Transcripts
1. Introduction Trailer: In this tutorial
course, Florian Newman, a lead artist at Rapcat will
be guiding you step by step through the process
on how to create a stylized character
from start to finish. Now, before we start,
I want to note that this course has been
greatly updated recently, adding various bonus chapters
relating to sculpting, texturing and rigging to give you an even higher
end quality result. This course will cover a
large number of topics, but some of the biggest
topics are as followed. Creating a blockout
character in Maya, polishing our blockout
character and turning it into a high pool using
Maya and Zbrush, creating our final
low poly in Maya. UV unwrapping, baking our
counter in Mum's a Tolbag, texturing our counter
in SelssPainter, and doing some final rigging and posing using Maximo and Maya. And finally, we will also be rendering the choater
in Mom's a Tolbag. And as mentioned above, we have also added a great deal of bonus material throughout
the existence of this course to give you an
even higher end quality. The general takeaway of this
course is that at the end, you will have an in depth
knowledge on how to create fully stylized
characters for games. This tutorial is mostly
narrated in real time. However, the bonus
chapters do not contain narration
and are time lapsed. We have also included all the project files for this course. With a total of 22 plus
hours of video content, I feel confident that at
the end of this course, you will have to know on how to create high quality
stylized characters.
2. 00 Maya Setup: Before we start the
whole modeling process, let's go over marking
menus, hot eas and shelves. I will give you all
of those things, but I just want to explain to you what each and
everything does. So let's start with the shelf. The first one is
the project window. So in case you didn't
already create the project, that's
how you create one. Next one is setting a project if the project is
already created and you want to set to it if you are on a different
project right now. Next two is just Import
export selected. The next three is
deleting history, either of the selected asset of the whole scene or of
the selected asset, but not deformer history. So let's say you have a lattice on there and you
press this one and deletes all the history of the scene, but
not the deformers. Next one is optimize synsze. I usually always
press this after clearing the history
because it just deletes unused notes like shaders that are not
assigned, stuff like this. The next three is for pivots. So we have freezing the pivot, centering the pivot, and
I'm resetting the pivot. This one converts an instanced
object to a unique object. So in case you created an
asset, and you mirrored it. So now if I work on this,
you can see, it's instance, but if I press on that guy now, it's not instance anymore, and I can work on
this one separately. Clip. Next one is just
flipping the nomals. So if you extrude
something, for example, the noms are flipped
with this one, you can flip them again. This one changes the the cast
and pull display changes how polygons get shaded on the whole scene
on selected objects. So we can do things like showing thick outlines on the border so we can see if
we have a hole somewhere, we can say soft heart or just hard edges, stuff like this. The next three are basically
shortcuts for this one. So this one shows
the standard edges. Let's start with
Sphere, for example, if we have some
hard edges in here, this one is the normal view, so you don't see a difference
between hard and soft. This one is hard and soft, the differentiated, and
this one only shows hard. It's pretty useful. Those guys triangulate the mesh and quadrangulate the mesh. Very useful if you have
angons, for example, so if you have a
games like this, you press triangulate, quadrangulate, and now
it's quartz again. This one just opens the weird. This one is for Centol, so I'm using cell
tools quite a bit. Let me explain how it works. Let's start from a
cylinder, for example. Let's say you have a asset
like this or like this, and you model it by hand, right, so it's a bit wonky. And now you would like to have a perfect curve along this line, like a perfect endpoint. You can just select
some words and press on on the cent tool button,
and then this will show up. Now, if you go to distribute between words and the opt box, we can choose what it turns so if you wanted an CP or CV curve. If you want a uniform,
closest or whatever. If we go for a
uniform, for example, it will try to make a curve and span out all the words
on this curve regularly. So that's very useful.
Also, if you're like, Okay, I want this to be
pulled out a bit, you know. And now I want the whole
thing to be super round, which is going, press this, have a nice round curve,
and it's spanned out. So that's sent tools. This one is just the cleanup, so you can clean up your
scene before calling it done, and this one is quick pipe,
which is also very handy. Let's say we have and we need
some Let's do it like this. We created this acid now, and now we want
inside padding here. We can just press crit pipe, creates this pipe for us, can change radius and
stuff like this. And now the ray
looks like we have this insert with a
different acid in there. So very useful for padding
pipes and stuff like this. Okay, so that's the shelves. So let's now go over some
marking menus that I'm using. First one is when I press
down S. This one shows up. It's the one I use for modeling. So in the center, we
have merge to center. We have merge here, collapse here, that's very
standard things. Combine separate on the side, so we can combine the
separate measures. Bridgeable or
duplicate the face. So very standard stuff. Here I have some custom stuff. So this allows us to select either UV boards high edge
soft edges or board edges. So let's stray this one
out as well because that's very useful if you
created a model already, where you are happy with the um, happy with the shading
of everything. Let's say, so we
created this model. Those guys should be hard. And now we decide on
beveling all hard edges. Normally, you would
need to go in and select everything,
but with this script, you can just select all
of it and select hard and only the hard
stuff gets selected. And then we can just bevel
the hard stuff in this case. Same works with soft. So
if you're like, Okay, all the software just works like this. Same works for holes. If we have a hole somewhere, select border, we
just get the hole. So very useful. Next thing is just bullons, just quick access for bulls, transform components,
also very standard stuff. Lattice, very standard stuff. Curve tools to create curves. Clusters clusters just generate a point in the center
of things you select. I select Those guys,
and say cluster. Then in the center
of those guys, it creates this cluster for me. And that's very handy
because I can snip to it. So if I take an edge, I
can actually snip to it. So I use this a lot if I want to have a center
of something to snap points to it or
curve points or whatever. Snap together is a
very useful tool. So let's say this is
randomly rotated. We don't know the rotations
anymore because it's frozen. And now we need to put
an acid exactly here, like a screw or something. So let's just create a cylinder for now, let's
say this hour screw. And instead of just moving it like this and
eyeballing and everything, you can just go
to snap together, press on this guy,
press on this guy, press Enter, and it's
perfectly aligned. So that's snap together. Select every Nth tool. That's quite useful if you
want to select every second or a referred ring like H
on a ring selection. You just select every Nth
and it just selects a referred in this case
or every second. So very useful if you want to quick select stuff like this. But for this one, you need to have the Maya
Bonus tools installed. Which one you will just get
on the out of this website. You can just put in Maya bonus
tools and download the one for the version for your
Maya very easy to get. Three point to three point is pretty similar to snap together. It's another snapping tool. Let's say I have this
asset three times. And this one has UVs,
and now I'm like, Okay, I want to not UV those two
again because the same asset, but I don't know
the rotations and everything because
I froze it already. What you can do duplicate
the one you're fine with, select three at three words. Select the same
three words here, and press three point to
three point, as you can see. It's exactly on top
of each other now. So you can just move assets onto each other
by selecting words. And the last one is pake pivot. So as we said, we lost our rotation. Now it's pretty
hard to work with. But what we can do is set our
pivot to stuff like this, and then we can bake it. And as we can see the
rotations are back now of this pivot so
if we go to zero, for example, it's
straight again. So that's baked
pivot. Very useful if you want to mirror
stuff as well, because this is baked down. So now we can mirror
around axis again. Okay, so that's this one. Now
you already saw this one. That's just my duplicate menu. Super easy. If we go down, it just resets the
pivot to the center. So let's say that I want
to mirror it on the side, so I just reset the pivot, and then I just mirror
on X on C on X on Y. So you can just very easy
to just mirror stuff fast. Just mirrors around
the Xs. Let's keep on. Next thing is the UV menu. Let's go into the UV editor
here. Let's take a look. Um, let's start with the
first thing that I have here. It's planar mapping. It does what it says.
It's just planar maps. And I you can always do
you can also do camera, for example, it's
just the rotation of the camera now.
So very useful. Then let's go on what
else we have cut. So let's select some
edges and cut it. For example, like this,
let's cut it like this and this. So now
we have some cuts. Then we can unfold
it, for example. Then we can move in so
much just combining them, so let's say we want
to combine those two, so we can just move in so. We can select because
it's now rotate, we can select to,
say orient shells to etch and it's just oriented
to those two cells. We can say layout,
so it just lays it out without zero to one space. In case it's a little crooked, let's say, our mesh
looks a bit like this. We can say straight both and it just
straightens everything. Or if this one is like this and we want
to move it to this side, we can go to Align
UVs to the right or to the left or up and down. So that's the lgn
tool. And the last one is just the nomalenfd. Okay, so that's the UV tool. The next thing we're going to look at is sent tools again, but now it's a menu,
so it's faster for us. Okay, that's it is. And let's look at the
sent tools again. But now instead of
opening the menu, I mean, you have to open
that's very important. You have to open the menu
once when you open Maya, but then you can
close it, so it's running in the
background, basically. So instead of having
the menu open, we can just open the
marking menu and say, sing uniform, sing
uniform with curve, St. Close, St.
Clause with curve. Uniform I already showed
you, that's the drag. This uniform I
already showed you. Closest is pretty much the same, but now it doesn't
span them out anymore. So now, if it's like this,
Oh, shouldn't at least spin. See, maybe because
I changed it here. Yeah, I changed it here.
Yeah, if we use closest, it sticks to the closest. So it's not spinning them out. Yeah, it's not spinning
them out anymore. Like with uniform where
it's spinning them out. You can see the difference
pretty clear here. So that's closest,
and that's uniform. Okay, the next thing we can
do is keeping the curve, if we say send
uniform with curve. It creates a locator on
every word you selected. We can press on the
locator and still move it and alter our
curve like this now. And this stays as long as we
don't clearly historical. So that's very useful as well. If you want to align the
curve with something now. And then if we're
happy with this So, we're happy like this
then we can always press clear the
history of everything, and it's gone. We have meg. So that's this menu. Okay, now let's
take a look at how we can set those
marking menus up. So you can just copy mine.
I'm going to give it to you. Or you just create them yourself by going into the
marking menu Editor. Then this window shows up, then you can create marking menu. You can just middle mouse
button drag stuff in here. Or you edit it and type
your own code in here. So we can just set up
wherever we want it. We can call this then,
in this case, test. You can save it. Now it
should show up here. Okay. What we can do now is say, use marking menu in
the hot key editor. We have to save this one. Now we can open the hot key editor. H. Which looks like
this. And we can find the marking menus
under other items, use the marking menus,
and it should be here. So now if we want to
set this up to Q, for example, it tells us, Okay, these marking rings, this is currently used already. W, you can try whatever. Yeah. And yeah,
now it's set to Q. If we save this one and try Ka or Q and press, our
marking menush up. So yeah, that's how setting
up marking is works. Now, while we're in
the hot theater, let's take a look
at the hot keys. If you want to assign a
hot key to something, the easiest way to do it is if you know what the
current hot key is, or if you know what
the hot key is called. So for example, if you want to change the hotkey for Extrude, I know that the
application command must be something
with X extrude. So we can just type in Extrude. We can find, Edit mesh extrude, we can just assign a hotkey. Same if we know what the
hotkey for something is. So let's say I know I assign
the hot key to Old one, for example, for the
low quality display. So we can find it like this as well, and then assign hotkey. So those are the two ways
how you can find hot keys that already exist
and reassign stuff. The other thing is, if
we go to custom scripts, we can create our own hot keys for things that are
not in the system. For example, I have on here, it just extrudes and merges. So it performs an
extrusion and merges, and I put it to old
g in that case. So that's very useful
for stuff like this. Let's say we have this done, and I want to close
this hole with a point, I just press old
eggs and I get this. So it's the same as
going fill poke. But yeah, it's just one thing. Also, it's useful when you can't use bridge because
bridge only works when you have at least
four edges open. Like let's say, here I
can't really I mean, here I still can't
bridge, but let's see here I can't bridge. When I do bridge,
it just says you have an unequal
amount to bridge. So here, it's very useful to just use this open delete edge. Okay. That's pretty much it of
how to set up hot keys, marking menus and shelves.
3. 01 Image Planes: Let's start by setting
the image planes up. First of all, we want to create a cube that represents the
size of our character. So we have something to work with when creating image plane. So let's start by
creating a cube. We want to make it
170 centimeters tall, body wide body deep. Then let's select those
edges and connect them, so we know where the sympls. Now, let's snap the pivot
down to the bottom, and by rolling down X, we
can snap it to the grid. So now it's grounded. Okay. So now let's create a new camera. Let's
call this one. Wrap. Let's go to few
Image pra input image, and let's just select
our image pan. Let's go to the attribute or and change the alpha bit so we can see what
we're working with. And then let's just before
we try to match it, let's offset it a bit. So this image is
actually in the center, so let's offset it
a bit, like this. Now let's try to get our books lined up
with the character. So the first thing I notice is that our focal
length might not match because the
concept looks very flat. So let's select the camera and let's change
the focal length to let's try, for example. See, let's see it looks
way better already. Like, the ground
plan fits more to how the character actually
stands right now. Let's see. Yeah, maybe a bit more 57 maybe. Yeah, looks good. Let's
make it a bit smaller. Okay, it looks cool. And this is not the final image
plane anyway. We can always change
the image plane when we are actually
creating the blockout. But let's keep it for
now. Let's click on this little button up here next to the camera so it's locked, and we don't accidentally
move our camera. Then let's create some layers and groups so we don't
already clutter the scene, this one is called
size. Que, for example. Then let's put both of
them in our f group, and let's create two layers so we can hide
them individually. So this one would
be the size layer. And this one would
be the f layer. And with that being set up, let's start creating the Brocad
4. 02 Rough Blockout: Now that everything is set up, let's start by blocking out
the basic character shapes. Let's start by
duplicating this cube. Delete all but one side here. Let's hide our cube for now and let's remove the duplicate. Okay, let's make
this a bit smaller. Let's look for our camera
again. Now, let's see. We want to move this in a bit
so it matches the center. Out a bit, and now let's just create like a rough circle here. It's mirror mirror
in the center. Hey, best way to work is
taking a split screen, putting the ref in here, and
the perspective in here. For getting closer, we
can select the camera, go to the attribute editor and zoom in closer to this the
pain and zoom options. And now we can just work on this side and see
what happens in the set. So what we want to
do is get as close as possible to the
dimensions of our character. So we want to move this one in I want to know with
all of this in. Exactly. This is a lot of just tweaking and moving vertices around till you like the shape. There. Let's extend
this down a bit. Again, let's make this smaller. Same here, going no bit here. Let's extrude it
down a bit again. And then once more, let's
move those out again. Those to the front to
the back out here. Lo soft check but we don't
have those heartedges. Okay. I reckon these should
be moved slightly inwards. I also felt this should
be moved further inwards. C. Let's stroke this up again a bit to get this
out the parting to pull over. Yeah, as you can see,
doesn't fit perfectly. So I guess this needs
to get further in. And this is a lot of tweaking a lot of times
you do stuff that you redo and it's just
tweaking until you like the shape until it kind
of matches your concept. Let's see. All of this should look closer.
All of this as well. It's two round, I guess. Guys. A little further, I guess. So we want to do two
things in this stage. You want to it as close as
possible to the concept, but also try to get a shape that resembles what we want
to do in every angle, not just in the concept lingua. Because, of course,
we can't know what it looks from either side. So that's just guessing and yeah, best
judgment we can do. Little odd maybe. And Okay. Okay. Then here and here. You can also assign
material to all of this. Let's call this one. Both of them. And let's
call it white material. Let's make it white. Good. Okay, let's
leave this one now, and let's create a
blocked for the arm, like a rough one. Okay. Get some more edges in here. This round. It's roughly
here, I would say. I have this cut move. And okay. Also make this bite so
it can see go down. Okay. Okay, then
let's just extrude this outwards a bit. Hey. Let's rotate those
guys down a bit so they match better
with the concept. And we want to make this edge
look to the piece in front. So let's see. We can also get in here and use the words in
here to match it up. Okay, cool. Move this one out a bit. It should be way bigger
in the front here. Maybe like this. Okay, cool. Now
let's add a up here. Let's transform it out a
bit and move it back a bit. Let's make those two
grains colour as well. We can also mirror this
sleeve on the other side. Let's see, we want to
rotate this a bit, I guess. Again, this is the first step is doing a very, very
rough blockout. And the second step is then
merging everything together, make it more detailed. So we can actually finalize the whole thing
before we send it to Cebus. Okay, let's get into
this one again. Let's. Let's add
some edges around here we want to move out
the shoulder a bit here, so we want to have it,
maybe roughly here. See where we go. Snip goes. Gos for now. Maybe add one to appear and make
it a bit smaller. It's a bit to the
front, I would say. That's also move this to
the front, I would say. Also get in more loops here, more pulleys. We have
something to work with. This mesh doesn't need to
be, super clean already, but just what I have
a rough resemblance of the silhoutte we've
seen in the concept, basically. Okay. I guess it should be a little
higher up and further down. Okay. Stop stairs a little too high, move
them down a bit. Yeah, I guess this
should be fine for now. Let's make sure this is in
the center so that select those edges moves into
the zero and the X. Okay. Okay, next thing you
want to do is the legs. So let's just start
with the cube again. Let's get it position.
Let's get it up a bit. And then it's just move
those edges down a bit. And let's just try to find the shape or find the
position of the legs. Let's make them white as well. Also let's mirror them
so we can see it better. So that's it humor loops, and let's circlify
it and it's round. Let's get some loops in L one for the knee
at least for now. It's a little thinner here. We want to wide here a bit, move it a bit exactly down. Then let's ex shoote this up. Let's isolate those two guys, and let's get rid of
these faces here and merge those guys or move
those guys to the center. Let's take this edge
here, move it out. Let's make it all soft again. Here, let's leave it
like this for now. We should move this edge
up a bit, I would say. Those edges maybe a bit
inwards, looks a bit strange. Less a bit to the front. There was a bit to the back.
So we have this knee here. And also let's move
tos a bit to the back. Maybe not this much,
but a little bit to the back some of those ds in
so it just takes outwards. Okay. Not too bad. Let's
rotate those a bit. Let's add a loop around here. Let's a little bit.
Let's move it a bit. Okay, let's get one more
edge in the center here. Let's add it for
this one as well, and then let's move
it to the center. Let's work with this
one as well at. So I want to move those around a bit or maybe just
select those and say, did for. That's okay. Let's
add some loops here. Let's also add some edges here. Okay. Then let's continue
with the legs. So let's move our
concept down a bit here. And maybe let's for this one. Fill this face in here
and delete the rest. So we'll have something
to start off with. Make it a bit smaller, and let's just extra it down. Let's invert it, so
start backwards shaded, and let's also move
this into position. What we can do
immediately is give this new shade up.
