to make sure that
people understand that this inside part that we're
working on right now, it's soft, and then the outside part is a
little bit harder, right? So for instance, here, I can use my clay build up to
build a couple of pats. Like imagine if this was
fat pats or something, and those fat pats
are going to help me sell the idea like cushions sell the
idea that all of this area is really,
really soft. I just smd all of this out. And there we go.
Yeah, I like it. Do we add a nose? Maybe. I mean, it's very easy to add a
nose to this creature. It's just a couple of dots over there and that should be good. Again, thinking
about the general how this thing is
going to be post, and it's probably going
to be a lower view and then her looking
sideways or something. I think that's going
to look really nice. Now, back here, we
need to think about this whole crown thing, and I'm probably going
to be segmenting it. So this is going to
be probably split, and then we're going
to have what would be the scapulas of her character.
Something like that. So in case we were
I'm already thinking about if we were to ever
animate or rig this girl, how would she move, how would
she interact and stuff. All of those kind of
stuff you can already think about when
you're designing so that you take those
into consideration because you eventually want
them to come to life, right? Like you want them
to do something on screen on a video
game or somewhere. And that's why it's important to consider how we're going
to make that happen. There we go. Looks
like a female group. I'm not convinced
about this lower part just yet, but we can. We can keep exploring and
see how this looks because I think this upper part
looks nice, really cool. But then once we get here, it loses the appeal. The femicity gets lost. Let's get rid of it. Let's
see if we soften this up. Let's see if that helps. Yeah, actually that
definitely helps. It was a little bit too
much detail, I think, and we can still
add the indication that she's a female
of the species. Not a female grout because, again, I'm trying to give
the sort flower effect. Even here on the deltoids, we might want to reduce tri
dynamic a little bit of the details and
make it look more like branches rather
than than like bark. Because I think
that's what's giving it the sort of grout vibe, which is not what we're
going for. There we go. That looks a little bit more. A little bit more interesting. Let's use string dynamic
here and keep going. I'm trying to keep
this relatively brief. I want to take my
time, of course and show you guys
all of the process. I'm not going to be skipping
ahead. Don't worry. But yeah, as I've mentioned
several times already, this will take time.
I can't take forever. I can do 8 hours of just this character because then it will just y. I don't
think it will be be boring, but this is mainly
a CPRs course, so we're going to be going
over the whole process. We're going over
the whole process. So I'm more interested
in making sure that you guys get the whole
process on this character, even if that means that we
can't polish it all the way. But normally a character,
if you ask me how long does does a character
usually take in production? It can be from one week, two weeks, all the way
to a month, two months. It all depends on how nice you
want the character to look because there are
some characters that really really
takes some time. I believe they asked the same
question to Rafael Grassi, one of the greatest
character artists out there. And he mentioned that, for instance, for
credos for Gulf War, it took them like two
months or three months to get just the model ready. So yeah, it can be
time consuming to do a character from scratch and and get it ready for,
like, a game and stuff. So, so don't be impatient. Take as much time as you need to polish
your character and your creation and to make sure that it looks
as nice as possible. Cool. So I think we're going
to stop right here, guys. I think we're in a really,
really good position now. As you can see, most of the character has a
detail everywhere. And I think we can jump out into a little bit
of tertiary detail. But for that, we're
going to be using the subdivision technique
that we saw with the miniature because we
definitely need to clean some of the topology so that
we can get to some very, very nice detail levels. So yeah, hang on tight, and I'll see you back
on the next video.
54. Alien Tertiary Forms: Hey, guys, we'll come back to the next
part of our series. Today, we're going to
continue with the alien, and we're not going to jump
onto the tertiary forms. So you guys remember
tertiary forms is when we start adding the main wrinkles, like a better definition
on all of this, like nice crown that
we have over here. We definitely need a better
resolution because even though we are above
1 million polygons, due to the nature of dynamise
we know that it usually doesn't follow nicely with
the flow of the topology. So I'm going to duplicate
this guy to create a copy. And then on either of
the copies, normally, I use the top one,
but you can actually use the bottom one.
It's totally fine. You're going to
go into geometry, C measure and just
hit C measure. It should find most of the main lines and just
follow them through. Remember, we do have
the option to add the Si measuring guides to help find some of the main flow. But if I take a
look at this one, you can see it's
pretty much perfect. Most of the things that we're looking for that
I'm looking for, are there, so this is
going to be just fine. Now, I do need to divide
this a couple of times, well not a couple of
times several times until we get close to the
million polygons that we have. So that should be
more than enough. I'm going to go into subtle. Turn off the eyes so that
we don't project them. Select the one that you're
going to project two, And now we just go here to
project and we do project all. And what this will
do, we know this. It's going to take all of the detail from the
other sub tools. In this case, the
dynamic sub tool, and it's going to project
it to the main tool. Now, this one right
here, which is the dynamic one. We
don't need it anymore. We can delete it. And remember, at any point, you can
go back to dynamish. So if there's something that
you want to change later on, you can do it with no issues
at all. So let's go here. I'm going to grab
my demon standard. The first thing I want
to do is I want to really separate these
things right here. But here's where I'm
going to be able to. I'm actually going to get
one more subdivision level, so we're 4 million now, and we're actually
going to create this nice little like
efects right here. Again, this is tertiary detail. That's why we don't do
this until we're really, really sure that we want to
keep all of these elements. It's going to be like my crown
decoration. There we go. I'm keeping it very
loose, very natural. I could turn on what's the word? The Lacy mouse, but I want to have this sort of
effect. There we go. Okay. Let's keep going
forward, for instance, here, even though we don't have it or we don't have a spike. We can just add a little detail. It's make up. It's going to
add those very nice effects. I'm tempted to even
add over here, and then just work with
what I have here with my topology and push
this up a little bit. Dynamic mean standard again and just push it so that we can create that nice little effect. Let's continue going over here. This one, let's push
it to the other side. And then we just continue
filling the sand until we get this. There we go. Nice, right? Now, I'm going to
use my snake hook, even though snake hook is
usually very destructive. B SK. I'm just going to use
it to really point these things a little
bit more and create this nice thorns, right? It's going to change
the silhouette as well and give it a
very nice effect. Let's turn on the ice.