Let's call this one. Black, wet. Let's make it dark. And let's duplicate to the
other side as well. Let's move all of
this a bit further. Beat like this. Yeah,
let's direct this. Okay, let's move this up a bit. Let's move those
three guys down. And then let's take
all of them here, except the back ones, and
move them to the front. Like extrude them to the front. Okay, let's turn
them out a bit. S. We've got to select those
guys, move them down. As those guys, we got
to move them down. This one we can just this one. Okay. Okay. The head, we can't really
100% mitrif the concept here, like the rotation
because it would look strange for
how we mirror it, but we can, roughly recreate
what dish look like. So we want to move
those way down. And together here,
so they're height. We're going to
collapse those guys. Et's move this one back. We'll be edge loop in here. Move it out a bit
like this, maybe. Let's close it up. Let's see. We want to add a dope in here,
move it down a bit. We want to move all of this
down a bit more, I would say. It's loops in here. So we have more to work with. Okay, we want to have this
little step in here as well. So let's do something like this. Okay. So we should sky wide up here. But again, this is
very rough still, yeah get all the shapes, roughly there before we
start detailing stuff. This, it's not too bad for now. Let's select all let's rotate
them ever so slightly, move them in a bit, maybe. But generally, I think we are
kind of there's we make it. Let's maybe move
this back a bit. Let's make it a bit bit maybe. Maybe that's also slide those guys a little bit up
so we have more volume here. But yeah, let's leave. Let's leave them for
now, like this. Okay. Let's move the camera up a bit. And let's continue
with the arms. Let's do it similar to
what we did to the feet. So let's just fill
this and extract this. So we have a separate mesio. Let's make it perfectly
round by circlizing it, and then let's just extrude it. For this, it's we can't
really follow the concept that much because the concept
test is bend in the arm, and this one is holding
onto something, but we want the
very natural pause. So we're just going to use
our best judgment here. Um, extrude this in a bit. Okay. Let's make this
a bit smaller here. Those two. We'll also set a
different material onto this. Let's call this skim material. Yeah, something like this. All right. Lift them a treadle. Hey, cool. My you should watch this a bit
smaller. Maybe not. Let's see. Okay. Um, so that's move the down. Yeah, roughly like
this I would say. Let's maybe move it
a bit to the front. Okay, cool. So now to
create the hand itself, let's just pin this again, duplicate it and everything
except the face. And let's make a square out
of it by between those two, let's just extrap this one. So that's the hand
itself, let's say. Si those down. Very rough just now
to get the shapes. See, maybe we should ng
this as well a bit more. Okay, then let's just create for now and use this as
our basis for freedom. Let's skate it up a bit. Now, let's see, we want to
have a little angle here, then straight and then
another angle here. Let's scale it down. Then we might want to
angle it a bit like this. Okay, let's see let's
duplicate this. Let's move it here. Again, and again, let's scale
this last one down most. Let's hold up a little higher. There, something like
this could work. Pull, and let's move
those words out a bit. Let's add a age pee. Car up a bit, as well. Now for the thumb. This one
again, rotate it slightly. Move it somewhat into place. Let's see. Smaller, I guess. Yeah, maybe somewhere here, and that's the issue here. Another one here and let's
move this out a bit. Again, this can be very rough and we don't really
care about pot, we just want to add the general silhouette of the
hind right now. Let's duplicate those
together side as well. Let's put the skin
shade on all of them. Let's see. Yeah, let's give them
for now like this. Now that I, let's add a loopia. We're losing a bit
of volume here, so let's add a loopia and
add some volume Binia. Those guys should wait. Xxs let's prove them
out a bit more. Okay, cool. And let's add this. Let's just create a cylinder. Move it roughly into place. So it's somewhere here, I guess. Scale it up. Let's change it to maybe 12 subdivisions
on the axis. And let's just roughly build it. That's good enough
already for the blockout. Let's give this new material. Let's call this one. Red, wet. Okay. Cool. Let's also give those hands this material
because the gloves, they will be red at the end. Cool. Next thing, I would say, let's work on the head. Same procedure as before. Let's start from a box.
Let's move it to the center. X axis, and let's just start
blocking out the head. Andy's head is slightly angled, so we can't really go for it, but let's see where we can go. Let's half of it, so we can work mirror it and just start moving
stuff into place. Let's at the npm. At the stun Okay. Let's add it on. Those inside face that I
created and I extrude it down. So flow which is going to the rough shade right
before we add details. So far so good. I some lectures here. So
we have more to work with. It's here for the nose. This will be very rough, though. It's just for us, so
we have something to see while we work on
the rest of the character, because the majority of this
will be done in Zbrush. You could also create
the whole head in brush if you want to. I just prefer doing it like this because it's easy and fast, and we can see the proportions while I work
on other parts of the model. To round right now? Let's leave it for
now. And let's start working on the headbod. They look very round, so maybe, let's just start
from a box again. But them up. Also,
they are angled now, so we might not want to match them
completely with the concept. But let's just roughly move them into the space
where they should be. Roughly like this, I guess, but let's not rotate
over an hour, guys. Yeah, something like this.
Spittle those edges. Again, let's duplicate it everything except
this one phase, so we can so we have
something to work with. And let's do this piece here. Looks like something
like this, I would say. Again, this can be
very rough for now. A bit tire maybe and flat. And wider on top, Is Let's do all wider. Let's cut it somewhere here. Hello. Let's add a loop here. Let's put a lattice
on those two guys on those two paces with one height division
so we can select those two outer points
and move this in. May you like this.
Let's make those red. Let's get those two black. Cool. Okay, then let's duplicate this again.
Let's move this in. And let's transform
components on this. So we can select this edge loop here and use quick pipe on it. We just need six subdivisions and we'll make it a lot smaller. Let's make this 1 gray. Great material, and that's
mirror the s as well. I think we should select
both of those guys and rotate them out a
bit like this movie. Let's see, maybe that's too much like rotating slightly out. So this one connects with this
one if we just extend it. We can also extract
this face and scale this down a bit
and make it gray. And then row those two. A Okay, I would say let's
leave this as phenom. We can also select all of this, put it in a group and call it Glock out group, and delete the rest. We don't optimize
inside this fine. Cool. Okay, so let's extrude
this inwards once, I would say, and then let
the rope and transform this. Okay, now let's
select those guys and grow the selection
color in black, and let's soften all the inside. So it looks like we're
padding on this. Do you know this again. Let's work a bit on this again. So we want to
extrude it inwards a bit and then downwards
and inwards. Let's soften those
edges to make sure those edges are
exactly on the X axis. Okay, cool. Then let's continue with
maybe a metal detector. So let's again, move the camera a bit with this
painting some mating. And let's start. Let's start by
creating cylinder. Let's cut it up. Move it
roughly into place here. So that's somewhere. Here, I would say Well, it needs to be further here
so she can actually touch it. Must be somewhere here,
I would say, let's see. Yeah, looks, looks about right, I would say. So
let's move it here. Let's skate it a bit, so matches our concept
better. Move in this concept. Cool. Then let's delete. Let's delete those
faces on the inside, and let's extrude
it inwards once. So we have some
thickness to this ring. Then let's add this connection by just duplicating it again, selecting those two faces here, liting the rest and
then bridging it. So we have this
connection piece here. Looks like we have to
rotate it so it matches. This may But it will
not match with our arm, then let's maybe align
it with our arm. So it makes more sense.
Let's keep it like this one. Let's see when we add the
bar, how it looks like. Okay. So let's duplicate this phase. But it's matching the face
connect this Bb so we have a nice square face
in the center. Okay, let's see. We want to extrude this up
and move it back a bit. Yeah, this fits roughly. Then let's slide this down. Okay. Now we want to
slide this face down a bit and extrude it like this. Middle extrude it like this. And we will need to go
roughly here, I would say. Then let's flatten this. This looks roughly, right? Okay. Now, let's select all the edges, like the dgops here
and bevlid ones, so we have a here. Select all the edges and belt, so we have a round mesh. Make those gals hard again. So let's make this one red. Well, it looks like it's
not perfectly round. Let's align our pivot
with this face, and then let's sk
together a bit. We can also select the adjacent use circle ize and
make them perfectly round. But at the end, we
will use our pipe anyway to make a
perfectly round bar. Yeah, this looks good for now because we're doing the
rough blockade anyway. Cool. So let's add
this monitor here. Let's just add a cube. You can also use snap together to snap an
acid onto another. That's perfectly
snapped onto this guy, so we know the rotations. So we can just scale this
up and move it into place. So the connection is down
here on the concept, so we might want to add
it roughly here maybe. It's a bit too white.
Maybe like this. Hey, let's make this one.
Let's make those gray as well. Let's move all of this
into our poker cop. Okay, cool. Then let's continue with the
little pat up there. Let's see. Let's start from a sphere this time because I guess the inner piece is a seer. So let's just start
with a sphere. Scale it up a bit,
and let's try to move it into a position
that would make sense like a towering
right above a face somewhere around here, I guess. Mount. Maybe fill it up a bit. Now, let's try to rotate
it a bit so it matches the rotation of the gyapia. Something like this, maybe hoop. We are something like
this looks good. Okay, so let's make
this one White. Also, a good practice
is let's create a cube. Let's move it exactly here. And by selecting the
cube, then the sphere, we get the transforms and the rotation
values of the sphere. And by tapping through
the rotations, we have the same
rotation on our sphere. Now when we snap it exactly to the centre
and in the loupe, we always know the
rotation if you want to align our pivot
with something. Cool. Okay, then let's say
this is the centerpiece. Now we need some side pieces, so we can already use
this sphere duplicate it and split it up like this, maybe just one phase for now, so we can see better
what's going on. Something like this, maybe? No, that's, let's add
a bend to this. Mm. Also I would say
that's tulips here. So we can add a bend
like this, as well. Here, let's make this white. Let's add to loops here and use added edge loop on them
so the bends more. Now let's move the pivot to this position and we can
mirror it along the x axis. Maybe let's move them
in further because this one looks like it's
out too much down a bit. Yeah, maybe like this.
Okay. Then let's move it back a bit as well. Now that you moved it
in. Was it looks like those guys should
be out further? Okay, cool. Now, let's add this pipe here. Let's duplicate this
group for this one. Move it into position. Scale it up a bit. This because now
we want to align these edges here with
the pipe basically because we want to use
quick pipe on those edges. So let's line this up
roughly. So back a bit more. Let's scale it up a bit more. Now let's add. Let's add a
babble on those two guys. So we have a nice
round surface here, and then we want to add a
babble on those two guys, so it's nice and round up here. And now that this
is nice and round, we can select those edges here. And use quick pipe on this. Only six hide
segments, bit bigger. Repress noFF nothing selected, and we use quick pipe again, it deletes the useless
notes. Let's see. Looks good for now, I would say. Yeah, let's keep it for now. Let's see how it looks when we have the rest done as well. The same method we're
going to do this guy, so we're going to duplicate it, delete everything
except this one face. At the loop exactly
where this pipe is. Add another look in the center. Now we're going to
extrude this out a bit, extrude it back a bit. And I guess back
like this as well. Put down. Maybe something. This, and let's beverage
this as well again. And we want to have this edge nice round as well so we can extrude those
two guys, for example. We align the pivot with this
phase and then this one. Okay, so now we can seed this edge loop
again here and use pipe on this probably six
again and a little bigger. That's usually again, delete thing we don't need
and make this 1 gray. And now let's align the
pivot with this box. Align the pivot. With one of those faces. So now we can mirror
it on the acetic. Oh, we need to break it down, so bake the pivot and
then mirror it. Okay, cool. We're getting there. Then it looks like I guess this is too long, get
some of this short. Then I guess we need this thing in the center here so it
looks like a cylinder, so let's create a cylinder. Let's again, select
the sphere and let's get through
the rotation loads. So it's rotated the
same way as sphere. Let's scale it up a bit and move it drougly
into position. It's just ext Okay. Let's make this black.
That's it for this one. Now, let's add those
cubes up here. So let's just delete.
Duplicate this cube again. Move it down a bit. Rotate it a bit. So the
rotations the same. Delete all but don't phase
again. We need to move this. Let's up here. I can't
really freeze it. Okay. D. Let's move it here. Okay. Like this maybe, then we
want to add this edge here. So it's more like a
knife shape, maybe. And then let's extrude it a bit. Lip the faces. Let's
make it white. Let's align give
it up here again and then mirror
it on the x axis. It looks like they're
matching up. Great. Then let's add those two
guys in the frontier. I guess enough for the
rough bucket of this guy. For the frontier,
let's add a sphere. Well, let's just duplicate
this sphere, rotate it a bit. So matches roughly where it looks like the point
where this guy looks at. So let's scale this
down, move it. So roughly like this. Let's make this one black. Should be roughly the
size that we want. Cool. Let's duplicate it again. Let's move it to this guy, but we're going to
scale it down all. In fact, let's work
with the cube. Let's duplicate this cube down. Yeah, let's work out this cube and make sure it's centered. Roughly the size.
Let's fit it all, but it's one phase here. Let's add a face here so we
can make it move around. Then let's extrude it
in. Get the face again. I guess this is to
be further out. Let's move it out with
transfer components. Let's add a bubble on those
guys, so it's rounder. Let's smooth. Let's add this to
this one as well. Maybe it's too wide, so let's maybe we just need
to move it up a bit. So it fits. Look out Ba. Okay, cool. Okay, so let's also put this
into a lookout group. And what are we missing? The only thing we are
missing is, let's see. We're missing this bag here. We're missing the hair.
And I think on the back, we're missing this piece. So let's maybe
start with the bag. Let's do this very roughly, so we're going to
duplicate this jacket, everything but those faces. Let's see then let's see how wide you want to
have this one, maybe. Let's start with this
can always change it. So let's extrude this
out a bit, let's see. Then let's make those brown. Let's make a new shader here. Let's call it brown material. Let's make it brown.
Cool. You need to extrude this way
more, I would serve you. But now we can
already see that this doesn't line up correctly, so it's changed as a quit. So the whole hop
piece doesn't, right? So, let's move this
up. Let's move those kinds up as well a bit. It's hard to see this
right now the concept. And let's also get
this one out of it. I guess this one
out of bit as well. This looks better already. Then let's add my loops
so one here, one here. And let's use central
to make this round. By pressing K, I can open my central menu
and make this round. Oop. Okay. Also it. Let's add. Yeah. Yeah, let's add a pebble down here.
C make this small round. I don't want to add too
many polygons for now, in case we have to change stuff. But I think this already blocks in the
volume. Pretty good. Maybe it's too big. Let's see if we want to make
it shorter maybe. Let's add it strap on this guy. Okay. Let's leave this one on. And then let's add
this back piece. S. Okay, that's basically a box, so let's just add a cube. We're roughly in that
position here. Maybe we die. Let's see. I just want
to add this for now, so we have it there, but we will define it
further when we do the more defined blockot. So for now, we can really
just keep it as a cube. Cool. So all that's completely
missing is the here for now, so let's continue with them. Okay. So what we want to do is we
have two pieces, we have the piece on the head. It's helpful, then we
have this back piece. So let's start with the
back piece, I would say. This will be very rough as well, because the majority
will be done later. Just want to have a
rough understanding of how the shapes will look. So we want to have something
along those lines here. That's it. Yeah, that's it. So dopa around this. And that's at the Lupia. So we can add some
volume to this. Exactly. Let's add two more
tumor H luxeum. So we have a edge to
work with here as well. Let's make this black for now. Again, this will be very rough just to have something here. The majority of this
will be done later on. We define the
individual strengths either in the hypolyhase or
in the rough blocked fact. I tend to do it in
the hypolyphase because then I can already, work on the strengths
themselves, and don't need to worry about
blocking them out first. I just organically
move them around. Okay Okay. So let's keep the big piece
like this, maybe, already. Again, this is just might have nothing to do with
what we have later. Just want to have
something there right now. Then let's add the
piece on the head. Let's just duplicate the head. Let's select some
faces that we want to keep for this the rest. Transform it out of it, make
it black and mirror it. Let's make sure this edge
is still the serial actaxs. Let's see we don't
need this, I guess. One of the gut. Also, this is just to
have some representation. Right now, it might change a lot either
in the hypoliphase or rough in the more
detailed blocking phase. So we want to have them go
around the all of this. Let's just select
those edges here. Let's extrude them inwards. Okay. Okay. Let's move all of this into a blockout group,
so it's nice and clean. And yeah, I would say that's it for the rough blockout phase. In the next one,
we will continue with each piece and
make it more defined, and a basically the
final silhouete we want to have in our ipolym.
5. 03 Detailed Blockout: Now that our rough blockade
is basically done, we can start by creating a
more detailed version of each piece that we're going to use for the creation
of our hypolaor. So let's start with something easier let's start with the bit. If we look at the concept again, we have all the instead we
just need to define them. So let's start with
the centerpiece, and let's add those three eyes. But that we're just
going to use spheres. And let's move them into place. Let's rotate them slightly. Let's squish them a bit. Let's move them
roughly into place. Let's give it the
black material. Now we want to rotate
them around the center. To do that, we're going
to create deleted word. So we have a flat surface, then we're going to
poke it, so we have a center word again. Selecting both, we can align the pivot to the center here, and pool it down D. We can align it to one
of those faces, snap it, and then bake
it. Make the pivot. So now the pivot
of this is baked. As you can see, if
we rotate this, only the Xx changes
in the channel box. What we can do is set X to
zero, delete duplicated ones, put in hundred 20, again, under 20, and then select all three of
them and rotate them. So this one is centered. The bottom one is
centered. Like this. Okay. Looks cool. Okay, let's continue
with that piece. It looks like this should
follow exactly this curve. So what we can do to try
this is duplicate it, center a pivot, scale it up. And as we can see, we
need to move this closer. Here it's already Nice, I would say, we just need
to move those words closer. Yeah, let's do this.
It's all good. We can also add a
bevel on this guy. It looks good that's
the big sphere. Let's take a look
again. Let's combine those act here.
Let's add one here. Or maybe let's get rid
of this one and use edge flow move it's companion. Okay, so we should have
a nice round surface here. Okay, cool. Now for that piece on top, we want to also create this. So let's extrude
this inwards a bit. Yes. Then let's extrude it
outwards and inwards a bit. Let's make it white. Okay. And let's add this
thing in the front. So let's start with a cylinder. To make sure it's in the center, we can connect those ones. So we have a centre
here and snap it here. We just need to
rotate it in place. If we move it all the way back, we can also check again if we actually align with the face. This So a little
bit more like this. Okay, cool. Then maybe let's change it to only 12 phases so it's
easier to work with. Let's kill it up to the
size and the concept. So products like this. Maybe a bit smaller. It should be gray. And the center we're gonna do like So also let's create another edge here. Let's select these
faces and move them a bit back. So we
have some depth here. Okay, it looks cool. This piece should be fine at the end. We just need to add some supports and smooth
it to have the hipoly. Cool. Then let's start
with those guys. They look like they are
not just bend like this, they are also bend
like this upwards. So we have another
edge here, maybe. But I guess the
easiest way to create the shape is if we
start from mispa again. We move it to actually go
to space, scale it up. We can also select
again the cube and transform duplicate
our transform lots by taping through them. Let's change this to 12 maybe. Skate it up and
then sqaches down, so we have roughly the
shape that we want. Also, we have to compare it
always with our concept here. So if we start with
something like this, some of this speck. Movie. That could work. So let's select those and those
guys bridge them. Let's go I'm heading
for both sides. Okay, this looks cool.
Let's do it like this. And in the front. What let's make it wide first. Let's move all of
this back just a bit. Let's combine those so we
don't have so many edges here. This looks good, I would say. Maybe it's still too big, so let's squash it down a bit. Maybe moving in a bit. L maybe it looks cool. It looks like it has a
slight bend altogether, so let's add a slight bend here. Let's make it a little bit
more than what we have, and then let's use
a Bible on it. So we can create multiple
edges in there already. That also means we need to
scale those up just a bit. And then use A dig
concept. Cool. For the brand, I think we should move some
of those edges in a bit. Let's select some of
them, slide them in. Just a bit. Let's select some words here and let's use our sent tools
again to span them. Yeah, this looks good.
Maybe more in what here. So yeah. Let's use digital
Bon guys on top, those guys. Okay, it looks good. Now
let's delete the big piece, so we can just
duplicate it backwards. Let's just snap the pivot to one of those points and
duplicate by the set axis, let's combine this and align
the pivot again to one of those places here and
bake it. It looks good. Now we can mir it C. This
guy still looks cool. I guess it's too long, so
let's move it a bit ick. Let's make things a bit shorter. Exactly. See, this guy might
be a little too thick, so let's make it a
little bit thinner. It also looks like we have
small little things up here, so let's create them as well. I guess it's just cubes for no. See, small cubes. Let's great them up
a bit. Moved on. So one here. Let's see what can we
do with them so they look not just like
sphere like cube. We could do something like this. Or let's see if we just make
it asymmetrical like this. I could also work. Yeah,
let's do it like this. T and then let's duplicate it. Again, let's align the pivot. Be it, that's fine. S and that's what we back. So we have the second one Okay. And for the connection, I would say, this looks a little bit too much Maybe let's get rid of this
completely of this line. For the connection, I would
say let's just a cylinder. So let's create a cylinder. It like 66 edges. And easy way to snap
this to the surface now is to use the
snap together tool. So we can just snap
things together. We can find it in
this menu here. Let's ke a little bit. Let's just move it here.
Let's make those guys soft. Let's make it white
as well. And to connect it to this plate, we can just do like
a spherical piece where it can rotate around. So let's just use a sphere
for now, let's move it here. Let's make it 12 by 12 as well. Let's scale it down a bit. And let's just say we would use a sphere like this
where it rotates around. This should be movable. What's a bit more?
So like this, maybe. Yeah, let's just extend
this. Okay, cool. Now, let's snap
pivot to this guy. Let's duplicate it. Snip pivot
and it should work ready. I guess we just either we make this strain or less I'm round. Let's see what
like this for now. Let's make those guy
gray though. Okay, cool. And let's select them. Let's align the pivot
here, and again, first D, then then big. Okay. And then we can mirror Cool. Maybe we should make
this all a bit smaller. So let's let's
pivot to this pace. Edge here, works like a charm. This phase, and let's
move it in a bit. So this piece is not that long. Yeah. Same here. Okay, cool. Now let's work on those guys. I guess we're gonna do
the same at the end. We just want to make
sure this is all ally, and then let's just add the same kind of
machines to this. So yeah, let's create
a cylinder again. Six divisions should be enough. Let's snap together. Snap it in. Make it small again. Let's extend it.
It soft and gray. Let's also create
the land after that, ice, move it to the
center here, sickly. Let's make it gray as well. And this one we can
maybe make it bigger. Let's also do it it hehlps. B. Okay, cool. So the candidates. It's not vivid bake it.
Not the wrong axis. Duplicated On the Y axis. Okay. So the only piece missing
is the spec piece here, and we don't actually
have a reference for it, so let's just just create a dog, like a little dog. So I would say let's extrude
it a bit like this going. Maybe extrude it a bit more. Let's see. Maybe move
the whole thing in. I'd say the rotation is a bit off compared to our concept, so let's rotate it a bit more let's just should
be the correct axis. Just make sure it looks good, yeah like this, I guess. This guy we can really put a
jam on maybe not that big. Okay, but I would say that's all the pieces we
need for that guy. So let's put all of this
in our Loot group again. And yeah, that's fine for now. And the next time we
want to touch this piece is when we create
the hypol of it.
6. 04 Metal Detector Blockout: For the next detailed blockout, let's do the next hard surface
piece that we have here. Let's do the mine dictum. Let's hide the rest for now so we can concentrate on this guy. Let's move our camera in place
with the pan and Zombiu. Let's see. Okay, if we hide the
blocked for now, it looks like we have
this round piece, which should be
basically what we have. Anyway, this guy looks like
it's not rotated correctly, but we checked before,
and we need to do it like this so it
matches our character. So let's leave this like
this, but it looks like it has some cylinders
here that move apart, and then we have this
big part in the center. So maybe let's start with
that part in the center. So the easiest way to create a nice perfume is if we take
the mesh we already have, let's put a nice on
this nice dance stone, so it's really nice and round. Let's just select one of those edges here and
let's use the quick pipe. Creates us a nice,
perfectly even pipe. We just need to
scale it up a bit. And move it exactly
where you want it. So let's align there. Leave it, and let's just move it to the very center
of this piece. And then let's delete
the other one. Okay. Let's press quick pipe again so that it's
this unused note. Okay. So that mesh is fine. So what we need to do now is
add this front piece here. Looks like it, it's
roughly the same size, and it's flux with this piece. So let's just add two bubbles, transform it outwards a bit. Let's make this guy's hard. Let's make it black Okay. And let's it looks like
if we look at this, it looks like it's stopping
here, so let's skip this. But it also looks like it's flat in the front because
it has some button on, so maybe let's select those
guys and delete them. Or we just the front one? Let's go back before we kit
that wing kit that itch. Let's touch it, in fact. So we have our separate mesh. And now let's let's do something similar we did
before with the sphere. Let's align the align the face the pivot in
one of those faces. Let's squish it down a bit. You still need those cos. Oop. And let's let's align it here. So let's snap it here.
Align it here. Make it. Let's duplicate it.
To the back like this exactly let's just
combine it and bridge it. So then the pivot
again, bake it, maybe scented,
throat a little bit, so it matches our concept. Maybe like this. Let's see. David like this finel
let's build this, build that, extend this a bit. And's see so it's in
the center of our pipe. Okay, cool. Then let's
get rid of that guy. 16 a bit more. And now let's add those guys. Those should basically
be cylinders. Let's scale it up a bit. Again, like 12 sided. Let's use snap scale so we
can snap it to the side. Snap together, I mean, sorry. And let's do something
similar again. So it's up to. Let's actually scale this down. So we have this pipe.
Basically right. And then let's
extrude this ones. Let's add a edge loop
here and now detach this loop edge loop and
detach it in the center. So we have two
different pieces now. So now if first of all, we can scale this up a bit, so it's so it's overall bigger. But then we also can take those guys and move
them apart a bit. And now let's bridge
those guys again. It's a recent the loop, and let's align it
with the a cool. Let's make this
little less thick. And now what we can do is we
don't actually need this. We can bridge those top guys
with those top guys and those bottom guys with those bottom guys and then just steady this and then just
fit the hole in the center. Soften everything, but
let's make this face hard. Say, Yeah, let's
make those cuts n. Okay. I guess this is
roughly how it looks like. Maybe it's rotated p. Rotate it backwards a bit. And maybe this is a little bit smaller, so
let's skin this down. Maybe those guys are moved in a bit. But roughly,
I think that's it. So let's just move this down,
so it's in the center here. Let's make those guys longer. Well, let's do it the
other way around. Let's move those guys up a bit. Up, up, up. Like maybe. Let's do both. So let's move this up a bit. Let's take all of these guys the lend of this face and move
them down a bit. Cool Now let's take this guy. Let's poke this, so
we have a center, so let's align pivot again. Move it to the center, which
was move it to the center, bake it, and let's mirror
it on the set axes. It looks like our circle is
not aligned with this guy. That's our main issue right now. So let's select the whole thing. And let's try to
align this manual. Which is strange because
I thought we it. Okay, but then I
guess we should need to select all of it again
and move it down because, you know, it looks
like it's too high. Okay, let's make it
both of those guys. Great. Let's close
this hole. Hold. Okay. This guy is
basically fine. We can really, like, maybe
put the babble on this maybe. Because that's what we're
gonna do at the end anyway, so it looks more like
the final piece, maybe. Okay, cool. Now, this should be fine. Let's go up to this monitor. Okay, so it should be a little
bit thinner, I would say. It also have a connection
around this piece, so let's duplicate it. Let's delete everything
but those edges, and let's add edge appear. Selection delete. The line is pivot
with this edge, so it's perfectly straight. So we have this nice
this nice piece here that's perfectly
aligned with our sphere. Let's extrude it a bit. Let's make it smaller. Let's make this gray as well.
Let's make this 1 gray. Here we can already make
those ss rounder, maybe. So it's more like the final. I guess we're growing
up. Yeah, I mean, it's been brothers no
sets as well already. Now, let's add a
connection here. So I guess we're just
going to do a plate here. So let's combine those guys. Connect those guys
with the centerpiece. That's duplicate again. Let's delete all but
those two faces. And that's pebbles.
Make it a bit smaller. Okay. So we just
have this face now. Okay. So that's why it
should connect, I would say. Let's let's move this in a bit. Let's scale this a bit. Let's freeze this. Looks like it's broken for some reason. Tick now, let's make
it a bit smaller. It's the pivot let's go. Okay, it looks like
it's broken for some reason. Let's
deck with the history. Let's see it again. Yep. And now just extrude this through here and then extrude this down. And now let's give
it some thickness. And that's basically
the connection we're going to do in the
hypnlator I would say. A little bit thinner, maybe. Maybe we should align all of
this a bit better, this Yep. Then it looks like
she has a grip peer. Let's add this script. So for this script, I would say let's start with a cylinder. Let's do a 12 sing. Okay, let's do it first
and align it later. So I would say it's
like one of those guys. That's like, looks like like this cube
but with round edges, so let's just move this
outlet scan, let's reach it. So we have these nice
round edges here. Then let's just let's move this out a bit
with more space. Let's move in a bit, I guess. Let's take those guys now and
let's move them in a bit. Then let's select all of them, and let's move them
down and back maybe. And then down again,
see how this looks. This could look cool, I
would say. It's nine a bit. Let's just make sure it's more
into the front, more down. Let's maybe squish it a bit. Something like this, maybe. Make it all soft
except this edge up yep and this glop down here. Let's make it tck let's also add a piece around here where it's attached to the metal pipe. So let's still the rest again, let's scale this up
and move it in a bit. Let's make it black. This could work. Okay, cool. And now we can see,
especially on the back piece, we can see there is this piece where the back of your
arm would lay in. So let's create this piece. And it's pretty easy, I guess, because it's just like
half of a cylinder, I guess, and connect
with a cylinder again. So let's create a
signal right now. Let's snap it to this word
here. So it's perfec line. Let's scale it up again. Let's rotate it. Let's rotate it. So the x
is lined up with this guy, so we can actually move it out. Or let's make it align
with this guy here. So it aligns with our
piece in front of you. So like this. Let's move it out. See how big is this right now? Yeah, it could be bigger. This maybe. Cool. Let's move
it down. Make it thicker. Let's delete the inside of this, and let's delete those
guys in the front. And let's just give
it some fixtures. Exactly. And then
let's do the same, maybe let's just duplicate
this guy. Align the pivot. Let's move it upwards. It didn't work perfectly.
Okay, so let's duplicate this. Let's add a ha pea, let the rest and extrude it and give it some
offset as well. Let's make this one
black, as well. This one black. This
one black as well. Okay. Then I would say it
looks on the back. We have, like an extension here with some black peace on top. So let's do this allow
as well. Okay, cool. I would say that's it
for the rough blocked. I know we're missing
those cables, but I think I want to
create those cables when the character is basically done because we need to attach
them to the character. As soon as the
characters are done, it wouldn't really make
sense to attach them now. So let's leave those
out for now. Could
7. 05 Jacket Blockout: Now let's move forward and let's work on the biggest
part of the blockout. Let's work on the jacket. So let's hide everything
else for now, so it's easier for us to concentrate on it,
so we only see it. Let's go to be all
of this. Okay. If we take a look at
the concept again, let's see where we need to go. Okay, so it looks like we want
to add more to this part. We want to make sure
we know exactly where this leaf meets the torso, and we also won't define
this leaf itself here. Okay, let's go. Let's start by adding more
geometry to the sky. Like this. Okay. Now, let's
for now with soft selection. Let's see if we can move this roughly into place before we use sent tools. We like this here. Okay, then let's
open up sent tools, and let's use it on with
those guys maybe first. So we have a nice
round each here. We have too many polygons.
Let's collapse those guys. Let's use Senegon. This looks cool. Okay. Let's use it here. Also make sure that this order
here is nice and smooth. So it's also sent here. Okay. And let's also use it here. Let's take a look at big few. It looks like it
goes down and over. So this is fine. So let's just make this nice
and round here. Yeah, maybe like this. Sure all of this is soft so we
can fel it better. Make this nice and even. O. Then I would say, let's make sure we have a
nice smooth border here where the sleeves
meets the shoulder. So let's for now, add a add a circle here and
put some harages on it. So we always know which
one is the connection. Maybe let's even cut
a hole in it so we can figure it out better, so it's a moo polis it
should be around you, I guess, looking at the concept. Mm. Hide this one now. Or, let's also find it in our outliner so we
can the unhide it again. We should add some edges here
anyway, so let's do it now. Let's move this forward a bit. Let's use Ed the edge
those guys, cool. Let's also extend
this edge right here. Maybe like this. It looks
not too bad, to be honest. I think we should also let's
get rid of those inside. I think we should also give
this more dep for now. That's too much, but
I guess, something like this, at least. Yeah, let's extrude
it inwards, then. And let's also split
it around here, maybe, and let's
color those red. So we can really see
what it would look like. Let's make sure those are
in the center of our scene. Okay Let's move this
around at more. Yeah, this is not too
bad, I would say. Okay, then let's unhide
this shoulder piece, and let's snap it to this. So sorry, snap snap the words, so we have this
nice matching up. Let's add those two
edge loops here. Let's use the edge loop on
the guys it's flowing, sorry. Then let's snip them as well. Let's use it on those gals. Yeah, we can use it on basically
all of those gulls now. So we have a nice round cylinder here. Okay. Okay. Then let's take a look
at how we're going to connect all of
those edges up, so we're just going to
move this one down, select the bottom ones, and use loop on this. And we can do the
same on this guys, so we're going to
connect them down here. Start with this one and
use a loop on those guys. It looks like,
shouldn't happened. We need them to separate.
So, let's look let's loeslo. Let's get rid of this. Let's
lo. Okay, it looks good. Okay. Now we just need
to make sure that our volumes are still
correct, but this looks good. So let's add, I would say let's add two
more oopsie and give the scale this up a
bit, move it out a bit. So we have some volume here. Because it looks
like on this side, it has some bend to it. So that's good. Let's also
maybe make this a bit smaller. Okay, cool. Then let's I would say let's add one
edge loop here maybe. Oh, no, I looks pretty straight. I would say, let's
leave this for now. But what we can do is we can
add this detail in here. So that should let's look
at the B view again. Okay, it's not connected
to the B view. Let's see. It's about this detail here. I would say let's cut it
down here. Like this. And now let's make sure
let's combine those two. Let's make it hard for
now so we can see how it looks compared to this guy. I think we might want to, we might want to edit this a bit. This looks a little more thin, I would say, on
our concept here. Let's move those also in a bit. Let's continue this edge here. And then let's add Now
let's add a loop here. That could be good. So let's add this loop
here, connect it down here, so we have this continuous
loop around everything, and then let's select
it and transform it out just a bit. So we
have some volume here. Exactly let's make it hard. Make sure the sun
is hot as well. Good. Then let's align it a bit What so that's this part. Let's make sure this
is scented again. Okay, cool. Now,
let's get this red detailing to
indicate everything. It doesn't need to
be perfect now. But I would say it's like
something like this. Then it goes down
to here, maybe. So let's get rid of those guys. And then inside, we
have the red material. So let's do it like this. Let's extrude this down to here, maybe and then forward. Let's snap it to those guys, and then let's just
select the edge and move it in a bit like this. Okay. Now let's
bridge those guys. Then let's just move some
words around so it looks good. Okay. Okay, good stuff so
far. I would see. Let's make sure this is white.
Those guys are not red. All right. Okay, cool. Maybe let's make it a
little bit thinner all of this. Still a little thin out. Okay. Okay, this looks good so far, so let's continue with
this leaf itself now. It looks like it
should be further out. So what if we just
select those guys, move them up a bit, and
move those guys in a bit. Yeah, it looks better already. Let's move those
guys in bits better. The majority of this
will be done in brush, like all the folds and everything
we will eat in ebrush. We just want to have the
rough silhouete for now, so we have something to
work with inside ibrush. But the majority will
be done in Zebrus so let's not overdo it. Because the more we add here, we sometimes need
to go backwards in ebrush so it's
easier if we have a very plain looking
mesh right now, like just a silhouette, nothing else, and then the
rest is done in Cebush. Sometimes easiest. Especially if you know already that you
want to push it to Cebush. So this could be fine already. Yeah, this could
be fine already. Then let's add this
red water bottom here, so we have to slide up a bit, and then let's add a loop here. And let's cut this piece in and also let's cut this
bottom piece in. Let's delete this. Combine this guys, select
it and make it red. So this guy. And then let's add a loop and transform it out a bit, so we
have some volume. Make sure it's in
the center again. Okay, cool. You can also
make the belt black already. And we can also add
those little details like we want to have a belt
buckle at the end in front. So you can already do
the cylinder here. We also want to have
the Stipa here, so's duplicate the cylinder, move it up a bit, a
little bit. Like this. Make it smaller and move it into place, looking
at the concept. Like this, maybe. Looks like it's wider at the
bottom and further out. Let's make it a bit smaller, make it redskin red. Looks a bit too big, to be honest, so let's
make it smaller. Let's add one here and make
it going inwards a bit, so I have already this
shape here as well. Okay, then let's add those details at the
bottom of the jacket, so let's move the camera down a bit so we can see them better. So I would say that's
like a cylinder here, just with six sides. It's smaller. Let's move
it roughly into place, looking at the concept as well. Let's expand those this
make it soft and red. Let's mirror it to
the other side. Let's make sure to convert it to a separate mesh
with this icon up here. Now let's move this one into
place and extend it even more. Hey looks cool. Maybe we want to add
some volume to this. So let's use thickness and offset to add
some volume to this. Maybe like this. And then also, let's extrude it
upwards a bit and scale a bit. Okay, cool. And then, again,
let's make sure that those words in the center
are exactly on the axes. We're using their menu up here. To make all of this
soft. Cool. Now we can position this inside this asset and
it's not hovering. So it's easier for us to
work with at the end. Looks like there's
closer together. So let's do it like this, I guess. Okay, cool. Then let's add another cylinder. Again, with maybe 12
sides now because it's gonna be a bit
bigger for those guys. So it's wider and bigger. Red. Let's make sure it's
soft again, too big, maybe. Duplicate them here,
rotate them a bit. This should be rotated
outwards, I think, a bit. Yeah. Okay, so we have those two guys, and for the knots here, we can add Tauruses. So Taurus with 12
and 20 sides maybe, or even less, can also
use six and six, I guess. Sk it up a bit and maybe change the radius a
bit so it's not as wide. Move it here, add the red on top. It smaller maybe. Duplicate it, rotated,
move it a bit, so it looks like they
are intersecting, and that's the knot. Let's duplicate this knot
and let's move it down here as well. Okay, cool. Maybe make this a bit longer. Maybe those guys are too thick, so let's select them and do a transform components on them. Just a little bit more. Maybe those guys are
too thick as well. Maybe let's just make
them a little smaller. Well, let's leave it for
now. And let's let's look at it when we're
doing the hypol but I guess they
are a bit too big. Okay, yeah, so let's put all of this into our
block card group again. Let's check again the back
if we missed something. Looks like we missed this piece at the back here.