Let's go back here. Turn it on the ice, there we go. I'm actually going
to move the shape of the ice a little
bit so that they match the ice that I inserted a little bit more. That's nice. And we can adjust a couple
of main wrinkles here. Again, long, nice, flowy wrinkles to really push
the flowery effect. I do want to add
detail. We're going to be adding a little bit
more detail later on. It's going to be careful on
how and where we add it. Here, really push
this thing down. Now since we have more geometry, we can actually
work on the lips. Here's where I would
go mask lasso, mask the lips so
that bers doesn't have to worry too much
about the whole geometry, and let's do a
little bit of work. Lips, you want to go with the
dimen standard and sharpen them up on the border here
to really separate them. Lips usually have a nice
little triangular shape here, and then another little
path going to the side. We want to add more
detail to the lips, we're definitely going to need a little bit more geometry, so we're going to have
to jump all the way to 20,000 polygrams
or something. I don't think it's
necessary because she has really, really small lips, but you can see how nice we can sculpt
all of this for her. There we go. Usually here in
the corners of the mouth, you're going to have a
little bit of a fatty pad. We call this the puppeter lines. Again, the more
intense you make them, the older the character
is going to look. So we can go a little
bit intense there. She's the queen
after all, right? So she's we definitely
want to segment her face. So I'm going to find
a line right there. Let's polish some of this stuff. Because most of this thing is going to be a
different color. Eventually, when we
get into colors, we're not talking
about colors yet, but eventually when we get into the poly paint and into colors, we definitely want
those areas to be to be a different color. I know that this center
line is going to be specific color and then everything else is going
to be a different color. It's probably going
to be like green and then red or pink, and then some brownish
or yellowish tint. We're going to have a little
bit of every thinking. I think we're going
to have quite a bit of fun on the colors as well. Let's go here. Let's get a little bit more detail
on this guys right here. They're like
borders. We can just soften them up and give it a
little bit more definition. Very mindful here how
they're going to be flowing, small little lines
here, and then smooth. We can even go back like
a subdivision level because I think we haven't used all of the resolution
that we have here to really push
this stint in. I'm going to start
adding certain elements. I've seen some roses that
have dos every now and then, like little holes in
the construction. So I'm going to add
some of them wrinkles, like if there were
wrinkles. There we go. You always want to be rotating
things around and checking how it looks from
different angles because that's the
kind of thing to do. That's where you're going to
be noticing other effects. Now here, let's have a little bit of support because we really don't
have anything here. So just like a
weird looking form. Same thing here, for instance, we can follow this
along and start creating a nice little pattern
that goes into the thorns. Just to have something,
just in case anyone looks at this
side of the character, we're going to be able to to appreciate something
there, right? That's one of another of
the rules from sculpting, especially in Tre D. Usually
in traditional sculpting, if your sculptor is going to be resting against the
wall or something, you can hide things on the back because no one's ever
going to see it. But in treat sculpting for
a game or for a movie, you really don't know where
the shots to be coming from. So you definitely want to
be sculpting everything. So this is what I call just adding form, just
letting, again, the sculpture tell you where it needs things to flow into, and it's just going to add like visual interest to
the whole thing. There's no need to think about anatomy that much on this particular
character because again, it's an alien, so we can
justify a lot of things. But you do want to keep things looking again,
proportional and nice. Let's go to this guy right here. So those details right there. I really like those details. I know I said that I
didn't want to do plates, but they just look so nice. I'm just going to use
my demon standard here too to start carving
a little bit of that because I definitely think it makes it look really
really cool to be honest. So it could be pieces of armor. Maybe you know how
queens and kings sometimes were like
ceremonial armor. So maybe it's
something like that. She's wearing a couple of plates to ceremony or something. That's one thing. I don't think we've talked about this before, but it's always good when
you add the story to your characters
because you're not only going to be having
fun from the actual, sculpting process
here inside of Seb but you're also going to
be like telling the story, even if it's just to yourself. And then when you present this to the
world, if someone's like, Hey, I really love that specific character, what's the deal? What's the story?
They're like, Oh, well, her name is
this. She does this. Her story is this and that. And you can just start
elaborating. And who knows? Maybe one person will
be really interested and they'll like to
turn You creation into, like, a video game or like
a series or something. There's a lot of success
stories about people like that. They keep their stories,
they keep their characters, and then a golden
opportunity just arises, and they just seize
that opportunity and create something amazing. I like this shape
right here kind of feels like like a
gemstone or something. So why not make it
so, like a nucleus? Again, we can add
a little bit of color over there and create
something interesting. Let's say like a couple of the. I want to keep it
simple, though. I think that was one
of the mistakes on the primary stage
that we were doing. Things were looking
a little bit too complicated to detail and stuff. We can keep it a
little bit simple and have cleaner shapes. There we go. Yeah, it's looking good.