So let's do this. Some of these up a bit. So it's just like a
asymmetrical triangle. Best way to do it now is
let's duplicate those guys. Let's select those edges. Or let's combine the edges
first and merge them. Let's select those faces
here, delete the rest. Then let's just add
this detail like this, cut in the triangle
and extrude it a bit. So we have this
shape here already. Let's make sure the offset is big enough and the
extrusion not too big. And let's take those edges and move them up a bit so
they intersect with this. Let's move those this side
a bit. Exact like this. Okay. And I would say I would say that's it
for the for the check.
8. 06 Headphones Blockout: Now that the check it is done, let's continue with
the headphones. So let's again, select
the headphones, and let's hide the rest. Miss the piece. Okay, let's take a look
where we need to go with it. As before, because of
the head is rotated, it's pretty far off. So we have to basically just interpret it without
sticking to it super close. But what we can see
already is like we have a flat distance here with those two cutouts here and not like us
with just one line. So let's start with this. I guess the easiest way
through this is just, let's move this out
a bit by scaling. So we don't just move
this one edge out, but we scale up this whole. Like, we move out all
the edges, basically. So let's do it. This maybe
let's heavily that end. So we have this
flat surface here. But it also looks like
it's rounding in. So let's try let's try adding a pebble on
those guys as well. Maybe a nice and round one. Bye. What if we make
those hard now? Are those guys soft?
This could be, but it also looks like
those guys are smaller. So maybe let's add an
edge loop around here. And let's try making those a little bit smaller like this. Maybe let's get rid of
those. It looks like we have this is coming in more. Let's combine those. Yeah, so maybe let's make this
smaller as well. But this could be
it, to be honest. Looks like it's like a
capsule that got cut off, so Yeah, we might. We might want to keep
it for now like this. Then we have this
black de telim. So let's poke this so
we know the snap it. And let's create a cylinder. Create a cylinder, and
not too many sides. Let's do 12 gen and use our snap together to
snap it to the center. Then let's make it smaller. Let's make the front
a bit smaller tapers. Let's make those guys soft. And then let's put the
black material on this. It looks cool. Now to
those guys on top here, they should come
in at one point. So I would say let's delete half of them
and let's mirror them. So we only need to
work on one side, and then let's get
them bending here. So easiest way to do this is to use multi cut and
create a 45 degree angle. Then we're going to
delete the rest, and we're just going to
extrude in like dist. Let's make the sky soft. Okay, it doesn't look too bad. We also have this
detail around here. So let's do this as well. Let's add an edge here. Make sure it's straight here. Let's add another one here, and then let's extrude
those guys a bit. No extrude but scale
them up a bit, so we have this detail here. Cool. Maybe let's make
this a little thicker. Yeah, could be a good idea. Okay, cool. Now let's continue
with this guy on top. It looks pretty straight.
He says this babble, so I would say, Let's
keep it like this. Let's just add this babble,
nice and big and round. And then let's just
give it some depth. Op. Let's let's make
sure it's flipped. Now let's select those guys, let's delete the
center one though. Let's select those guys because
it ts like this detail. You can really at this,
so let's scale it in a bit and then
scale it out a bit. So we have this nice detail. Let's delete all of
those faces here, and let's move them
all to the center. Yeah, I guess it looks
something like this, so we have this
harder plastic on the bottom and this I
don't know fabric on top. It looks cool. Now let's
continue with this thing here. Easiest thing, I
guess, to create this is to duplicate those guys, combine them, and weld them, delete all, but the
center face ring. Let's add this line and center
bevilt and make it bigger. So we have um straight lines on both sides
and all these angles lines. Let's make it as
wide as we want. So 12 maybe on this or point or yeah, let's
delete the rest. We only need the top
half of this apparently. Let's extrude it a bit. This exactly. And then let's extrude this. So we have some thickness to
this metal piece as well. And it looks like
it's going into this plastic piece and
connecting to those guys. So this should be fine. Let's mirror it again. Oh, all but this piece. Because this, I guess,
is like I don't know, we don't need this on
both sides. Okay, cool. Okay, now that this is done, let's show all again. And let's work on this
guy at the back yard. So let's move our
camera. Let's It looks like it's the transmitter
for these, headphones. It looks very easy to do. Let's first of all,
delete half of it, so we only have to work
on one side, so align it. Live it to this, bake it, and then mirror it on the
set axis. Now, let's see. We need a box in
the center here. So let's create a box. Here, I guess. Let's extrude
this and offset it a bit. It's nice and evil.
Witten this out. We can slide those edges. So we don't have
useless edges here. We can get all of
these a bit bi. So all of those
guys we don't need. Then let's also add, I guess we need to
move this up a bit up a bit, maybe a bit. And let's also add this
step at the bottom. So let's get rid of
this edge for now. Let's create one,
nice and straight. Add another one and move
this big I would say, move this Yeah,
something like this. Then at the top, we
have these pieces where the straps are connected.
Let's add those as well. Let's for now just
create this line in the center, and let's bevel it. Then let's add Puma lines. So, let's bevel this line because it will
give us two lines. With che fa, exactly. And we're going to add
this detail indiana. So this up, it's
also disconnected. Let's add two lines here,
so we have the center. What we can do now is snap
those, but don't weld them. And now if we take
this edge and move it, we have this sidewall
already of this piece. So let's let's make this like
a roundish thing like this. Let's make those guys harto. Thus hard, as well. Those guys we don't need.
Yeah, something like this. Okay, then let's also
a cylinder final. Okay, six sided
cylinder or something. Let's Let's use let's use snap together snap it
onto this side wall here. Let's make it
smaller and longer. Let's move it roughly
into place because that's where the slings gonna
connect at the end. Sling's connecting to
the belt. So here. Maybe or maybe more outwards. Yeah example this. Cool. Then let's let's again, um, move the period
here, bake it. Come on. Pivot. It's
align the pivot, move it, bake it, and duplicate it. Good stuff. Then it looks like we have
two buttons on the sides. So let's add those. We can also use Snip together
on those guys. Okay, so all. Let's
scale it up a bit. Yeah, one here, I guess. Let's rot it in a bit, so aligns with our mess here, one here and one
up here somewhere. And then also one
here in the center. So let's duplicate
this move it here. Up here, somewhere. Let's move. Let's use snap
together here as well. Snap together.
Exactly. Roughly here. Let's select all of
those new meshes now and those guys
and make them gray. Okay, cool, and
let's move all of these in our locket group. Okay, now that this is done, we can also do the
connection to the headphone. Let's say, because
in the concept, it looks like it's going
the wire is connecting, not on this guy, but
it's going over it, wrapping around and
connecting to the back. I think this is a
little tricky for us, so I would prefer it if we have one wire going from the
headphones to this piece, then we have another
wire going from this piece to the
monitor, I would say. And then a second wire
going from the monitor. A third wire going from
monitor to the front. So we have a total
of three wires, rather than have this one
long one and then one that's just wrapped around here.
Okay, so let's do this. The easiest way is by creating the simple shape that
we want with sphere first. So with a plane, in fact. So let's
start with a cube. I would say let's move it to
the center here because we want the connection
at the bottom here, so the wire comes
out somewhere here. And let's just do it roughly,
so it goes over this piece, goes down here, then moves
back here somewhere. Moves back here somewhere. Then moves down here and
connects somewhere here, I would say change
this later as well, but somewhere here, I
would say it connect. So now let's just add edges
in here. So we need one here. Another one, let's see. Another one here because
it goes out straight, of course, of this
guy because there's a metal connect or something. So it goes out straight. And then wraps around here. Something like this, wraps around the shoulder,
comes up here. Okay. Let's add a
bubble to this guy. So it ends around here. Let's also add bubble here. Let's also add a bubble. Yeah. So I guess that's roughly how it
will work. Maybe a bit. Let's see. Like this maybe. I should all be a little
closer to the body because it won't really
move over the body, I guess, on top of the shoulder. And then in here, let's move this one out a bit,
I would say, or up a bit. And let's also add a bubble on this. So
it's nice and round. So we should also add some more edges here and or use a lateral to
make them nice and round. I like this. But going
to have a nice cur here. There's still a wobble. Okay, looks good, though. So now what you want to do
is at a center loop here, select this and use quick pipe. Now in quick pipe, we want to
say six sides or something, and let's just make it smaller. Way smaller de. Then let's click somewhere else. Click Quick bike again.
Quick pipe again, so it deletes the unused notes. Let's delete the cube
we had for the plane, and that's color this black. And that's our Um, why or not? All we want to do
now, I use sprick? Yeah. All we want to do now is create the connector as well. So just to duplicate it, delete the rest, make sure
this is nice and meat here. Just move it up a bit and
give it some thickness. Uh I guess that's
enough for now. Let's make it this
gray. Basically we will figure something more
unfular later, I guess. Same here. Let's
just duplicate this, make sure this is straight. And that trust. I think it should
look like one of those connectors you have on guitars or something,
you know, small ones. So let's keep it a bit
longer. Yeah, cool. Okay, I would say that's the blockout we need for our headphones plus
the connecting piece.
9. 07 Pants Blockout: Now let's continue by finalizing the detailed bout of the
pants and the boots. Again, let's hide
the rest so we can concentrate on the legs. First thing I would do
is let's extrude up a bit in a bit. So our pants are longer. Maybe there like this. Moles take a look at
our concept. Let's see. So one thing we are
still missing are those pockets and we are missing this piece
on the column here. Then we just need to detail
it more. Okay, good. Let's start. Let's start
with the overall shape here. Let's get some water. Letter
here. We have this one. So of this Let's just space
them out a little better. Okay. Okay, then let's just add one more de just add it from this one and then let's
just move this out of it. Okay, the overall shape of the leg looks good, I would say. You want to this
one might this one. Yeah, let's do it
like this for now. Let's add a look for this
detail at the bottom here. Also, let's make sure this is a nice and flat surface here. If it is nice, and this
one should be two. Nice. Then let's add up here, transform it out a bit so
we have more volume here. Let's make this one part.
Okay, it looks good. What if we use circus in those guys American
perky the round? Yeah, let's do this. Then let's also move them a bit
into place again. Like this cool. Maybe
let's move this bit up. Yeah. Looks good. Maybe let's add one loop
in here and make it a bit smaller so it looks like there's a fold
in there. Okay, cool. Now, let's set those faces here. Let's extrude it down a bit
and scale it down a bit. Let's make all of this soft. Then let's add this
piece on the side here. I would say, let's
just duplicate it and let's get those faces,
treat the rest, paint them red, and add babbling center
as edging center Bb. Make it bigger. No big, just as big as we want
to trip. De the rest. Now let's see this one
shouldn't be here, and this one should be extruded out what's
like this, basically. And this, I guess, should
be in the assemble. Now, let's give the
some thickness. Like this. Okay. I guess the top here should be smaller
like this movie. Cool. Now, let's duplicate
it in the center. I think we might want to
move this forward a bit. It's those edges,
throat it a little bit, and let's move it a
bit forward here. Also, let's spit it up a
bit. Yeah, this looks cool. Okay, then let's work
on the pocket here. Maybe also let's bevel this edge so we have more
geometry here in the bend. To get this pocket
done, I would say, let's let's cut it in for now. We can also do this here, for example, on the concept. So I guess, this should
be a bit higher. There should be more here. Then we're going to go straight. It's fine for now. We're
going to duplicate the mesh, delete all but those guys. Now we can delete those
edges here again. Yeah. Okay. Now, let's mirror it to the back throat it a little bit. Looks good. Let's combine this. Let's make sure
those are merged. Let's get rid of those. That just here, down. Okay, so I guess we have the
rough shape here already. Maybe let's add Wondo each
and move them out a bit, so it's a little more round. Okay. Now let's get
this cut in so it's like op around here somewhere. Like this maybe. Okay, then, let's extrude the whole thing out
once a small offset. So the whole bucket
has some volume, and then let's just take the top and extrude it as well a bit. Six. Now, let's take a
look at all of it. I would say it
doesn't look too bad. Let's just move it into place. And let's add more
geometry on the pants now because it looks like we don't
get the bend that we want, so let's add three Molsia. Let's use added Eglondos and then Begona ones that
were here already. Let's just see that all of
this is nice and smooth. Okay. So, let's just
move those a bit. What do you accept those guys. Let's not do this. Let's skip
the paints nicing round and let them intersect because it doesn't even matter that much right now
because at the end, we're gonna create a hypoly out of just the pockets anyway, and we're just
going to make sure it's nice and fitting
into the hypoly. Let's duplicate it again. And I would say that's great. Maybe maybe want to move
a bit more to the front. So just bit. Yeah, cool. Okay, then let's
continue with the boots. Looking at the boots, I
would say the majority of all the fold work will be
done in see bunch later. But what we want
to do now is make sure the back is nice and round, the front is nice and round, and just generally add
some more topology. So let's add a loop. Here, let's delete it from the bottom here. Edge on this addEdge
those two lens. First, let's make sure that
the top is nice and round. So we have this edge
coming up here. Yeah, let's try this one. Maybe just in the top on her. Sp manually on the bottom here. It's basically the
shape we want. Secondly, Then in front, we want the nicer shape as well. So let's add a black. This, I would say. Then let's work with those guys, so we want to have
them come in a bit. Like this movie? Let's make it. I would say a little
wide at the whole thing. Yeah. Okay. Then on top, yeah. Let's move those
edges a a bit so it's nice and. Okay. Let's add some loops. So we want to add one here. Let's certainize those two. And let's scale this one down. It looks like it
tapers down early. Let's keep the nice and
straight at the back here. Smooth this one out a bit. Those guys. This one can be fairly straight
this edge here. But maybe we want to add this nice pump in
the front here as well. So let's move them
up a bit here. Pool. Let's make sure this is flat. Let's make sure those
guys are flat as well. But we want to bend it
upwards a bit in the front. Maybe let's add this a
bit to the front as well. Let's move this to the
front, I mean, sorry. Move this bit to the front. It looks cool. What we can
do now is add the soul. So what we can do to do this is just extrude
it down a bit, then grow our selection,
and move it up again. So this is our soul
now, basically. And now we can just add a loop, transform it a bit
so it is so we can see that it is
a little thicker. Exact h Pix up those edges here. Let's grab this piece, move it to the front a bit. Also, those two guys. Also, let's move those guys
back a bit, I would say. So it doesn't look so strange. Okay, but I would say this
already looks pretty good, compared to our concept. Let's see. If we show all again. Yeah, I would say we can keep
the pens like this for now. So all we got to work on next is finish up detailed
blocket of the bag. Then we can add all the tables. And then we can basically start with preparing
the matches for Cebush.
10. 08 Bag Blockout: Okay, now, let's work
on the bag here. Let's do what it
before. Let's hide all the rest so we can
concentrate on it. Now what we want to do is make this bag nice and symmetrical. We want to add the
piece on top here. We want to add straps, and
we want to already indicate the separation that we have here in the different
pieces of leather. So let's start by
making it symmetrical. Let's just move the
pivot somewhere here, rotate it a bit,
and duplicate it. And then let's just
move it into place. I would say it, sure, Burk this. Let's try. Lets still
eat those guys. But the other guys? No, guys. But let's What if we move it a bit more like this. Let's see. Guys Those guys? No, let's get rid of those guys. Hmm. Yeah, this could
work. Let's do this. Then let's make sure, let's
snip those guys together, and then let's make
sure those guys meet. And let's take a
look at the concept. Okay, so we want to
make sure First of all, I think we should
change that bevel here and top part a bit. So let's start with this. We want to move this down, I guess, a bit and
move this in a bit. And then let's get
rid of this guy. So we have this cut
here, basically. Let's move those guys down
a bit and in a bit as well. Is hard for now. And on top, we want to make
sure this is maybe straight. It looks good. Okay, cool. Let's
take a look again. I think we want to move all of this up a bit and
maybe in a bit. Then we want to make
sure those guys are further up as well, I would say, maybe like this. Let's add an edge here. Then let's try to make this
nice and round at the top. Let's just select those
guys and add a bevel on it. Make it soft? Yeah,
it looks cool. Now, this guy goes around here, and then it goes
down to here, maybe. You want to move
them out a bit more. Or even rotate them out
a bit more like this, just looks good, I would
say, before we do the cut. Let's make this
nice and flat. Yep. Okay, then let's use the multi cut tool and
let's cut in those guys. Again, I would say let's try to make this
nice and flat here. Let's combining those guys. Let's move them a bit here. Let's make it hard now
so we can better see it. I think it's getting
a bit too wide, maybe, but let's
think about it later. So what we want to do now is we want to select those guys. Oh, let's add an edge
here so we know how far. Let's select those guys. And let's extrude this one. So we have this detail. Let's offset them as well a bit. Let's delete those guys
in the center here. Good. Let's also add an edge around here so we can already color black so we can see better
what's going on. Sorry. So an edge
around here like this. Let's connect this up, selecting those
guys in it, Nick. Do you spray now? Back. Okay. Back. Okay. Okay, not too bad for now. Let's also we will, let's figure out this hole
first. Let's move it a bit. It doesn't need to preferpt
now because we will merge it later anyway and then
it will be perfect. Just looks better right now. Let's add this
piece on top here. Maybe it is square. So looks like it's
down here somewhere. And then, let's just
use those guys here. And let's add an extrude
on this as well, and then little thickness,
a little offset. Let's treat those guys. Let's make sure
those guys are hard. Let's make sure
the skus is soft. Yeah, I think we want to
move those in a bit here. Yep. Okay, I think we're getting too wide
with this whole thing. So what I would say is what if we move the whole thing a
whole second piece in here? We snip it, for example, better, but I think
it's still too wide. Yeah, better. Hmm. Maybe
just a little bit more. Yeah, this looks better.
Okay, that means we select all those edges
and slide them back a bit. Yeah, it looks way better. So let's add Let's
add those divisions. So we want to have, I guess, one division in this guy. So to do that, I would just do it very rudimentary for now. We just, like, add an edge here. We could generally add an
edge loop in all of this and just transform those guys. Transform it out
a bit like this, so we have a little more
volume to the whole thing. Here, we just need to make sure that this is
nice and round. Okay. And now, let's slide this up, so
it's a little rounder. Then let's just
add a second loop. Make this one part, and
transform those out a bit. So it looks like a
layer. Yeah. Make it softer. So we have a layer here. And then we want to have a
layer down the center here. So it's like around here, I guess, and it
bends up here, M. Well, I think it's too
low. Let's do it up. Yeah, what if we What if we let it connect
up here somewhere? So it's, like, um, parallel to those guys here. Something like this one? Maybe we don't need
this one, I guess. Let's try to make the
lights and parallel. Then let's just add a
second loop in here. And again, no, let's
move this one out a bit. Make them soft and
make those guys out. Yeah, this could work. You touch them. Didn't want to touch them. This could work, yeah. Let's Yeah, let's
keep this for now. Then let's add another square down here for this red piece. Again, let's just extrude this with an offset like
we did before. Let's get rid of those
guys in the center again. Select all of them,
make them red, make the outer bubbles
hard and make sure the inner bubbles are all soft. I want this guy to make it red. Let's select those edges again. Let's make sure they
touch. Cool. Looks like we have to move this one a
little bit to the front. Okay, now let's
add those strips. Easiest way to do this is just let's duplicate this delete
all but its face again. And let's see, we
want to have them after disband here.
So around here. Maybe. Yeah, maybe
somewhere here. Let's make it black.
Then let's try. So we're gonna extrude it out, then extrude it down it's a bit too thick
what we have here. So let's slide it in a bit. Exactly. Looks like it just small bend inwards here before
it comes out again. Let's add a bubble.
No, it's not a bubble. Let's. Let's do it by hand. Let's just move those
edges around a bit. But I think that's
pretty much it anyway. Yeah. Okay, so now we want
to combine those two guys. And now let's make sure we are merging those
guys in the center. So let's just always
select those two and merge them in the center. Oop. Oop. It's made the soft. Okay, cool. Now we want to duplicate this over the center. What we can try is
select both again, Stic bit one of those
edges and bake it. This should work. Yeah, works. Okay, so now we can see this is too close together, I would say. So I think we should move
them out a bit more. Yeah, maybe like here. Yeah, it looks better
in a bit. Okay, cool. So now let's just give
them some thickness again. Cool. Now we want to move them underneath
this, basically. So let's just stick
them in for now. Let's make sure those guys touch the border basically.
Beatle bit. Not cool. So if we show all now, this fits quite
well, I would say. All we're missing now is
a connection to the belt. Easiest way to do
this, I would say is let's let's let's
duplicate this again. Keep this edge here,
add this phase. And extend the
strap out of here. So we want to basically
extend the piece out of here. And then let it wrap around
here basically like this. Let's make it black, and let's invert it the nous. Make sure it's nice
and straight here. I think it's too wide
right now, roller cool. And then let's just give
it some thickness again. Okay. Okay, now we again want to align the pivot to the
center of this thing, bake it down, and then whoop. We get it. And it works cool. Okay, so I would
say that's the bag. So next thing we're doing is, um adding the tables, and that's pretty much it
for the detailed broker.
11. 09 Blockout Polish: Now we want to add the
cables from the box to this monitor and
from the monitor down to the bottom
of this piece. So let's start with the
metal detector first. Let's take a look at how
it looks in a concept. It looks like it's connected
on this side here, and then it's spinning upwards and then connecting
to the monitor. Easiest way to do this,
I would say is let's use a Tush, no sorry. Let's use a helix. Scale it up. Let's make sure it doesn't
have too many divisions. So let's reduce them. To
something that looks better. And now let's see,
we want to have one, two, three, four cores. And now we just want
to base them out so we want to hold piece smaller, make it fit roughly around here. And then let's space it
out using its height. Space it boop,
space it out more. Also, we need to, I
guess, invert it. Well, if you put the
minus here, that's no. Okay, we need to invert it. So let's put a minus on the
set scale. Okay, it's cool. So let's just move it so it
fits, I would say, like this. Change the height a little more. Okay, now we just
need to make sure it's nice and tight
around this piece. Okay. Let's change the
height a bit again. Okay, cool. Let's
make this soft. Let's set the bottom
top cap here. Let's make sure
it's what we want. What we want on the bottom here, we want it to connect
basically here, right. So what we can do is just
use a soft selection, move this out a bit because it looks like we have
this outward spent here. Then just rotate it a bit. Is just ease the transform. And then just extrude
this for now. So it connects somewhere here. Like, I guess, to make
this look better, we want to add some loops, maybe use added edge flow on those guys, so it's
nice and round. Maybe more loops again. Yeah, this should work for now. And we're going to do
something similar here. We're just going to select
those with a soft selection. Move them out a bit
here so they don't intersect too harshly here. And then we want to extrude it upwards into the monitor piece. Let's not. Let's select those edges here.
Let's move them. Again, let's use Edit
on those guys. Okay. Now, let's say we are basically
happy with the shape, but as we can see the
cylinder is all squashed. So a way to fix this is
by selecting all of it. We transform it down to the very center, so
it's like one line. So we know where the center
basically of the whole thing. Let's just select one edge loop, and let's use quick
pipe on this. This gives us a nice
and even cylinder now. Okay. Let's do it like same
thickness as here, basically. So bit thick, I would say, Cool. Then quick again,
so it deletes it. Let's delete the helix
and paint this black. That's pretty much
this one done. Now we want the second
one and collect from the bottom here to here. Let's start by duplicating this, deleting all but guys. We have a starting
point and let's just move it next to it. Now, let's already do the trick. So we just have this one
phase in the center. Let's make it writers
we have more to work with but we know where
the center is basically. And now we just want to create a rough shape where it is
and use quick pipe again. So we want it to
connect somewhere. Here, we're going
to add some words around here so we can
move this around. And now we just want
to a bend here. So it dips down somewhere here. Somewhere here, maybe.
And then we just want to add some more poli so it looks more like not as polygon. So, Okay, let's select those edges here and
those edges here. Let's bevel them with
like four or something. So we have a nice curve here, and then let's see
the same here. So we have a nice curve here. Yeah, this should be should
be the connector anyway, so it should be
pretty 90 degree. But we can add, we should
add some bubbles here. Well, let's bubble
this like this, maybe. Yeah. It looks
better. Same here. Okay, then let's add
the edge in the center. Selted and use quick
pup again, again, six height segments, and
let's scale it down. So it's the same size.
Okay, let's press ours. Use quick pup again, and let's delete our edge that we
hit in the center here. And that's our cables
now, I would say. Okay, it looks cool.
So the next thing. The next thing we would do is now that the rough blood or the detailed block
is basically done. We're gonna either create pieces directly in Sebush
the hill, for those guys, for the pet, directly in Maya, we're going to
create the haply or the metal dicta will be
created entirely in Maya. And pieces we want
to move to Cebush to scutre them like the
check kit or the face, we have to do the whole
face brush or the hair. We want to prepare them as
much as possible in Maya, send them to Sbrush and
work from there. Okay, C.
12. 10 High Poly Pet: Now that our detailed
broker is basically done, we can start by creating
hi polis directly in Maya or prepare measures
to sculpt in Zbrush. Let's start with this
little guy up here, and let's create the
hypo directly in Zbrush. First of all, let's
hide everything else so we can
concentrate on that guy. I would also recommend having a concept open
on a second screen, for example, so it's
easier for you to model. But we can also zoom in
on the concept again. To seed while modeling
as well. Okay. Okay, I guess some parts we can just easily use
like how they are. For example, this sphere. If we move it, it's
just a smooth. So we're going to duplicate some things that we're just
going to keep like this. For example, those
guys, as well. Oh, let's leave
them out for now. But at least those guys we
can just straight up copy. Group them into our HR
group and move them. And then we can hide the
blockout files for Okay, now let's continue with
the pipes, for example. If we smooth them
now, you can see we lose a lot of volume here. The easiest way to fix
this is by creating a support loop in the same
distance as this edge. So it doesn't because
if we go too close, we can clearly see a pinch. And if we go too far,
we get this distance, so we want to have
exactly this distance. So it's nice and even. Little here as well. It's a
little too closive guess. It's Okay, looks cool. Now, if we look at the concept, it looks like it has
a black piece here. So let's do this as well. It's the potatoes gas. The redress bebid so it's nice and so we have equal
distance here. Extrude bit like
this with an offset. Let's select all of those edges. Well, first, I would say let's delete the inside
and cap those guys. Now let's select an edge,
ring selector and double it. Let's get rid of the ChEMFA
and turn the friction to one. Now, let's put a black
material on it. Let's see. Yeah, this looks cool.
Okay, so that's that. Then let's also work on that guy while
we're on those pipes. Let's make sure this
is long enough, so it doesn't create a hole fus. Let's cap this as well. Oh. Then also, let's put
a small pebble on this. So it's not a 90 degree angle
them but nicely beveled. Then again, let's add
those edge loops. So here, one here, one here, one here. And then for this pebble, select those two guys,
babble them again. Get rid of the chap fa, make the fraction bigger. Let's take a look.
Okay, it looks cool. Now in the concept,
it looks like it has it has some things
wrapped around here. So let's start with that. A good way to do this is by creating them one of
those tape pieces first, like we want to have just
one from the thickness. So we're not going to create thickness of
the whole piece, but just like what
one would look like. We're going to duplicate
this car and smooth it. And we're also going to
et's hide all of this. You want to move this.
Okay, then let's, let's duplicate
this one, as well. Let's hide the
original and let's let's just extrude this a bit. Let's add some loops here. So it stays kind of um kind
in the shape we want to. Maybe make make it a bit
spot this a bit inwards. Okay, let's color this white. Now, let's duplicate
this as well. Um let's hide this for now. And let's also smooth this. Okay, so what we want to do now is combine those two guys. We want to use our mist
that we had before. Also duplicate this
Hi, the original. Now let's move this into place. Let's say our second one
would be somewhere here, second piece that's
wrapped around. What we want to do now
is introduce more edges, maybe by smoothing it once. Yeah, this could work. Let's make sure it
doesn't need to sector. And now we want to
use our tool called shrinrap we want to make sure it's set to
vertex normal and closest, if not intersection,
if no intersection. So we want to select I
think this one first, then this one and press
supply, the other way around. So first, this one, then
this one, press supply, and it wraps around
the piece or just not as it might be too wide,
should be the same width. So the ss and apply. And as you can
see, if we extrude this it looks like it's just wrapped around,
so let's make this white. Then again, we need
a copy for later. We're going to hide this copy. We're going to make
this smooth for real and combine
it with this one. So now we can add next layer. Again, we're going
to duplicate this. We're just going to this
three or four times. So we have a nice
looking taping ga. Smooth this. Let's
like more loops. Make this bigger again, maybe
turn it like this this way. And again, let's shrink wrap it. Let's put white on it, duplicate it, hide one of them. Smooth this one for real, combine it with those guys. This one. Oop. Move it to the front. Maybe,
see how far we are already. Yeah, maybe loose. Maybe let's
use this for our last one. Solve it again. Let's
k, laid up again. But some more loops. Slightly rotated.
Like this, I guess. And apply It's just not enough. Thickness, more thickness. Um. Yeah, it looks cool. Okay, then, um, let's
delete this guy. Let's clear our history. Let's
unhide all of those guys, and we should have our
piping. We're missing one. Which one we didn't
like. Let's see. Well, it looks like I forgot
to duplicate one of them. Oh, no, dam, I forgot one. So let's do it again. Let's
tad the history again. So we have those two? We have those free, can? Um, it's two it old. We're gonna keep
those free here. I those free. Let's put this again.
Let's move it here. Get it up again,
like this as sove. It's a fast process anyway. I Okay, so now we're done with them. Oh, we had one more,
I guess, right? So this again. Much smooth. We get this again. Much smooth. Okay. So those are our guys now. Let's put them
into our HR group. Let's study the rest here. Let's unhat this HR group. Let's move this one
in here, as well. Right. Okay, so we
have this thing done. Let's add more depth
to this last one. So we get a better ending here. And you're gonna Bel. Yeah. So it looks kind of similar. Okay, good. Then let's continue with this
piece, I would say. Okay, if we look at the concept, it looks rather flat, anyway, it has some
details in there. And it has some layering so
it has some padding inside. I would say let's start
by ping this guy. Or let's start by complicating
it first, I guess. So we're not, um losing stuff. Okay. Let's beverl this once. Let's extrude this a bit. So we want some thickness
here we want to have. We want to have two layers. We want to have a metal
layer it looks like, and then we want to
have a padding layer. So let's extrude this a bit. Let's flip it, and let's see. Looks like it broke a bit here, so let's move those
guys in place. Okay. No, it's edge loop. So we have this first
one for the white part, then we have a
middle part and then the pad maybe let's go back in. Let's see if we can still
edit the offset a bit. Maybe you want to have it
more like this, maybe. Take. Okay, then, let's
make this guy gray. Let's detach it here,
make this guy black. Detach it here as
well. We want to have slide extrusion
here a little. And then we want to have a softer extrusion
for the padding, so something like this, so it's radar soft, then maybe an offset as well. So the pedding is radar soft. We should even go in and transform this
out a bit like this. So it's nice and round.
Again, this broke a bit. Let's see if we can just
move this into place on those four quarters that's
strange to show what happened? But sometimes my we like
this and just break stuff. Now, let's isolate this and let's also extrude
these inwards a bit. So it looks like the padding
is continuing underneath. Same for this guy, we need
to select those two guys, extrude them a bit like this
and same for this last guy. Let's extrude this and in a bit. Okay. Here, what we basically want is to select those
two edges here and bebelm with a nice
and big fraction just add one it center the two. Let's take a look. Yeah,
this looks cool already. Now, let's make sure we
have a supporter here. I guess, no, we actually
don't need this, but what we can do is we can
delete those edges here, so we have a quarter here
so it shades better. Okay, this looks cool already. Now, let's take a
look at the concept. We have a connection here on this guy. So
let's do this now. Um, I would say let's just add an edge look for duplicate it. Split the rest again.
Split this edge from here. Okay. And it looks like it
also has this insert here. So, let's make sure we have
this as well here on this. So let's Let's, how
can we do this? Let's give this some
fickness first. Then let's create a
cylinder, I would say. Let's snap it do.
Six sided cylinder. Let's. Snap scale
it. Snap scale. Step together, I
mean. Let's rotate it a bit. This, I guess. Bien. Maybe eight would be better. S eight would be
the best, I guess. Let's move this in a bit. Let's use this correct size? Let's check. Yes, it's roughly the correct
size for this detail. So let's go in now
and let's just cut along those edges.
Delete this now. Now let's select this whole
thing, and let's do the rest. Let's also connect those edges. Let's make all of
this black Yeah, that's roughly a
detail you want. Then let's extrude it
once with an offset. Let's scroll the selection
and delete the big part. Big facing edges. And now let's just add
an edge loop here. Let's use an edge loop here. This looks cool. Now let's
select this outer edge loop. And we don't need those guys. Back here. We don't
need those guys here. And let's extrude
these ones like this. So we have a floater, basically. Let's grow the selection. Detach it. Let's make
it white. Looks cool. Maybe we should
at the extrusion, make it a bit more angular here. See, looks better. Okay, then, let's
just move those edges those words a bit so we
don't intersect anymore. And yeah, that's about
it for this guy. Now we want to add similar
detail in the frontier. So I would say let's start by
creating a cylinder again. Let's moving it roughly
where it should be. So we have the size of
it roughly like this. Let's make it insided again. Oop. Yeah, it's fine. Okay, then let's
detach those guys. And let's fill this and
extrude it a bit. Like this. What we could try now ish What we could try
is nice and broth. Let's just add a
couple of loops here. And then let's just use our multi cut tool to cut
all of this in place. So exactly we want
an edge up here, and then here we
want to have nice and brown fing along this line. So it follows the shape
of the white piece. Let's delete all of
the pieces on top. Let's bridge this,
and then let's just fill this phase,
delete the rest. Let's also make this nice and even topology by using
trangulate and quadrangulate. And now let's just we could also continue
this edge down here. So let's extrude
this a bit good. Let's again, offset thickness. Grows to eat the big part, make it black again. And now let's add an
insert on those guys. Like an offset on those
guys. Oh, let's not keep it. Yeah, those guys. See. Yeah. Then let's add the
baby on those guys. We can match those guys. Move inhibit into
class like this. Pull. So we have
this detail here. Looks like it's too big, I would say now that I see it, so let's just scale
a little bit. I'll know a bit
into place again. Okay, so now let's again, select the let's just
move this in place first. This let's just select
the porter again, except those guys here.
We don't eat them. Let's extrude it again. Let's make it white, and we touch it. We have a slide in
the section here, so let's move this out a bit. Okay. I think it
still is too big. Let's make it even smaller. Cool. Now let's see if
we have this guy, but we also have this
small guy up here. So we should also create this, which is pretty much
the same, smaller. And I guess for
this one, we really can just duplicate this mesh, delete all but those faces.
Add the beb on those. Oh, we should have taken
one more phase here. This hum. Cut disguise like this bt, eat the rest. Maybe until here. Make it back for an
hour, let's see. I guess we should
move them down a bit. Maybe here to do
the bit outwards. He's extra this as well. Let's see. Cool. Let's add a bubble here. So this guys stays sharp. And then, again, Let's
offset to those guys. And let's extrude this again. We'll make them bit
again and detach them. Maybe just to fix
this edge a bit. It's a little strange to dig this one again. Fix those guys. Maybe it's too big, so that's add an edge to dig
the outer ones. See. Yeah, this looks cool. Okay, then let's continue with those little
guys we have up here, let's move all of
this into HR group. Let's continue with those guys. Let's duplicate them. Let's see. So what we want to do
let's scale them up first, they look small, to be honest.
Yeah, let's delect this. Now, it's pretty
straightforward. We just want to select those edges and
those two edges and db so this works, and then let's just, this
one, we can straight up. Babble smooth you
delete the heaps, then this one we
can smooth as well. Now, let's just a little
detail here, maybe, so let's great
cylinder six sides. Let's snap it onto this guy. Let's make it smaller. Let's just add this little add this little detail up here. So we have a little
gray piece up here. Again, let's add a
floater around it. This is gray. This is white. Maybe it's a little bit, so
let's scale it down a bit. Sort. Move those guys in a
bit. Here, something that is. Then let's combine all of this to onese so it's
easier for us to duplicate and let's duplicate it to the position of this guy. Also, snip it Now that I see the concept, I guess this should be. This should be back
here somewhere. So like behind these
detail. So maybe here. Yeah, maybe we should
move it back here. So let's move it roughly. And let's add a float
around this as well. It's just way this. We
got to duplicate this. We're going to smooth it like a couple of times and
use it as our life surface. Then we're going to use the
quad draw tool and just draw a nice floater around it. Like this. We can also go in and use the circularized tool
and find it here on the mesh circularize to
make it nice and round. Like this. Then let's
just take the seches, extrude transfer them out. Let's smooth it. Put a
white natural on it. And let's just move it a bit. Yep, that's it. And
it's the same here. So let's use this again
as our life surface. And let's start drawing whoop. Floater around here. Use circle glass again so it's nice and drowned. Let's move it it class. Now we can delete this guy. We can transform this out
again and make it white. We can also add one around here, so we shouldn't have deleted just yet, so let's do it again. Move it a couple of times. Life surface pot drop. Let's create. Create de around here as well. Doesn't need to be
perfect right now because we can use circulise. Anyway, circle, circulise. Let's move it roughly
into position. Let's transpose this outlet. Now we can get rid
of it, I guess. And let's make it wide
again. Send the the pivot. It's a little smaller.