It's looking good. And time flies when
you're sculpting, especially when you
get to this point. I always consider
myself a really fast artist whenever I'm doing the primary and secondary shapes. I can block them in, like,
I would say quite quickly. But once you get into
the tertiary detail, which you really need
to go pretty much every square inch of your character and create
some amazing stuff. That's when time
is going to fly. Like I'm saying
right now that we're a little bit over
10 minutes now, usually, it takes me
longer to realize. That's one of the great
things about sculpting. It's really cathartic, if
you wish. So there you go. By the way, I'm not sure
if I mentioned this, but when I started recording this tutorial on Chapters
one through four, I was using a
traditional a tablet, and during mid production, I changed to a Canvas, so I'm using a Pandas play now, not to brag or
anything, of course. I just want to make you guys know that after you
take the course, if you think that
CBRS is something that you're going to
be doing seriously, I can really recommend one.
They're really, really good. I got one from Huan Canvas 16, and it's really, really good. So if you are
considering yourself or you consider that
you're going to be doing CPRS for
quite a long time, and you want to invest
on a nice tool. A pen display is definitely
a nice investment. Just don't go for
the Wacom tablets. I mean, unless you can
really afford them, they're really, really,
really expensive, and I wouldn't want you guys
to spend that much money and then stop working
on treaty or something. So yeah, that's why the canvas. I think it's still a
little bit expensive. I'm not going to
lie, but it's not as expensive as the
scenes. Can recommend. I can recommend
it. There you go. Perfect. So yeah, I mean, the details is
coming out nicely. I want to add a couple
of lines over here. Again, just two.
Just to break up the slip because there's
a lot of simple lines, and having a little bit of
those elements right there, I think it really helps and I'm going to kind fade away into nothingness there so
that they kind of just disappear once
they start going down. Really like the
crown. I'm really, really happy with how
the crown turn out. I'm going to go and
give it a couple of extra passes here on the marks. Because I really
like how that looks. It looks I don't know, very, very royal, very
gal or something. I am going to give it a
little bit of detail on that like that
over here as well. So let's Again, this is just to kind
of fade in into this, sort of like pedal shape. I think that's
going to look cool. So yeah, yeah. This is
looking good, guys. As you can see the
tertiary detail, it's pretty much there. So in the next
video, guys, again, I could spend hours
and hours and hours up on this character, but I don't want to drag
this super super long. So I'm going to jump
onto the main details, like just like
traditional details, and we're probably
going to be doing some more tertiary detail
on the next video. So yeah, that's it
for this one, guys. Hang on tight, and I'll see
you back on the next one.
55. Alien Details: Hey, guys. Welcome back to
the next part of our series. Today, we're going to continue
with the alien details. So let's go. Now, unfortunately, while
I was doing the last part, the Sebrah crash after
I finished the video, and we lost a lot of the
detail that we have already, like, the tertiary detail
that we had, worry not. I'm going to rescue a little bit of that detail, and if not, we can just keep moving here
with the general process. At least, you guys have that information there on the video. So that detail will be there in infinity living where
I can't reach to it. So quick thing. Super is very memory intensive. So if you start learning
running low on memory. You might get a couple of
warnings here and there, because it tries to save
on to scratch file. I by default is your main drive. So if your main drive is
really, really clutter, you might be getting
those like weird crashes, which I, of course,
do not recommend. Now, for the detail, I don't think I
really want to go like super intense here. So what I'm going to do is I'm going to grab my standard brush. I'm going to grab my drag t and I'm going to use a
little bit of leather. So I'm going to go
here to my Alphas And I'm going to use
this leathery skin here or this leathery
skin over here, which to me, it kind of
looks like like tree bark. So if we can add a couple of
these things here and there, I think we'll have
a nice detail. I'm definitely going
to decrease this. Let's give it one more
subdivision level. So the detail is a little
bit nicer. There we go. So see certain things like this main neck that
we have right here. I think adding a couple of this lines would really push and sell the fact that this is
supposed to be a hard surface, right, like heard element. So yeah, again, just have fun with how we are presenting or or doing
all of these things, and you're going to get
a nice result over here. Now, the cool thing
about details, and even though we lost a
little bit of our detail, is that at any point,
that can just go back to another subdivision level
and work with that, right? So it doesn't mean that we
lost everything because again, we can very easily return. Here, I'm going to decrease the intensity
even more because I do want to have some lines
here and there to again, indicate that this material is going to be a little
bit like stronger. Even though it's not like adding a lot of detail to
the whole thing. We're making a really
bibliistic which I kind of like I normally don't
do the sort of characters, but I felt inspired
for you guys, so let's keep going here. I'm going to go back to
my clay build up here. Make this a round brush. And since we lost
a little bit of the detail, I want to
kind of get it back. I really like using the
clay build up because it gives you this sort
of like sketch vibe, and it sometimes adds a little bit of texture
to the whole thing. So that's why I
really like using it. And here's where
again, we can start adding small details. You know, how trees sometimes have the holes and
lines going into them. We can definitely go there.
Demin standard is also going to be like an important
aspect of the whole thing, like for main
wrinkles and stuff. Like see how it get this
sort of effect there. So the Dimin standard can really allow me to build up and to really carve in and separate the different
sections of our character. Again, I'm already thinking
about the final composition, which should be
something like this, like trying to find
something interesting here. I'm going to use
a little bit more Dimin standard to
add more detail. Did I remove symmetry? Looks like I did. There we go. So yeah, this is
pretty much what I would recommend, I
like that wrinkle. I'm going to add a little
bit of form here instead of the head again add a
little bit of details, not everything has to
be like super detail. We can have rest areas. We've
talked about those ones before. This is looking cool. So let's just keep adding a
little bit more texture here, for instance, to
this breastplate. I want to add a couple of lines here and then just
smooth them out. Again, just to have something. We had the crystal
here, remember. We saw, like, like,
a crystal shape here that we can later on, used to have like a nice
little color there. What else? What else do we miss? I think that's pretty
much it. Like I was able to recover most of it. There was a nice little
detail that we were like, building up here.
We should recover. Like again, like, like
a tree bark, like, a something that was
cut or something. I think that could really benefit from a
little bit of detail. I lost the thing that we
had on the back here. I'm really sad about that
one because that one, I really like how it
was looking, but well, we got something here that's going to it's going
to work as well. So yeah, I mean, this is
looking fine. I really like it. And we can keep pushing this
and with details and stuff. I think I want to
give it sort of like even flowers have this sort
of, like, leathery skin. So I'm going to go BST. I'm going to change
this to spray. Then I'm going to
give it like a very, very subtle texture,
only on this area, like only on the soft area
here because I think that's the area that we're
going to have this sort of like
flowery effect. I can transition a little
bit into other areas, but I want to be a little
bit more prominent there. Of course, here on the neck. Any areas where I can see
like a little bit of skin, I would expect to
see this sort of, like a leathery skin. Let's go back to drag c, and I think we can add a couple
lines here to the chest. Again, in following the
shape that we have there. And, yeah, that's it. I don't want to go too much
into details here. I mean, I was thinking maybe, like, small little like
spheres here and there. As I mentioned, we can spend so much time on this
sort of like projects. There's really no limit on how much you can polish a character. Right now, I'm just
trying to show you the whole process
from start to finish, and we need to get to the point where we do a little bit
of compositing, right? Like rendering and compositing. So so that one's
going to be fun. There we go. So I like
those little dots. However, if you see
those little dots, that means that you're probably going to see them
somewhere else. Like in nature usually doesn't just do it on
one side and that's it. So we need to decide where maybe a little
bit of texture here and kind fading out to
smaller and smaller dots. I think that kind
looks interesting. And again, once we have
our final composition, we're going to get
something cool there. I'm going to emphasize the device up a little bit
more. Something like that. Yeah, there we go. I'm going to leave it here like this, guys. In the next video, we're going
to jump into poly paint. Again, don't don't
take my advice in this particular scenario. Like if you want to keep pushing your alien more and
more and more and more, go for it, go crazy and
create amazing stuff. Don't think that just
because it took me six, 7 minutes in this small video to show you how to add details, that's the exact amount
that you should take. Normally, when I'm
working on characters, as I mentioned, it
can take days, weeks, even months depending
on how complex the character is and how much budget the project
has, of course. So yeah, just keep pushing, keep moving along,
and I'll see you. I'll see you back on
the next one. Bye bye.
56. Alien Polypaint: Hey, guys. We'll come back to the next part of our series. So I have good news
and bad news for you. Today we're going to
be doing poly paint, and bad news is that I actually already
finished the poly paint, and I forgot to
record the thing. I was talking to
myself pretty much. And I normally don't
like to do this sort of overview of the
process or talk through. But we're running
a little bit low one time for the whole course. So I'm going to be doing
this just for this video. Okay. So we're following the
same standard thing that we saw in Chapter eight when we were taking a
look at poly paint. We created our a brush here, and here I'm going to show you. We started with a very
simple basic green color, and I found this
nice peach color that I started using
as a gradient. So you can see me
here using it to place paint on the
most important areas of our character right there. Now, as we move forward here, we use the technique that we normally use in the
poly paint aspects, which is using the blue channel. You can see how I'm
using a little bit of a blue color there to go into the crevices and into the pits of the character to give it
a little bit more depth. And then I found this
very nice red color. You're going to see
it right around here. There was a red color
that I used for the lips, which looks really, really cool. You can see it right there. And then I said to myself, Well, what if we added a little bit of that red on the spikes
of the character, and it worked out pretty
nicely, as you can see here, by just like going
over the spikes, everything started
looking a little bit more like natural. And we added a little bit of this effect on the
arms as well on the little gm So every single place where we
had a ski showing, we would get this
sort of effect. Now, here, I'm adding a
little bit of yellow. I got one of the analogous
colors like this, like, lemon yellow color, and that was giving
me a little bit of an extra extra punch
on the whole thing. Then we went for a
little bit brown here, a little bit of red
there on the cheeks. And yeah, that was
pretty much it. At the very end, I added
an extra yellow pass here, and I added the cavity
mask on the whole thing. That's pretty much
it. And you can see the cavity mask right here if
I go into into flat color. So it was a very, very similar process to
what we did with the demon, with a little tiling guy. And it was just a matter
of finding, like, the colors that I knew were going to be complimentary
to each other. So I remember the little
color theory that we have where red was going to be
our complimentary color. Well, this is exactly it. Now, since I don't want
this video to go to waste, and I do want to
show you something. We're going to be talking about how to post the character. So I'm going to save this
real quick as alien 002, which is that one
with Poly paint. And let's talk about posting. There's a new feature
here instead of S a new feature called Sager, and Sager is really,
really, really cool. It's here on I believe. Here on geometry, it's
called stager right here. So what I can do is
I can save this guy. Let's go to W,
which is movement. Let's turn on all of the subtle
so that we can save this. And I'm going to save this
as home stage right here. Now, let's, of course,
press Alt and go home, bring this up so that it's
an easy place to find. What I'm going to do, if I were to move this thing around, I could just pose the character. So what I want to do
here is I want to mask out like all
of the upper torso. I'm actually going to
use my mask lasso. And we're actually going to
go down in subdivision level. Shift D, a couple of times
to go down in subdivision. Can we go down in sub division. Do we have subdivisions, though, it seems like we only
have one subdivision. That's fine. So I'm going to last this
whole thing right here. Control, click on the
mask to soften it up, like control click
several times, and that's going to
soften off the mask, and then control click
to invert the mask. I'm going to move this thing
down here to the p point. And now, as you can see,
I'm going to be able to move this thing
around a little bit. Now, here actually, I think I'm going to
select the neck only. So I'm going to select the
neck only. Again, snap here. Soften the mask as much as
you can, and then press, move it to where the
mask originates, and then we're going to be able to rotate this thing slightly. As you can see, we rotate it, it might move the
geometry a little bit. You can, of course, move
it and stuff and it's going to create a nice little
pose for our character. Let's go for the
head, for instance. I'm going to grab all of
this part of the head. Same deal, like just the head. Control click to invert, and then soften the
mask quite a bit. And then we're going to
move the pivot point up to where the base of
the mask is happening, which would be like the joint, and I'm going to
move it sideways. Of course, get rid of
mer symmetry sideways, and I'm going to move
it up a little bit. So she's looking up. Then we're going to do something called the contra postal. Contra postal is when when we move a couple of things around, especially
the shoulders. They're like, a little bit
inclined, if you wish. And this could
really help us with the whole proportion with the whole composition thing.