Okay, looks cool. Now all that's missing is this little thick clear
up on the bottom. Yeah. Then we have the wing
done. So let's just create cylinder,
some of it here. Let's make it only 12
sides or eight sides. Let's move it roughly
into position here. Okay, I think it should
be somewhere around here. Let's make it smaller. Let's get this guys in
a bit. Move it in wall. Let the big pieces again. Create this nice
etch around here, and create the float again. Okay, please. Let's patch this. Let's make this gray again. Oh, great. This one white. Let's move it a bit. So here? Yes, it looked like
it was a second one up here, smaller, so it's
just duplicate it. Move it roughly into
position here as well. Cool. Let's just make sure that those two floaters
have the same size. Like this. Okay, cool. So I would say the first
wing is basically done. So let's select all of those
guys. Put them in a group. And again, let's align this
group with this box again. And let's mirror it. Move it in our group then. This means we can hide all
of those guys for now. Those guys should be in
the high group already. So that's all that's left. Let's work on those guys. Looks like they are cut up here. So yeah, let's do this
in the hi police. Let's duplicate
one of them first, and let's hide them already
in our out pretty easy. Let's add a loop here. Slide it up and move it down. Op, slide it up, not down and move it down. So we can add this black piece. Let's see if we just
make this one plex. Exactly like this. So let's detach it here. Let's make two
meshes out of this. Let's fill this hole,
fill this hole, and then just babble
the whole piece. Same here. We will demote
piece. No fraction. Let's see. I guess those two
should be roughly the same. Okay, looks good. Here again, let's just delete the caps. Let's move them up a bit. And it looks like those
guys are not wide enough, so let's select some edges here and make them a bit wider. Okay, that's good. Yeah, and move this one and
again, create a floater. So let's smooth this
one a couple of times. And let's do the same
as we did before by creating it. Like this. Again, circularize is
our best trend here, so we don't need to be super precise while we
create it right now. Just circulize it. Now it a bit, so it snaps again to
the whole surface. And, a, let's transform this outwards
again, make it white. It looks good. So this
one is done as well. So let's select
all of those guys. And again, bind those
guys to one piece. Let's show there. Looot snip it and bake
it and then mirror it. Then let's go to this guy. Duplicate it. Let's see. We should we should
should be easy enough. Let's detach this ste. So we'll have two
separate pieces here. Let's combine this. Let's just put a bevel
on all of those edges. And then let's fill
this hole as well. Maybe we should even put a
small bevel on this guy. Yeah, it could
work. And the rings are like that of those
guys and also bevel those guys. Maybe a bit more. If we go over one,
you need to make sure where the error happens, because one means that the grated edge is meet
now and we don't want it. So we got rid of those.
So this looks cool. Then I guess that's the
only missing piece for now. Ints let's see. Yep. This one should be fairly easy,
Well, I would say. What I don't like is that
this is in the center, maybe we should move it up
a bit and make it smaller. So it's a bit asymmetrical. I guess we should. But before we do this, let's duplicate
it so we have the blocked still there, in
case we don't like it. Let's rotate this a bit and
let's move it up a bit, But let's do this guy first. So let's detach I'm just thinking could do
three layers as well here, like here even though
it's not in the concept. Now, let's not do. Let's keep it like this.
Separate those guys. Oh, don't separate them. We didn't do it for the
other ones as well. Let's just extrude
This is a bit. Check. So this looks like
super soft surface. And what we want is just have
the connection right here. So it looks like
it's just laying on top and not stuck in there. So let's add this edge
ring around here. Steady the rest. Well, let's
extrude these inwards a bit. And let's add a small
babble on those guys. Cool. Now, if we look at this, if we want to add a babble on those guys,
let's take a look. I should, it looks
cool. It looks soft. Maybe we can even get
rid of this inner one. Yeah, it looks cool, yeah. Now let's do the
same to this guy. So we want to extrude
it inwards a bit. We want to select all of
those guys and bubble them. And it's perfect. Ol, then let's just
take this guy. Let's extrude those
guys outwards a bit. Maybe let's move the
whole thing in a bit. Let's make sure it
doesn't in the sector. It would be bad. My
out a bit, okay? Let's detach those guys. We don't need those.
All this here. Let's move this in a bit. Yeah, again, let's create
the float around here. We can just delete
all but those. Let's a ring here and just scale this up basically
and make it white. Let's hold it in stip. Cool. Now, all we are missing is some floater details
that I can see. So let's see. Let's see. We should add one along
the center, it looks like, and we should add one for
this PCR and for those cars. And for this car.
So let's do this. Let's start by let's start
by creating a center one, let's duplicate
this whole thing, and let's just bevel this. And that's going to
be our center do. So let's see if we
move this now at the center Lupia and transform
them outwards a bit. We should have a
nice V bevel here. Yeah, nice. So what
we want to do now is create floaters for the rest. So let's select this guy, the sky, this guy. Not this guy because this already has to
float down that side, so it's laying on
top, so we don't need to float around it. Let's make duplicate of this. That's the basic before. So move it and use it
in a live surface. But as a starting point. Oh, we don't even
need this, I guess. Let's see. Now it looks like
we don't even need this. Oops, this one. We could just
duplicate this guy. We need all but this edge
and make sure we have a nice edge here. Then let's just skate it
up and move it in a bit. And that could work already. Same on these guys. That's duplicated. I had a nice hide
edge around here. Let's scale it up again. Now what we want to do is
make sure those floaters all connect and they all
have the same thickness. So make them white all of them, and we want to invert
those two guys. So this thickness of one of those guys needs
to be this thickness, so it's a little too
thick right now. And this one is a
little too thin right now. This works, pull. Now, it looks like
this guy is not completely in the center,
which is not good. So you want to move them
completely in the center. What we want to do
now is combine them. So the easiest way to do this is let's just delete those edges those faces inside
here. We don't need them. And then let's just take the multi card tool and let's just add a V here, basically. Let's delete these inside edges. And we s one. And now let's move those
guys in same on this guy. A V where it meets this guys. And let's just move those
guys into position. Same here. Here. We don't
it out of disguis here. Oop. Just those guys. In And it's basically. So if we smoove this, we need to detach the
center edge though. Same here. Let's move all of it. And let's take a look.
Okay, it does look cool. Okay, our whole piece
looks cool already. Let's just Oh,
yeah, we could just add float this
around his eyes now, but that should be the so let's
let's duplicate this guy. Let's duplicate this guy to
use his life surface again. Life surface, and let's snap those guys onto
the life surface. Oh, this didn't work
as I intended it. But let's do without
the live surface. Let's just rotate it a bit. Scale it up a bit. Smooth it, make it black and weld it. Let's just make sure it
doesn't intersect with it. Niceness. Scale it down a bit. And now we still have this
pivot so we can still just rotate it and
it should fit. Okay, cool. Let's move those
guys into HR group as well. Also, those grass. Then we can select all
of them for now and call them PET, for example. Let's also create
the layer for them, so it's nice and organized, HR LA and we can hide
all of this now. And that's basically, that's basically the high
pool of the pet.
13. 11 Headphones High Poly: Now that our first hot
surface piece is done, let's continue with
the second one. Let's do the headphones. Let's start by hiding
everything but the headphones. Okay. It all of this, tight the hypol and let's duplicate it,
we missed something. Okay, so let's hide all of this. Type this, and then
let's duplicate it. Then let's tie the
whole blockout layer. We lost some shaders, so
let's reassign the shaders. Okay, cool. Yeah, let's just start with the head ones here. If we take a look
at the concept, I have it open on a second Mte. It looks like we have
those big planes here. There is this ter smoke, so Let's start by dividing those two pieces into
separate meshes so they don't blend
together while shading. Okay. Now, let's just
try what it looks like. I guess we should make this a little smaller this distance. See if those guys
are perfectly flat. If not, let's make
them perfectly flat. And then let's just let's
just try bubbling them. So we have these shapes here. I guess we need to
have more volume here, so this needs to those guys
need to make some volume. Like this where we just
scale those guys down. Like maybe. Now
let's try it again. I could work. But I think these
planes need to be bigger. So let's go down a bit, up a bit, and let's
make this a bit bigger. Maybe by screening it back
a bit and up a bit again This I did edge
looping this guy. Strike. Yeah, this could work. Okay. Then let's make sure that we
don't have this pump here. And through that we're
just going to spin out those guys with samples. Si. And here we're going
to do the same, but with closes not. Maybe we just do it manually, slide them back a bit
like this s here. Yeah, this could work. Let's add a loop in the center. And let's delete
the bottom half. Let's separate those two. Let's bridge this so we know we have something
to align our pivot to, bake the pivot, and then let's duplicate it down and
let's leave this seal. I think this should work. It's this works great. Now let's work on this guy. I should be very easy, so let's just build this. Then let's select those two
faces and put a bevel on it. Those guys we can with it, and then let's add
some age groups. So we need supporters
here and here. In, let's combine
those two guys. Let's make sure everything is
merged here in the center. Then let's extrude
it in a bit as well. Let's will extrude again, extrude it in a bit with an
offset and extrude it again. Let's also add a be on this guy. And let's delete the inner
one, this guy. Okay. See. This looks
cool, I would say. Then let's do this guy. I guess, yeah, it doesn't fit
anymore because we edit it. We can use the so if
we poke this again, we can use the snap
together again. Snip it here. I would say, let's make it
a little smaller, maybe. And I think it should be
black looking at the concept. Okay, then also extrude this
in a bit, make it smaller. And then add some
bubbles on those guys. Cool. Then let's duplicate it and let's create the floater
that should go around it. I guess bit, make it red. And let's make sure there's
no distance between them. Cool. So now let's
go to this piece. I should have this
connection here, and then this piece outwards. Yes, we should detach
those two days, make sure this one
goes in further. On this guy, let's see, we want this to be sharp
intend this to be round. So let's just try
adding as a port alios a port elo maybe. Let's make sure it a
same distance a here. Well, let's try. Maybe we should make it round, this
whole thing here. We try that as well. All we would need is
a new quick pipe. Yeah, let's try this out. Let's duplicate this.
Delete everything but those guys here.
And let's try it again. Let's try adding a
nice bevel here. Connection in the center again, and then quick pipe this one. Let's see how this would look. Yeah, this could look
better, I would say. So let's try moving
it into position. Let's stat this. Let's keep
it more radius, I guess. Dest, Let's this guy. Yeah, this looks
better. If it just as a pot here, there should be. Yeah, let's just move
this one out a bit here. It's a part here. So this
connection hard like this, let's fill this pace. Bevel those guys. The guys
are hard. We only need one. Edge mio. That's still the same here.
Let's fill it up. Yeah. So let's just move
this up a bit. Move let's move this in a bit. Try to get this
effect into position. Oh, yeah, this is not round, so let's make those girds
round with circles. Then let's just add
those. Sub this again. It looks better. Okay, cool. Now, all we need to do
is mirror this guy. So I would say let's add a sent the piece so we know
where the center is. Align it to this rich, bake it and Mirror it. Let see. This looks cool. But in the content, it
looks like we should have a corner here. So let's move this edge out. Let's see. Maybe not
as much, just eight. My just like this. Scale it up a bit.
He play a bit. That's cool. Let's just
do those words in a bit. Okay, cool. Yeah, let's
leave it like this. Then let's take those two guys. Maybe we should make it go
all the way around as well. Maybe that would
be easier for us. Let's do this. And let's just do
the cake this for now. Let's make this straight. And let's if we
extrude this phase like this, I should work. Let's add a here. Let's make this smaller. Rot it a little bit
like this, I guess. Let's just move this into
clast connect on top here. Could look cool. Okay
let's just fill this. Let's just adds a port here now. And there's one supporter here, two supporters here.
And butter here. See how this looks. Now we just select all of those
guys and add an offset. No, let's just select
the center edges here and connect them,
and collect them. Then let's make sure we delete
all of those guys here. Oop Also all those guys on
top here cause we don't need any of them. Okay. Then let's just
select guys here. And let's make sure they
move outwards a bit, so actually goes
around that piece. Like this, maybe even more. See. This could work. Okay.
Then let's narrow it. Then combine it. I guess
it's a little white, so that's one get a little
smaller. Okay, cool. Now let's do the top piece.
I should be fairly easy. We can, first of all, detech those two guys make two meshes and then bridge
those edges here. So we have one
surface underneath. And let's aolate this one. Let's get rid of
all of those guys. Exactly. So we have one
surface underneath, and then we want to have
one surface on top. So let's do the same here. Let's just select the
edges and itch them. Now let's select all
the hardages here. Not those guys. That it. Okay. And then let's do
the same to these guys. But first, we want to extrude
once with a slight offset. Secondly, now we want to
select all the hardages here, not those guys but this ones. I want to have those guys
for sudo have these ones. But we don't want
these edges in there. Middle here. Just want to slight those
guys into case now. Yeah, and that's basically
it, I would say. So we can select
all of those guys, group them, and I'm mirror them. Make sure all of these
edges are in the center. The cool and let's do artistorytex book
looks like this and move them into both times. And now let's move
it into the hall. Hypoto let's show the hypoto. Show Los Good. Now, let's just continue with the rest of the
headphone, like this. Piece and bottom here, and
then do the connection. So let's again, select
all of those guys, duplicate them and put
them out of the group. And let's start creating
the hikula of those. Okay, let's start with
this big block here. So this should be one piece, basically, but
without those guys. So let's detach this. We just want this basically
to be one piece. So let's um fill this out. And also, we don't want the
top piece to be part of it. So let's let's do this as well. Let's let's add some loops
around here. Like this. Let's make sure this edge
lines up with this edge. It's nice and straight.
Okay, let's add a loop. And here, I would say. Then let's select
those guys. Hop. Yeah, that's roughly
what we want. And let's detach this guys, as well. Detach them. Okay, cool. So now this piece should
be one smooth piece now. So let's delete all those
edges we don't anymore. We could keep those, I
guess. We keep those. I guess um maybe only we should
get rid of those as well. Okay. Also because we're going to extrude those
guys anyway like this, we could also make sure we have some more space in
here so we don't get holes. So let's just move those guys
in a bit and up a bit here. So this hole is
smaller, basically. Okay. Now we basically want
to bevel all the edges, so let's try this
all but those guys. Direct this. Hey, cool. Before we do this, let's
think about something else. Breed a chamfer here, for example, I could look cool. Hmm. So let's select all of them again. The hard ones at least. Let's maybe let's not
select those two guys. Let's do a bubble again, hm fa. Okay, let's see. Now, if we
look at it, this looks cool. And now let's do a softer
ones on those two guys. So we have some nice
different bubble thicknesses. You should even do it without
see how this one looks. We'll do it like this. Then
just a support to here. Now, let's do normally. The other is just support. Okay, let's cut this here so the shading doesn't
get stretched so much. Okay. Let's do it. Now, let's take a
look at this guy. I would say let's make this
one flat the first thing, and then let's do something similar that we did
to the other fm. So let's um Let's cap this
and move it inwards a bit. Now let's let the
hard edges again. But not those two guys
again, and that's Bablus. We don't can
collapse those guys. Then let's select
those guys again, and let's do a very
soft bubble again. Like this moment. See. Yeah. I just looks cool. Now, to those guys on top
yet, let's try selecting. Or let's slide those guys to the corner first so we don't
have so many pitches here. Okay. Yeah, that's much. Then let's select the hard
edges, those guys. These should be should be all hard except
described basically. And let's babble them. Let's see how this one looks. That's basically what you want. It's just too hard right now, so that's a little more. And let's see why it fails. Io this edge here. So let's get rid of this edge. Nice. This looks better. Cool. Then let's select Oh. That's strange. The border edge. And let's see if we
can add floater. Touch this guy. Let's
see. Here, looks cool. So float as well now. So what we need now
is those buttons. Well, yeah. Those guys. The easiest way to create
those guys would be either we extrude every face here with keep faces
off and then offset it. But if those are
not enough faces, we could just create
a new sphere and add more faces, but
this could be fine. Let's see if we add
supporters here on the sides. Yeah, this is the
way it looks cool. So let's just add
insight here as well. Yeah, that's good enough. That's the way it
looks like a screw on one of those
machines. Okay, cool. So we don't have to
redo this three times. Let's snap do it here.
Duplicate, move it here. He did the other one
and duplicate it. Move it here. I guess best
case with snap together. So it says the same
alignment, then move it in. Cool. Okay, cool. So now, all you are missing are those little connections here. Through that, let's
just duplicate these guys and dent
but those two. Um, those two places, and then let's just reach it. Delete the corners, or
delete the caps, revert it. Move it into place and
smooth it, let's see. Yes, we have to scale
it up a little bit, move it further into place. That looks good. Now let's try adding
a float down. Detach it. See? Shouldn't have moved
it so far in, I guess, so let's sce it out a bit again. But that will work. Let's just maybe move
it in a little one. Cool. And then yeah, let's just mirror it.
To the other side. Okay, so now this
box is also done. So all we need now is
this connection here. So let's start with that guy. Let's see all that start here. Let's, let's duplicate our
slides first. Let's see. Then let's there.
Then that's right. So let's start by thinking
about this connection. Maybe we should add
some difference in size here as well.
Something like this. We don't need an inside. This. We have this. Let's just try some
of this so we select all the height looks
here, just add bevel. Again, here we only need one. Same here and here. Okay. Best case, we can just smooth
this without anything, and it does look fine. So now the last piece here. I guess we will make this a
bit longer and a bit thinner, I would say, it should
be like here roughly. We did the insights
as well again. He bit. And let's add
some loupes topell. So we have this guy here. We should and a little bit, let's see it like this. And then we just need to move this guy into position here. Ij this maybe. Well, let's
scale this one a bit. Now we're losing
a bit of volume, so let's try just making
this a little bigger here. Los better already. Let's see. Moving
into this group. See how it looks here. I think I think that looks cool. So that's the headphones and
the connector piece then.
14. 12 Cup High Poly: Now let's do something easy. Let's do the cup
in the meantime. So let's duplicate this. And let's see if we want to have it should look like
just a regular coffee cup, so we want to have this lip here where the top piece holds
onto the cup itself. So we want to live it like
this, basically, right? But what we also want
to have is bigger. What we also want
to have is a lip here where you can
actually drink out of. So let's think about that. Normally, it looks like
something like this, we have a lip here, and then here we have the drinking thing
where we drink out of. How could we get that done? Let's see, we want to
have stop piece here, and then we want to
have this insert here. So I have an insert at the
bottom, I guess, Okay. I think this should be
scaled up, I guess. Okay, let's detach
this two guys. Let's do the boo won first. So I would say, let's just
extrude this up a bit. Let's add some bubbles, nice
and round so not too tight. So it looks like the
real life example. I like this, maybe. Okay, and the top piece, let's put a different let's
put like white on it, so we have a nice difference. We want to have this lip, so let's try to do this with a lettuce with a
sentle subdivision. So what if we just move those guys that's Yeah, that's clearly storing
went wrong here. Select those guys again and do elect this, and let's move. Let's reset my move tool. Oh, yeah, artworks.