We could do it with camera. Like if we just like move
the camera like this, that's going to give
us a nice effect, but we could also just move
them like actually move it. So it's just a matter of
grabbing all the whole torso. Moving this thing down to the center of the
torso like this, inverting the mask and then
just moving this like this. So now you can see that
the character is slightly scute and that thing
is going to give a lot more naturality to it. So when we capture our portrait, which would be
something like this, we're going to get a very, very nice effect. Look at that. Pretty cool, right?
Now, all of this, we call them the target stage, and we can switch the
stages and go from the basic stage to the
target stage at any point. So that's going to be
really, really useful. Because if we want to go
back to the previous stage, we can use the stager to do so. Now, in this case,
I'm just going to save this as alien post, and I'm going to
stop to right here. In the next one, guys, we're
going to what's the word? We're going to talk about the render passes that
we're going to be getting because we're not going
to get the final render exactly from here from s. We're actually going
to be getting or doing the whole composition
inside of follho. So yeah, hang on tight
and see back on the next.
57. Alien Render Passes: Very well, guys.
So we're finally in almost the last
video of the series. This is the light passes.
So let's get to it. Now, I've already saved. And the first thing
we need to do here is we need to
find the camera. That's going to be the main
camera for our character. So I'm going to go
here to document. And well, I'm going
to look here. And the first thing
I need to find is I need to find the
proper document site. So I want to do this at
full HD, but vertigal. So I'm going to go document, and we're going to go hide 1920. With ten 80, and I'm
going to say resize. It's going to give
me this warning where you're resizing
the document. I'm going to say yes,
and it will look really, really, really
weird. That's fine. You're going to press control N, draw one again and hit T to
go into edit mode again. Now, to really see the
whole composition, even if we're not going to
be able to see the whole pixels because my
screen is not as big, I can go here to where
it says actual size, or some, there we go. And this little square that
we're seeing right here, like that square, that's
the actual composition. So this is where you want
to fade your character. This is the kind
of like the square that you want to
showcase your character. So in our case,
we're going to go for something like this, right? So very, very cool. Now, once you find a camera
line that you really like, like, for instance,
this angle right here. If you really like this angle, you're going to
go into document, and you're going to
go into this thing called Sapling property. Sampling is another
plugging instead of CRs, and we're just going to
use it for this thing, which is called custom one. So I'm going to
click custom one. And what that's going to do
is going to save that thing. So if by any problem, I
move this thing around, I just need to go here and
go and click custom one, and I'm going to go right
back into the scene. And the reason why
custom one or having a custom camera is so important is because we're
going to be getting passes, and passes are like layers, and if the layers don't match, then nothing of what we're going to be doing
is going to work, okay So now let's
talk about passes. When we generate a render, when we do BPR
here, for instance, and we get this
nice little image. It's not bad. What
Seaberg is doing, as you can see here on
the on the render tab. Let me snap this
to the other side. So on the render tab, you get to see that
what's happening is Seaberg is rendering
a couple of passes. He's rendering this shaded pass, depth pass, shadow pass, mask path, floor pass. It's doing all of these renders, and it's combining them
into this composite pass, which is what we're
actually seeing displate here on the view board. So what we want to
do is we want to create a lot of different
passes here that will allow us to control
how we see our model, how we're going to be
mixing these layers inside the folder shop, okay? So I'm going to go
through the list of the main passages,
you're going to need. And you can actually get as
many passages as you want. I've seen artists get 20, 30, 50 passes to create
a single image. I don't think it's
really necessary, but if you want to go, really, really clazy you
can do that as well. So we get the first
pass here d PPR Pass. Okay. Perfect. So I'm going
to save this depth pass. This one is going to
be very important. I'm going to create a
new folder here because we're going to get
quite a bit of passes. So the first pass is going to be PR depth, perfect. Shadow. We definitely need the shadow, but I don't want the shadow. You can see that the shadow
is really, really harsh. So we talked about
shadows before. Let's increase the
angle here and let's lower the GI strength a
little bit and BPR again, and you're going to
see that the shadow is now softer. That's perfect. So again, we go to BPR render
pass, click on shadow here, which is way softer, and
we're going to save this as shadow. The mask. We definitely need
the mask in case we want to have a
background or something, and I do think we're
going to have one. I am going to explore
the shaded one. You can see the shaded one is trying to be exported as a JP. You can export it as a PSD as well to have the proper
colors and everything. And I would love to have Bent declion at sf
surface scattering. However, they're not
active right now. So I'm going to go here to bent declusion or not here, sorry, to render properties, and I'm going to turn
on bent dclusion. So now if I do another
BPR, as you can see, it's going to take a
little bit longer because now it's rendering
the bent declusion. But if I take a look
at the render passes, you're going to see
that we now have a abon decliusion pass, which is going to be
really helpful as well, so we export that one as well. The SSS is the
subsurface scattering, and plans do have
subsurface scattering. I do think we would
benefit from having subsurface scattering so I'm going to go to
render properties. I'm going to turn
on SSS as well. And now, if we render, you can see that the ambicion and the SSS are both rendering. I'm going to see
the PR render pass, and you can this one here. So anything that's really thin, you can see that the arms and the little
bit of the spikes, they're going to get this
sort of like a mask, which is, again, exactly
what we're going for. So we save that SSS
pass and there we go. Now we're going to
go into something a little bit more tricky, and we're going to be
generating light passes, which are going to be lights that are going to be
affecting my object, but it's only going
to be the light. I only want to see the
light information. So for that, What I'm
actually going to do is I'm going to turn
off my colors here. Like turning off this little like brush that we have here, we're turning off the colors. And I'm going to
select something like a basic material
with black color. So if I go with lights now, light, and I move the light
to the right like this, and I render you're going to
see that the render passes, we're going to get
this composite thing, which is only getting
certain light from the right, right?
Like this sort of thing. I definitely want to
increase the lights. I'm going to go
here into light and let's increase the
intensity a little bit because I want to see that
sort of shine over there. So let's render again. There we go. Now, we don't need the amyluri of surface
scattering anymore, so we can actually
turn them off for now because we've
already got them. So render pass and this
one, this composite one, I'm going to call this
one is the left light. Then we're going to go into
the light, which we have, by the way, over
here, move it to the other side and render again. Now we're going to
have the right light. So there's going
to be right light. Then we're going to
go to a top light. Render again. Click here, it's going to be top light. And then we're going to go
to it like a bottom light, render again, and that's
going to be my bottom light. Bottom light. There's one that's
super super important. I'm going to click here to bring or to push the
light to the back, and it's going to
be the rim light. And this one, I'm
actually going to really crank up here
on the intensity. So I'm going to go to
the intensity of five. It's going to be my
right rim light, so it's going to be right rim. And then we're going
to do the same thing, but on the other side, and
this is going to be left. Now I'm going to do
something even crazier that for the untrained IMight
look really, really weird. Let's go back to an
intensity of one. But I'm going to
change the material to this material
called reflected map, which is going to be
our reflection map. So I'm going to render
this thing out. And again, the
compositing thing, I'm going to call this
reflection. There we go. Again, as I mentioned, I've seen some people get so so
many renders out of this. Like they get a lot of these
materials and then they combine them and create amazing things inside
the photoshop. We're going to keep
it simple. That's why we're using only
the materials that I'm showing you here and only the passes that
we've done so far. So that's pretty much it. Like once you've done that, you pretty much
all of the passes. Now, don't worry if you
don't see your colors, just go back to the
started material and turn on your colors again, and you should be completely back to the original position. So I'm going to say
this real quick here just to make sure that we have a lot of a lot of backup in case if
anything happens, and I'm going to stop the
video right here, guys. In the next one, we're
going to jump right into Photoshop and we're going to prepare to do our composition, which will take a little
bit longer. Don't worry. It is going to be a little
bit of an extensive video because I really
need to show you how to combine every single thing to create an amazing composition. Yeah, let's go to Photoshop.
See you on the next one.
58. Alien Compositing: Hey, guys, we'll come
back to the next part and almost final
video of this series. We're finally in the
final composition part. So this is going to get crazy. And as I've mentioned
previously, I'm not expecting everyone
that watches this course to be completely familiarized with
the photoshop interface. So it might be a little
bit difficult to follow along if you've never
used Photoshop before. However, I'm going to try to make it as simple as possible. And if not, then just think that the final
render that we just got, that would be your final
point until you can learn a little bit about photoshop and continue with
this sort of tools. So this is where things
are going to get really, really interesting because I'm
actually going to grab all of these files right
here 13 layers, and I'm just going
to drag and drop them here inside the photoshop. So yeah, there we go. That's all of the
passes that we need. So you're going to pick one,
whichever you want like. I'm going to use this BPR shot
because it's the last one. Actually, I'm going to
use this BPR render. And what you're going to
do is with your M Key, you're going to select
the whole layer and just move it on top of
the object right here. And once you move it
there, you can just delete it and just rename them. Make sure you rename
what each layer is because we're going to be rebuilding all of this stuff. Like the mask super important. So we just bring the car. There we go, and this is
going to be the mask. And then, we don't
close that one. That's going to be the
one that we're going to be dropping everything into. We grab this guy right here. That's the depth. There we go. But by depth, this is
the ambient occlusion. And we go B decusion.
This is the bottom light. We bring this here. I'm going
to call this bottom light. Let's close that one.