Then we want to yeah, just try moving those guys. Let's do it again. Let this change those to three, exactly. And now we want to
move this one up and those two guys down
a bit, I would say. But we can do so
it's not this angle. We can go to the to the influences here and change this to some
higher values. Then we get a nicer curve here. So let's just do 101010. And then let's see how this looks if we move
this around a bit. There maybe something like this, so we have this nice loop here. Study down history. Let's cap this one. Then let's start editing it. Loops again. So we
want to have a loop. Then we want to
have a loop here. Nice one and a rather
tight one here. Do you know how this looks? This one might be to too big, we want to have this very nice
and soft here looks good. Then we want to have a
nice and soft loop here. So this one shades
very nice and soft. But maybe slide those two
down a bit. It's clear. One in the center. Nice. And the rather tight
one here again. So we have a nice
differentiation between those between those loops, yeah, but this looks
like a cup already. So all we need now is an opening for drinking
at the top here. So, let's just do this. Let's duplicate this so we
have some faces to work with. We need all but those faces. Nice. And let's add a
separate piece here. So that's our drinking
piece basically. Let's make it t. Let's move it a bit BU. Should shade. Round. Okay. Then
let's see if we just add a floater around
this, a white one. And we detach those two guys, how would that look
like? Detach component. Oh, no. Hitch component. See. Here, this
could work already. Maybe that should be fine. Maybe we just need to
make it a bit smaller. And then move it up a bit. Yeah, it looks cool. So let's add a floater
on the red piece. Let's still be there, but those guys let's move
this face around a bit. Or what? Let's switch
it and make it red. Okay, cool, but this
array looks like a cup, so let's group it. Call it. Call the group. Cup. And that's moving
into our hypo group. And let's call the cup done.
15. 13 Metal Detector High Poly: Now let's continue
with the last piece that will not need sculpting,
the metal detector. And as soon as the
metal detectors done, we can start working on the other items that
will need sculpting. So let's select
all the pieces of the metal detector,
duplicate them. And let's hit the
Block card for now, and the hip piece as well. Let's reassigned the chair that got lost, and let's start. Let's start. Yeah, let's start with that gap
because I guess it's easy. And we can just smooth
it, and that's it. All we need to do is
take care of this part. So I would say we detach this
cap this and bebel this. So we have a nice beb here. Song for this guy, cap it, Bb those two guys, exactly. Select on the film,
bebel them again. So we have hot loops,
and that's it. Maybe this one is a bit too big. Okay. Let's make it the same
size as this one, then. Good. Then let's support
this here as well. Cool. Here at the end, let's do the same way. So let's move this down, so it's flat with this guy. Then let's cap it, double it. Ever so slightly. And put some supports
on it. Okay, cool. Then let's continue with a
flat piece, for example. If we look at the concept, it looks like it has a button on it and some detail there, but the rest looks
fairly simple. So I would just say we select those two guys
and bubble them, so we have a nice
am top and bottom. Then just select all
the hard edges here. Yeah, those guys
bubble them as well to have a nice
support groups there. Maybe it's some groups here, so it doesn't stretch
it highlight too much. That's it. Let's make this grave now so
we can see it. Okay, cool. Now I would say let's add this button thing in the center. Easiest way I guess
is just duplicate it. C everything but lows edges
and just smooth it a bit. You're roughly at the
position of the button, the concept,
something like this. Let's extrude it a
bit with an offset. Let's extrude it
inwards as well. Maybe too big, like this. A bit smaller as a whole. Let's see. It's all right? Maybe it would be the best. Let's see if the
collars are round, so let's try this as well. Based materials is
just absolutely sar. Okay. Just select those guys and babble them with a couple of segments so we
have something to work with. And extrude this again. L S. Yeah, this looks good. So let's select those edges
and give them a beb as well. And then let's just manually
connect them up here. So the center edge doesn't
stretch too much and add one loop Cool. We can move this out just
a bit and duplicate again, get this edge loop here and
create a load a little it. Best way to do is use the
transform components, clip it, move it out a bit. Strange. Please. Et's line the pivot again. Back it, then move it out a bit. It looks cool. Now we're only missing this thing
at the bottom here. Let's just create a
sphere or molar though, only like we by
eight or something. Let's still eat half of it. Let's tap the face here and then use snap again so we
can snap it onto its face. Then let's try to move it
to the center of this face, so it's in the center
of the whole piece, and then scale it down a bit, make it a little more flat, I guess, and delete this and create our
floater here as well. Like, again, we want
to detach this. Make it all gray. Yeah, it looks good. Okay, then let's
continue with this guy, which is fairly
easy, I would say, because I cannot see any
details except insert here, something like this, maybe. It's the only thing
I can see right now. Maybe we should move
this down a bit. So it's keep it in the center. Yeah, let's keep in
center, but let's make it a bit tighter. So it's only ping
seems slightly. Is it a bit smaller. Cool. It looks like
there's a line up here, like a separate material. So let's do this as well. Something like this, maybe, which is let's use
our brown for now. Let's extrude this
a bit outward, so it has some to it. And let's detach those two guys, and also let's detach
this one in the center. Now, let's select
those guys here. And pebble dam. Like this, maybe. Let's see. Here it looks cool. Then let's manually just
add support for this guy. Just on the outside,
should be enough. Cool. The same here, we're gonna just add
support this here. Cool. What we can do is
and float around this guy, but we don't really need to. But let's just give it a try. Let's make them gray.
Do you touch them? Yeah, we can do this.
We don't need to. Let's keep him for
now. Okay, cool. Then let's continue
with those guys. Let's see. It looks like
they are bending a bit, so let's add an edge slope here. And let's move it in a bit, so we have this
little bandage here. Let's slide it out before a
bit and then move it in this. Cool. And then I would
say, let's again, let's add some padding onto
this guy by moving this out a bit and then like this
and make those guys black. Let's try this. So also, let's try to cut
this one off nicely here. But this, I would
say, Wastel it is. Let's up this and
that's beverages. Yeah, it's okay. Now
let's move this in a bit. So we have this. Oh, it looks like it's
not in the center. You will have to
rearrange this later, I guess. Okay, cool. Now, let's detach those guys. Um, I can fill this one up. Maybe add a chem for
here, small one. Then let's just select
those guys that should stay hot and
add a chimp for them. I like this. These
stars look cool? Does look cool. Well,
let's work from this guy. Let's fill this again. Then I would say let's extrude it a bit and wear the bells.
How does this look like? Too much. No. It a good idea. What if we just offset
those guys a bit? Make sure it's all black. Could work. I guess. This bubble is too big. So let's delete that for
now and let's redo it. Or let's try how it looks
like if we don't have a ball. This will work if it better, it's, let's do a very
small one like this. This looks good. Okay, then let's make
this black as well. And now let's take this thing
and let's try to move it into the center of our
item of those two items. So let's let's align the
pivot here and break it down. Then let's just move it a bit. And let's make
those guys longer. Let's see. Are they
touching here already? They are touching here
really? Cool. Okay, so I guess it's in the center now. Okay, cool. Then let's continue with the
monitor, for example. Okay. It would be cool
if they would be round at the bi, I would say. Round at the bi, and then a
little cutout for this guy. Okay, then let's get this and let's just start
from the box again. So let's delete those guys. The pivot, it looks
like it's broken. Cool. Let's see. Will have a monitor like this? On I would like to have it
around at the back here. What we could do
is just do a poll with this fear to
try this, let's see. So let's create this sphere. At half of it, create the face in center,
snap it together here. Then just scale this up
how would this look? We do something like this. This could work, but
then we love this pole. I guess the best way is
just do it manually. Okay, so we want it to be
band a bit like this and also like let's just do
it a bit too much, and then let's use the barrel. So we can add a
couple of pass here. That's something
that needs moving. Then let's get rid
of those guys. Go. Let's move those guys
apart a bit more. Okay cool. Let's
select them all. Move in a bit because that's like to round right
now, we cool. And let's think about the
insert here for this guy. So if we want to
insert those faces. Let's see. Let's cut this in first.
Cut it straight quick here. Same here. And then let's
take those faces for now. Now, let's extract this back. And let's bridge those
guys and those guys. And now I would say that move them in a bit so they
have some ember here. And also, let's move
it in like this. And also let's move it up a bit. Is it a bit too big? Yeah, let's undo this. Um, it's too big if
we take those faces. Maybe we should just maybe we should just throw a babble
on those guys here. Just do a smaller
insert. Let's see. Maybe like, we just like this. Let's get rid of
those guys for now. Oh, let's, um, let's do eight
d from those guys people. And let's do the same
that we did before, but now with those guys, yeah. Yeah, it should work
better, I would say. Yeah, yeah. Let's connect this. Okay. Let's see. Hey, we just have to move
this guy around a bit, but let's finish this guy first. So to have this face is straight
because as you can see, if we look like this,
it's super twisted. Just have to select this edge
and scale it down a bit. Okay, now this is a planar face, and this is a planar face. Cool. Cool. Okay, then let's select the corners here because I
would like to have them round. Yes. And then I would say, what happens if we just select all the hard edges and build
them? Let's give it a clap. Well, first, let's let's add a chem for here because we want the champ for
here for sure. And I guess we
also want the imf. Oh, no, no, we don't
want him want it here. Okay, select all the hiages. Level them. Let's see
how this looks now. It looks not too bad. We just have to
clean up some stuff. So let's do the solids. Add some um loops here to
connect up those guys. Also do it like the same here. Connect up those guys. Sing. Cool. Then let's work. Make this one work,
but just adding some. Let's. And for this, let's see what happens if we're just taking
the center one? What's like a charm? Okay, cool. And let's keep it
like this for now. What we can do now
is we don't need it, but we could create an
insert or something here. Yeah, let's try this. Let's just duplicate it and just only keep
those guys here, only the centel center frame and let's just what happens if
you just skate it down a bit. Et's see. Like this, maybe, add a floater or
create a floater for this. We could do something like this. Sure. Okay, cool. Let's keep it like this for now. And let's continue
with this guy. Looks like it's just like a metal piece wrapped
around and is put on top. So let's do this.
Let's it's too wide, let's scale it down just a bit. Maybe just like this. Yeah. Then let's delete
the inside here, cap it. Looks like it moved a bit, so let's move it back again. In the center. Cool.
Now, let's just select those guys
again and chef. Now let's work with that guy. So it should touch
this guy here. And then it should also
touch this guy up here. Like same for this guy. It should be moved
back a bit and in, so it touches this guy
at the Okay, cool. Now, let's add some
chim fas on the end. Set the sent paths here. We can also, we don't need. Let's select. Let's
select nothing. Let's jump for
everything, though. 'cause we want a nice
clean bub on everything. Let's just want one
in here, though. That's about it for
that guy would say, all we need now is
like some screws. Let's just use this guy for here for the screw's
move this one up. Make it a bit smaller. And let's use them
as screws here. Try to align them. Probably. Okay, cool. Let's make this one black. Maybe a bit smaller still. Okay, let's duplicate it. Cool. Same up here. So we're going to duplicate
again and move it up here. Like this. Nice. Okay, then let's
continue with this guy. So it looks like this is one
piece and not two pieces, so we have to connect
those two, I guess. And then, yeah, I guess the
shape is already correct. I think we just sil off
maybe the top part, like a piece of it and
make it gray maybe. Let's see. Could be
could be. Let's see. First of all, I would let's see, we need to rotate it a bit, so it's actually
aligns with that guy. I like this. I would say let's
let's rotate that guy. Until those two edges line up like this.
Okay, that's good. Let's delete the
insights here, it. And Bolton we could do so we can pull them
together better if we could we could smooth this guy once by first detaching those guys so they don't get smoothed and then
smoothing them once. And then we can
delete those guys, and we don't lose our arditue and combine it again,
and that's it. Okay, cool. Now,
let's try, let's try. So let's add some edge loops
first where those edges are. Let's here, here. Let's make this tiny bit longer so it
doesn't dissect you. It looks like we need to
rotate this a bit NT. So the bottom one
lines up as well. We make the pivot bigger by using plus and
minus on the num key. We can do it more precise.
That is for rotating. Let's move those down a bit. Okay, now let's see. Let's both of them and
use pulling Union. Read our history. I should have. Let's go back. Try the pulling. I
should have knocked them down after the rotation. Okay, again, Pooling Union, late history, optimizing size. And then let's just merge
those guys together. So that's one word, those two should be
one word, one word. One word. Let's move
this in and up. That's all one word, one word. March those guys, March
those guys. Those guys. Those guys. And those guys. Now, if you look
at it, Looks good. Okay, cool. So all we
need to worry about now is, how it shades. So I would say let's because it doesn't even shade too bad right
now that connection, let's just add a loop here. Let's slide it down
a bit and then move it out so that the
distance is always the same. Then let's add a loop
in the centers here. Then let's offset
those guys a bit. And then let's add a loop here. Like this and this.
Again, let's slide it down and move it up like this. Then we just move those
guys into place again. Same here. Slide off. Move down like this
till they meet, then move them into place. Match the whole thing. Yeah, this looks cool. So let's worry about those guys. So this one should
be rather hard. So we want g again. Same on those two guys. And then we want to
detach this guy, and it does to gas
or maybe we want. Let's make a small Bb and
then add some supporters. Yeah, we didn't want this, but let's just noxious. Again. And then let's add
some supporters here. So one guy like again, this distance should be the same distance
as the supporter. Same here. Oops. Here it looks
cool, still the same here. Small chamfer up here. And let's add some pot loops. And then let's add a loop here. Slide it back and
move it down again. And again, you look
slide it and move it. Like this. Hey. I guess
this is too tight here. So let's some loops and
move it ones around. Let's the center better. Better. And let's
give this more space by moving this out a bit
it's a little bigger. Yeah, it looks cool. We can also. It's
not in the concept, but I guess it looks
good if we add some spruce up here
exactly like this. Okay. And here as well.
Yeah, does to cool. Let's keep it. Okay,
now let's go back to this guy. Again,
this should be one. He's at the end. Similar
to what we have here. Just with holder, basically. See how we can do this. But First of all, let's move this up a bit so it aligns with this guy. Same here. Let's edge aligns with the guy. Let's edit the insights again. Let's think a bit. We should again before
rotate this guy. So it actually
lines up edgewise. Let's great there. We got view it again so we can make it more precise. Like this. Okay, cool. And then what if we just
snap those guys now? That could work. Or should we even make it a
bigger connection? Could also work.
Let's do it like this so the connection
piece is bigger than just this tiny bit. Cool. So let's add an edge
here, connect this. Let's add an edge here connect
and move it in places. Let's delete the inside fasta. Let's delete those places here. And let's combine it
with one s Okay, cool. Now let's add loop on
those two sides here. Let's Let's try scaling it down a bit so this
is like a more round. Round thing that we have here. Couldn't make it top
dump it just to be hard. And then I would say that's basically it for she I just need bubble it. Pretty simple thing. Yeah. Okay, cool. Then let's Let's select all
the heartaches for. Let's see how this would work, which just leaves this
bab on all hags again. Maybe it doesn't work
at all, let's see, because I'm not a fan of
this connection here. Let's make it bigger.
But it looks decent. I would say, let's just clean
it up, yeah. Looks good. So let's ring select those
guys and collapse it. Ring select those
guys and collapse it. Let's make sure those two guys
are connected. Same here. This guy is not even bad. Just smoke it out a bit here. Let's bring some su and then collapse them,
smoke them out a bit. Yeah, and I think that's it
for that guy looks cool. Cool. What we can do here is float this
again. So let's do this. Let's just dig it all but those guys and just scale
them outwards. Cool. Then that's just move them to place like
this and this revert them, don't revert them,
but make them red. And I guess, make them
a little smaller. Fit them in a bit. Good. Let's do the same here. So let's those two guys need the rest. Then let's scale this up again. Move down a bit. Same here. Well, let's scale. Let's make them red. And let's also move those
guys in a bit again. Let's make this a bit bigger. Okay, cool. So all we're
missing now is this cable here, which we hopefully can just
move and add some parts. Okay? If we smoke
this, it looks fairly good except this piece
here and of course, the connection of both ends. So let's just move
this a bit place. Cool. And for this guy. Cool.
So the connection here, we could just use, not the thing that we used
on the headphone, something like 90
Greinkl but like, so it runs into it more or less. So let's move this to the santo. Let's try this here.
Let's duplicate it. Kick the last face row. Let's see if we just extode this a bit with an offset,
something like this. And then let's
duplicate it there. And now let's use
poll cup this away. So poll hf is straight. Cooler not let's just extrudi. Let's just extrude this
faces a bit like this. So we have a flat surface here. This do it by hand here. Cool. So this surface should be flat with that guy. Okay, cool. So now, if we make this gray, it should look like it's
running smoothing to its grad. So all we need to do now is at some support
loops on those guys. That's a part this guy, so it stays hard exactly here. And that's basically it. Let's Let's make it smaller here so it looks like it's actually running
into something. Yeah. Okay, cool. This looks great. So let's take a look on top. I guess we want to do I guess we want to do something
similar that we have here. What if we do? See. What if we do there are some metal connectors
like this? Let's see. Let's duplicate again. All,
but at everything that does. I just here. Match just
here. We make this one. Metal. Let's just
nice and straight. What if we make it a bit
bigger at the front end? And then just small
like this moe? Or what if we do it
the other way around? Yeah, what if we do it
the other way around? So we make it bigger
at the end here. See how this moles. And let's cut this here. Let's see how this ends. I looks cool, as
well, I would say. So let's just add a champ here. And I make champ for hipstern. And then let's just add
pebbles on everything, so it's nice and smooth. Good. And then let's just I would say let's cut
this one as well. And let's add a jam
this guys Well first, I guess we have to align
this This edges up a bit, so they're aligned
with this guys full. Then let's add a
jam on this guy, as well, and make it
taste to go as hot. Red. Then let's do the
exact same for the spa, so let's just duplicate it. Let's just move it
to the side here. Then let's just at those gas
and move them into place. Cool. Spill and
Jon fathos gas as well. Okay, looks cool. Now let's duplicate this piece
and move it here as well. So we have the exact
same here as well. Best way snap together again. So it's nice and aligned. And let's just move
it to position. Let's delete those guys and move those guys to
the center here as well. Rotate them a bit so they line up, then let's do the same. Let's just cap it, champ for it, and add a pot. Okay. And that's basically
it for that piece, right? So select everything. What one. Select everything
within a group. That's what we're missing
this guy also in here. Let's call it cl, and let's move it into our hypolcu So we can hide
this from our brokes mill. And as we can see, all
what we are missing now is stuff that
needs to be sculpted. So in the next video,
let's start preparing different files so we can move them to Ciprush
and sculpt on them.