This is the top light. We go here, and
that's the top light. This is the right light. Okay. You can use any sort of whatever makes it easier for you to remember the names or anything. I just tried to make them as
clear as possible to what each one of this
is. Write a rim. This is the reflection. Okay. By the way, if you guys are familiar with traditional rendering
techniques like Arnold, Marmosd B Ray Keshot This is something that you would do instead of doing that. Some people prefer
this. Some people find this a little bit easier to do. I personally like
that was frame weird. I personally prefer to do
traditional rendering, but there are some people
again that are really, really good at
photoshop and concept art and they can do great
great things with composition. This is just one of
the tools that I want to show you because
it's a very common thing. A lot of people do this
and I think it's really important that everyone knows at least the basics of this. There we go. Okay. Perfect. So I'm just going
to go double click the background, which
is my base image. I'm going to duplicate
it and save a copy. This one, I'm going to lock it and hide it so that
we don't see it. And let's start working
with our layers. So the first layer
that I usually like to work with is,
of course, the mask, which is going to
allow me to mask this thing and have it
like a background, right? So the way this
works is very easy. You're going to grab
your main layer. You're going to create a mask and then you're
going to go here. With your MK,
you're going to say Control C to copy the mask, and you're going
to press A click on this mask and
press Control B. And that's going
to paste this mask in this layer right here. Now, this one, we can eliminate. We don't need it anymore. And as you can see,
our character is now cut from the rest
of the elements. So for this one, I'm
actually going to go for like a garden background. Like this sort of thing,
I think looks good. And I'm going to try
to find something that kind of like
matches the perspective. There we go. That
one's quite nice. And of course, if
we bring it all the way down, we're
going to get this. Now, right now, the
lighting does not match, but we're going to be fixing
that in just a second. The first thing I'm
going to do is, I'm definitely going to blur the living in he
out of that thing. So blur, Gash blur,
and there we go. We're just going to have
a nice blur over there. Now, you can see
that the light of the character does not match
the light of the element. That's what we're
going to be working with very, very shortly. So shadows are a layer that
we can use and multiply with. So if we say, for
instance, here, multiply, you're going to see
that the shadow is adding extra value
to the whole thing. And that's just the way
we're going to live it. The shadow is going to
be add to multiply, and then we can
control the opacity to see how much light or not
we want to get there. Now, for instance,
this one, I can immediately tell that we need
a little bit more light. I'm going to press control L to bring my colors a little bit closer closer to the main color that we
have on the background. There we go. Now,
that we're going to talk about later MP clusion
that's also multiply, so we can set this to
multiply down here. Okay. And that's going to multiply our
ambient occlusion on top of the character. It's not giving me the
result that I want, though. Did I change something?
Well, let's move this here. What hell? There we go. So go here, and this is going to be maybe declusion and this is going to be
set to multiply. Again, this one is going to add a little bit of extra
shadow if we need to. If you don't need
it, you can just lower the opacity
and that's fine. Now, here's where the lights
are going to come into play. For instance, the
top light, top light is going to
definitely help here. And if we set the top light to screen, I know what I'm doing. Changing things where I'm not supposed to be changing
things. There we go. We're going to bring
this thing down here. If we change this to screen
or to lighten stuff, we can eliminate
the black colors and only be left with
the light colors, which is what we
want right here. There we go. As you can see the screen is
bringing more colors. There's also another
one that I really like, which is the linear dodge, which as you can see really pushes the colors
of the element. I think I'm going to keep
it What else can we do? I think color Dutch looks
quite nice. So there we go. We're going to leave
it at color Dutch. Now you can play around
with the levels as well. So if I push this thing, you can see this really shines more light on the top of the character and makes
it pop a little bit more. This is a little bit too much,
so I am going to push it, but I'm going to lower
the opacity right there. And I would really like
to have the right rim. I think it's going to
be really really cool. I'm going to select
this one as well. Again, if we go here to like
leaner dodge or color dodge, you can see that it is adding a layer of light onto the scene. This one right here, you can see it's adding the whole
thing over there. I think I'm going to
wait for this thing at the very end because
right now you can see that it's adding weird lights. Now, the cool thing about this
guys right here is again, with control L, you can change how much light it's actually
going into the scene. And you can change
the shininess. It's kind of like
lining the character in real time inside of
a three D engine, and you can again create
nice compositions. And you can actually
go control U, which is the hue saturation, colorize this and change
the tone of the light, which is also super super nice, because now we can select a different color for the light, like let's go,
really, really warm. Something like that, I think
it's going to really help the character and look how
nice it starts to look, right? Let's go now for this left
light, this one right here. So I'm going to go
again with a screen. Let's go control L, and let's start playing around
with the intensity. A little bit of
intensity there and then control you to go into
color again, colores, and what if we go with like a blue sort of shadow
here. Pretty cool, right? So again, that's one of the advantages of having
all of these lights, and you can play around
with a lot of things like even this render
looks quite nice, right? But yeah, we're going to
be able to do cool thing. I color burn, and then let's see what happens if
I lower the opacity. That could be
something. And that's what all of these layers are
going to allow you to do. In this case, again, I'm
going to go color Dutch, and just going to
really lower this just to get a little bit
of an extra punch there. I think this one's a
little bit too much. Another thing you
can do is you can actually mask things out, and if you don't want to
have certain effects, like, maybe that sort of thing. I only want it down here. You can go with your
brush and then just like, delete the light from
where you don't want. The same thing for
like the other one like this right rim. Maybe we don't want as much
right rim on this other side. So we just delete some of them or use the black mask
and bring it back in. So so there's a lot
of things to do, but in this case, we actually
had to first create a mask. So there we go. So
now with the mask, we can delete the light. From everywhere and just slightly slightly
little by little, bring it back in
wherever we want it. So again, this will depend on how you feel with folder shop in general in regards to the whole thing. Another thing we can do is
we can actually press click and this will only affect
the mask that we're seeing. So by doing this, we're pretty much making sure that
only the mask area of the character
is being affected. So that way, the background shouldn't be affected anymore, and we're going to be able to modify the background as well, so for the background,
for instance, I think we can increase
the light as well. Well, not that much, where we can say control
B, color balance, and I'm going to make it a
little bit more yellowish, so it matches the colors
of our character. There we go. Now, here's where I think the shadows
are a little bit too much. Like this one's right here. I think in this one, I'm going to go control
B on this one, which is color balance, and I'm going to go to the shadows. I'm going to change the
shadows a little bit light them up a little bit here to
change the things here. The character might be a
little bit too saturated, but we can do some
changes later on. There we go. Now, here's
one of my favorite effects, which is the lens bler which is where the nice where is it? The one. The map is going
to come into place. What I'm going to
do is I'm going to bring this all the way down here and I'm going to select this guy,
the main character. I'm going to go filter. A blur, and I'm going to say lens blur. And then the lens blur,
what it's going to do is I'm going to
select a source, which in this case is a yeah, we need to layer max. Sorry. So again, we're going to
duplicate this guy, there we go. Duplicate this guy on top. Okay. Or let's do it on
the bottom here first. So this one right
here on the top. I'm actually going to Okay, no, no, I know what
we're going to do. Sorry. Sorry. Sorry. So
the first thing I'm going to do is I'm going to
press Control Shift Alt. And what control shift t does
is it merges everything. So like this guy, control
shift E. It merges everything. No, it's not merging
again. Sorry. Sorry. I'm getting a little
bit confused here. It's been a little while
since I've done this. So let me bring a
copy of this guy, but I'm going to bring it
all the way to the top. All the way to the top. The original win with
no lights, no nothing. It's it's just the blur. There we go. In this one, I'm going to do the same
thing that we did before. I'm going to grab
where's the depth. There we go. Let's bring this all the way to
the top as well. The depth map it's a black and white
mask that tells what object is closest
to the camera. This one is really,
really important to get that mo not motion
depth of field effect. Again, I'm going
to press M. Grab this whole thing and then hit control C. I'll click this guy, Control B to paste it. So now this thing is on
the mask right here. I'm going to grab this guy right here and I'm going
to say filter. Blur, Goshen blur,
not Gach blur. Filter, Blur, lens blur, and I will tell it to
go into the layer mask. S. So now, as you can see this bottom part here
is getting softer and softer and it's
going to allow me to create a very nice
gradient effect. So I think we can exaggerate
a little bit more, so let's go filter
Blur ns blur again, and I'm going to do
set focal point, You can see how it
blurs things out. So let's push the focal point. There we go. And now we can
change this. There we go. See how nice, the blur
effect occurs there. I don't want to make
it super intense. So something like
that, I say, will work fine, can hit okay. And now, now that
we've hit okay, I think we can
disable this mask, delete layer mask, and you can see how this
thing is now blurred, which is close to what we want. Now, the only problem with this is that we
need to cut it out. So I'm going to go
back to the mask. Control, click the mask, so you can see that we're
selecting the guy over here, and we can grab this guy right
here and just mask it out. So now this guy has a nice
sharp effect over here, but it's being blurred
by everything, right? So I'm going to grab
this guy right here, bring it all the way down. And I need to replace this one, this is not going to be the
one that we are going to be using anymore.
This is the one. We need to close this thing and start applying these
things again, like the stack. So now we apply the stack again. There we go, and we're able
to get that nice blur here. You can see how this thing
is slightly blurred. I'm going to I'm going to do
an even bigger change here. And one thing we can do here is we can go and the
blur is still there. So if we grow into a brush here and we make
it really small, soft round brush with
black in this case, well, we're going to be able
to bring some of the Okay. Sorry, guys, it's a little
bit late over here. I've been doing this for
all throughout the day. I'm a little bit tired,
but there we go. We can get that nice effect. I still think the shadows are
a little bit too intense. I'm going to go control L again. I'm going to bring the
blacks closer up, not there. This guy control L
and we're going to push this thing at
the shadows are not as intense. There we go. We can actually just get rid of the shadow so that
it looks a little bit more like it's actually being
affected by the light here. But yeah, I mean, this
is pretty much it. There's a couple of
things I want to do. One very cheesy effect, but it works quite nicely is you can add some
lens flares and stuff. So I have where is it? I have here some camera effects that a friend of mine
gave me a long time ago. And we can use some of this
flares like for instance, I have this dusty light leak. This, of course, is going to
be all the way on the top. After all of the
passes. There we go. And we can set this to
screen or linear dodge, multiply e and
overlay soft light, and this is going
to add this very nice overall tone
to the whole thing. Just be careful,
don't overdo it. In this case, I am
going to add it to affect the whole thing
but not super intensely. Let's see, what else do we have? I have this little
some burst rosy left. I think this one is really
going to work here. Because we can rotate this
and have this light here. And we're going to set this
to screen. There we go. So now it looks
like there's like a nice glow coming from
the top of the character. I still think it looks
a little bit too dark, and I'm not sure if it's maybe the environment Maybe
it's the environment. I'm going to go control
L on the environment, and I'm going to give it a
little bit more contrast. Wait, I don't know.
It seems my bath. So at some point, I lost all of the
connections here again. So this connection is really, really important because
you only want all of this, like reflections and things to be affecting the
main character. There we go. That looks a
lot nicer. There we go. Quite like, like a
postcard, right? So, yeah, I mean, this
is pretty much it, guys. As you can see, this
is a very nice render. This is just a collection of
all of the things we learn. So I'm going to stop
the video right here, and I'll see you guys on the
final video when we review, well, all of the things
that we just saw. So thank you very
much for this one, guys, and I'll see
you on the next one.