16. 14 Jacket Prep: Now that all the hard surface
parts are basically done, let's continue by preparing
the assets for sculpting. Let's start with the jacket. Again, let's duplicate
those pieces that we need, and let's hide those two layers. For the arm, I guess we
can split this one off. But before we split
off, let's make sure it's exactly where we
want that border to be. So let's move some
words around here. So this is a nice and
straight line, basically. Can also just cut
a new one here. Exactly. Let's do the same for
this line. Nice and even. Also, let's take a look at this, so let's move this in a bit. And also, let's
make sure this line is exactly where we want to cut between those
pieces of cloth to be. So let's make sure. Let's
make sure this fits. This could be further. Okay. But let's say
this looks fine, I guess, like this. Okay. Then let's
detach those two guys, separate them into pieces. Let's close here
and close it here. Then let's add
some support loops in here by extruding
and offsetting it. Let's do the same here. So we're going to
close this one. We want to make sure
maybe let's try this w. If we want to make sure this is nice and round, how
would this look like? But the same here. Yeah, let's make
it round, in fact, with the circulars
feature from Maya. And let's bring it to Cebus
like this and let's do all the moving edges around stuff like on a
bigger scale inside Cebus. So let's support
us on those guys. It's also a supporters here
and like another loop. So supporter here,
supporter here, and one supporter inside here. Cool. Now for this guy, we want to split it
into different pieces. So let's delete the side
first. Then let's see. We want to have this top piece to be a separate
piece inside brush. We want to have the belt
as a separate piece, and we want to have this
bottom as separate piece. So let's split it into
different pieces. Up here, we also want this
to be a separate piece. So let's also split
this one off. And let's start with this guy. So let's combine this for now. Or let's add another
that's even better. Let's duplicate
it in the center. Now what we want here is we want to extrude this one's done. First, let's again
make sure those are nice and even those cuts. So what we can do, for example, is we can select all of
those words here and add a lettuce and then scale
the lettuce down like this. So this is nice
and straight line. Let's do the same with
those words here. And set this one like this. Then let's move those
latest points up a bit. So this is a nice
nice and even line. Let's little history. The rest looks fine. Then let's select
those guys and let's extrude them in what's a bit like this, exactly. Then let's cap this. Let's move this word
out a bit like this. Okay. Also those guys, we can just select and
extrude them a bit. Well, let's see
how does she work. Let's make sure this face is
plainer. What it is already. Less. Yeah, let's like this. That's better. Okay, cool. Now that this is done, let's try selecting all the hard ages. What if we just pebble
them, how would this look? No, we forgot an edge here, but generally speaking,
it would be okay ish. We just have to
make sure that it's not too like, too hard. Like it looks way too
way too, way too point. It should be way softer, so let's it's like
three or something. Maybe two. Let's
see. Two could work. But again, Yeah, let's clean
this up, and that's it. I guess we don't
need two in here. We don't need two in here, so let's collapse those as well. Here we can just move
those words out of it. I should be fine. Here, maybe we should just cut it here
and decir. No, maybe not. Maybe we should just span
it out better. Let's see. We send tools on those guys. Yeah, this looks nice
and smooth, Grit. Here, we just want to move
some of the words in place. So let's do some real cutting
here like this, I guess. Then let's see if we
select those edges here. Or antenplana that's
too much, I guess. Be tissue is that this
guy is poking out. So what we could do is we
could also add a loop here. Maybe even get rid of this one. Slide this up a bit and make sure it's on the same
level as this guy. So all of this is one line. We can do with just
selecting two points and doing sin Loop, for example. Let's add some support
here. We cut this. It just looks better. But maybe all of this should
be a little tighter, so those guys should
be a little tighter. Sled this guy. This
looks better already. I still think this should
be a little tighter guys. And also, I would say we would
need a loop around here. Hey. Now let's select both
and let's merge them. Let's make sure everything
is merged here. As the dos guys. Now, let's make sure
this is not quint here. So I would say, let's
make this flat here. So maybe make all of this play. No it's too much.
Senior. At least those guys should be flat. Et's move some words around until this is nice
and flat here. This could work already. What if we get all
of those guys here? Flat as well. What
if you get all of those guys and pull
them in so slightly. A nice soft selection. Let's see. Yeah,
this looks better. Okay, cool. So let's
keep this piece. Maybe we could also
while I'm here, maybe we could also move
just those guys a bit up. So we have this nice and
round hop piece here. What if we added edge loops? Not so much but if we slide it out a bit,
move it up a bit. But could look cool. Those guys should be
moved down slightly. Let's slide those a bit again. So we have this nice
round thing here. Yeah, this looks
cool. Okay, cool. So let's now do
the inside piece. And it's basically
the same again. So we want to we want to make sure we
extrude this down as well. Nice let's look at
it from the side. So again, let's select
those guys with a lettuce, and let's make it nice and flat. Same here. Then again, let's select
all of those guys is. Also, let's do a lettuce, and let's also make those
guys nice and flat. Okay, nice. Then let's make sure we
extrude them inwards. So this distance is
the same, everyone. Let's make sure this is in the center and we
delete it also. Same here. Center, delete it. Then we can select those
guys, move them in a bit. We should move these guys
out a bit on the sexes here. L. Let's move all
of them in a bit, I would say. So this
is a little thick. Yeah, this again, center of near sexes So now if we again add a Lupia
and move this up a bit, so this nice around
again, we can add two supporters here and see
how this would look like. This would look quite
cool, to be honest. So let's keep it
like this for now. Let's do the supporters. Also, let's extrude
this guy to the front. So we have this piece
in here as well. Let's make sure.
It's a soft search, it's better while we look at it. Then we want to merge it, combine it, merge those guys. But we don't want to merge the front because in the concept, it looks like it's
split in the center. So what I want to do is
bridge this here like this. Also add a extrude dispec bit and just merge Tkas then let's isolate those
guys into the same here. So we want to fill
this hole here. We want to extrude
this speck a bit and also only merge jkas. So now if we move it,
those are separate. And now what we can do is add back those edge
loops we had here. So those guys. But
now we can also, first of all, let's make a bit. Now I see it a bit higher, I would say, so
it's a bit roundo. Now we can add edge
loops in here. And it looks like we have
to split down the center, yeah, which is the same as
we have in the concept. Okay, cool. Then let's continue with
this chess piece here. Fairly simple. We
just want it to continue underneath so
we don't have this hole. So what we want to do
is we select all of those guys and extrude
them to the center. And we want to make
sure it shades nicely. So while we do this, if we can delete some triangles like this one,
we should totally do it. So in here, I would say this cuts like this so we can
get rid of this guy. And if you combine
those two guys, we have a court here, go here, go here, which is
already not too bad. What we want to make sure is that we don't lose
too much volume here. So let's add a loop. Let's connect this
up, another one, connect this up and then
connect those guys up. Now we want to select those newly formed faces here and transform them a bit outwards so we have
more volume in here. You can see here we can
just span them out nicely. Those new edges we have so we don't have a pinch in front. Same for those guys. The important thing is we don't lose too much volume
so you can just take the soft selection here and just try to not
lose volume here. Cool, we should span
add another loop, first of all, get rid
of the strangle and then span those guys out of it. Then we want to
cap this again and add a nice bevel on those guys, so we have a hard edge
where disconnect. Can also use those
guys and move innugt. Maybe that's too much, but
innugt that should be it. Maybe this guy should be not
pointing out what sectors, maybe they should be
straight with those guys. Okay, cool. See, maybe this is a little
bit too pointy here. So let's move those
guys out a bit. So it softens more.
It's good. Same here. Let's add in support or here
and move those guys a bit. So this is not as
steep of an angle. See if we do the same here yet. We want to have this
nice and clear cuts, so we're not going to do
it on this. Okay, cool. And let's mirror this guy, combine it, and let's merge
the center pieces again. Let's move them to the center of the X axis
and merge all of it. Then also, let's merge, let's fill this hole here and add a nice bevel
at the bottom here. But let's also move this
down again afterwards. Cool. I spare here. We could even make this one straight for now. Good. Now to this bottom piece, basically the same
as we had before with the different
colors up here. We want to detach this red fin. We want to mirror that guy. We want to again let this
piece continue underneath, so we want to move to
the center of our scene. And for this one, we don't
really need to do a lot, so let's just combine it
and extrude it a bit. So we have some
thickenings here. Let's delete the
inside, and let's fill. Let's fill those holes again. Let's move this up a bit. Let's invert the whole thing. Here we should actually have some geometry because we're going to see inside
this, so let's do this. By hand here, Okay. Let's make this bit
sharp at all here. Good stuff. Then again,
let's mirror this. What we can do here is
just bridge those guys, add an edge in the center and transform it outwards a bit. Then again, select those guys and move them to
the center of X. Let's make sure we don't
lose too much volume here. We're moving this around
a bit. Now, exactly. Now if we again kept this, we can add a supporter here, and it would stay disconnected. We're going to add
some supporters here, so we have a nice and
soft corner here. Stuff. And then
let's combine it and only merge the big words
here because yeah, we don't need them to merged. Now what we can do
here is make sure we want to move this down a bit. But we want to make sure these
ones are not interfering, like not sticking out here, so we're going to move
them up a bit. Now what we can do is
add two loops here, and move those two points down a bit and then use Additg
loop on those guys here. So it still looks round. So let's move this
down. Move it in a bit. Also, let's do a Bonds guys. As you can see here, the
connection is different, so we should move
this back a bit. So the distance
between the red and the white is the same roughly. We can also add Mada here. You could give this a try. This could work ADH up on
those guys and those guys. Same for the old
skulls and those guys. So this is nice and
round. Okay, cool. Okay, so the last piece
that's missing is the belt. But let's add one
Mlupiu while I see it. So this is a little harder. Okay, now let's mirror the belt. It's going to be fairly easy. Again, let's combine it. Let's use ADH lub on guys, so it's nice and round. Okay. Okay. So now let's kip those. Then let's extrude it
out a bit like this. Now let's add support to everything on all those
edges, basically. And that's our belt. So let's
mirror those guys. Good. Okay, that's really good
already for C brush. What we still can do is
make this a little closer. So if we select only
the inner words here, behind, I guess. Only those words on
the inside here, and we scale them in a bit that could actually help us later on because right
now it's super wd, so let's just scale them in
a bit, bring them up a bit. Also, what we can do is make sure it doesn't interfere too much
with our red pieces, so if we just push this down a bit and discuss
down a bit as well. This could already
help us lay down. Also here, let's make sure this doesn't intersect too
much with our red peace. Exactly. That is all stuff we could also potentially
do in seabrs as well. Exactly. Let's try what
it looks like we move. No, we should also
forgot about this. We should also add an edge loop around here stays consistent. Okay. Okay, then, let's
group all of this. Call it jacket, and let's put the jacket group in a
group called four Sebush. Okay, cool. So yeah, that's the first piece prepared for sculpting
in sea Brush.
17. 15 Pants Prep: Let's continue by preparing
the pens for Cebush. So let's as before, let's duplicate
everything we need. And unparent it, and that's
how it depo cot. Okay. The pens should be
very straightforward. We just need to make sure to
have a quart mesh in here. So let's add one loop here. Maybe let's even use flow on it. Okay. Same goes. But that guy, we might want to just get this edge right here
so it's not pinching. We should try to make
this nice and round. Let's see if we can get there. So we want to move all of
this to the right again. Let's check it out with
the rest of the pens. Yeah, somewhere
around here, I guess. But here, I would
say it's enough to just use Aid edge
to get it roughly into the right position
because we're going to use a lot of sculpting
in this area anyway. Okay, it looks cool. Okay. Then like before we want
to detach those guys, this is a separate mesh,
this a separate mesh. On this one, we want to
extrude it in again, first. So we have some insert here
that we can let's cap it. So it's closed and then let's just add some
support around here. And then let's also add
a loop here and here. Maybe we want to even pull
the loop out a bit like this. And then let's just add support
loops on those figures, add support loops here,
and then one here. Yeah, this should be good
enough for sculpting. All I'm thinking right now
is maybe we want to have the whole thing a bit bigger. So maybe we want to just scale
all over it a bit up like this. Yeah, let's do this. Okay, then let's
cap this as well. Let's scale this down a bit, and let's move it in a bit here. But then that's also add ape. Scale that one up a bit. An support down this guy. So this taste nice but here. And also, that's a and
support down here. Okay, now, if we mirror
this and merge it together, let's get rid of those guys. Make sure all of this is merged. Let's also get rid of
guys, I would say. And that's good
enough for sculpting. Let's mirror this as well. Then this guy should
be fairly easy. All we want to do here is extrude this in as
well, like this. Then let's slide all
those guys into position. I should be scaled
down a bit like this, so it's nice and
consistent. Okay. All we want to do now is, um, Add some edge chops on this. So let's select all
the hard edges. That it. Nice champ for you. We can again, delete
those two and add one instead and add. Maybe you want to
have a sky rounder. Yeah, let's do this. Let's
make it round at the top here by deleting
those two edges here, maybe adding mint of water here. Now let's continue
with these guys. So what we basically want
is we want two measures, one for the base and one
for the piece on top. The piece on top, I guess
we want to have it wrap around at the top here so that
the isolate that's delete. But nothing for now. Let's
just think about it. This one should
move up like this, and this one should
be the piece on top. Let's add this edge loop here so we have this
connection, right? Now we want to detach it here. Let's make sure this is somewhat parallel to the top line here. Not like we're going
to see it, but still, but this one should be our cut. Okay, before we do this, let's make sure we have
some nice clean edges here. So we're sure it's going
to shade properly. Okay, let's make
this nice and clean. Stood for the B as well, even though we're not going
to see the back. Okay. Now let's select
those guys and detach it. Now, select this guy, and let's just basically
fill this piece up. So we're going to
extrude this ones. Going to move it up here. Oh up. Skip this together,
bridge those guys, and let's add some support
loop so we want one around. No, let's Let's make stuff. All the edges hearted.
We want heart and let's select all the hetges. It's easier. Before we do that. I guess we need to extrude this once
inwards so we don't lose too much volume here. Like this. Now, let's try selecting
all the hardages let's see. Yeah, this looks good. And
now let's be those guys. Again, let's first of all, I guess we need more than
one. Let's five maybe. And then again, let's delete
those guys and those guys, and let's just add one
loop in the center. Maybe we don't even
need the one loop here, so it's nice and round Let's
keep it like this for now. Let's just look nice and around. The only thing I'm
seeing right now is this bottom is too
pointy, I would say. So let's just move those edges, those words around a
bit by sliding them, so this gets softer. Maybe we even want to get rid of this guy and move
this guy out a bit. Let's see what does it look. Maybe that's too
much. But maybe we just may we just want to
move it in a bit, like this. Also, those guys
seem a bit too hard, so let's again
select those guys, slide them a bit
to make it softer. Yeah, way better. Same here. Okay, cool. Now, let's select the To part. It's isolate it for now,
let's do basically the same, so we want to extrude this guy, move them into place and
then bridge those guys. And all of the soft
with this guy. Now, let's see. I think it would best again
to extrude this slightly. Get an offset in and extrude
it slightly. Like this. Then let's just try
collapsing those guys. Then again, let's select
all the heartaches. Maybe not the line
down the center here, let's put a bubble on those
cars bigger one again. Oop Let's get rid of
this loop here again. See, something
like this happens, easiest ways to delete the
phase and fill it again. It's just an error that can
a cure while doing a bubble. Generally, this
doesn't look too bad. Just missing some support. So we need and support
the up here, right? Then we need to
support this edge. So first, let's add a loop up here and let's
make this support, and so let's just end it here
or let's see if this works. Then we want to add
one support idea see how this looks
now. Not too bad. Let's see if we're isolated. Not too bad here, it
looks a bit worse. Maybe it's the best if we just take those guys
and extrude them a bit. Can you move to do it.
This couldn't work. Maybe we extrude it too much. Let's go back again.
Let's take a. Yeah, maybe we just should
extrude them. I was slightly, and
move them down a bit. And then let's do
the judge again. And let's just add
one down the simple. Why not? If we just had this
down the simple and none. I mean, all of this could work. Just a matter of preference now. What I don't like is
this shading here. So what if we just if we just continue this cut so if we
move those faces around a bit. Let's see how we can
fix the sardes nicely. I guess that's the way to
go. So we'll move this in, continue this champm and add one up around
the whole thing. So it's the same here.
So we'll move this in connect it, this guy. So this champ gets
continued basically. And then we're just going to
connect those guys again. Okay. Now, if you look at it, we
see if it's hard enough or if you want to add
a loop down here. But I think it's hard enough, maybe if we add a loop here, that could work a loop
down the center here. Now, let's make these guys
softer again like before. We just want to slide
those guys out a bit, sing here, slide them out a bit. That's it. Now we want to add.
Well, it's just again, that's movie out but
it's even softer. Oh, no, that's not. That's fine. Now we want to add a
she It's like a butle. Let's dig half of it again. Let's cap this.
Let's rotate this. So it's in place, and let's
squash it down a bit. And that's basically our media. Let's give it a
white color as well. So we want to do now is
extrude this backboards and add a support here. Then it's just rotate
it into place. That's about it. Now, if
you look at the concept, we can see that there's
this lines down here. Um, that's the thing I would say we could add after
we did the sculpting, so we can have it projected
on top of everything and we don't have to worry about how the
sculpting affects it. So all that I want to
do now is I want to combine those guys and I want to move them slightly
so they don't intersect as much with the pencil it's
easier for us in cutting. So maybe that's also
add like Lupia. And let's also get this wall your been a bit so it's
perfectly straight. I just looks better.
So it's heals up a bit little bit a bit. Exactly. Yeah, exactly. Now,
this one as well. And let's group it pants, and let's put it into
four brush group. Now, if we look at
it, all we're missing now we hide those guys because
we don't need the one. All we're missing now
is the bag, the shoes, face and hair, and the
arms and the rest is just minor stuff
that we're going to complete as soon as
everything is in Maya again. Brush. Okay.
18. 16 Boots Prep: Now let's continue by
preparing the boots, so let's duplicate them
again and unparent them. Let's first of all,
detach the sole, and let's make this one mesh. So what we want to do first
is we want to move this up. We want to make sure we don't have some
weird bending here, so let's fill this guy. Let's see. We want
to get some edges. We want to have this guy's flat and this guy's flat
as well, I would say. Not the front to front,
we want to bend, but the backgro
want to have flat. Let's delete those
two edges here. Let's add some Lucio. Let's see. This should be red or plainer, so we can basically use
scale on component. So its this mod
flat. That's good. Now, let's just slide
those guys in a bit, so this pebble stays
in nice thickness. Now, if we want to select all hard edges and
add a Bible let's see how this shades because we want to have it
nice and round at the back. A nice and round the front. The front, I would say,
works fairly well. The back, not so much. So let's some slips back. And let's add more
looks, basically. We also want to make
sure this is hard. Let's add more loops. So we
want to add one loop here, one loop here and use
datal on those guys. Maybe we also want
to slide those guys bit to the front and
use a rope again. Well maybe a bit
to the side. Okay. We also want to make
those guys hard when we select all heartaches. The front did work quite
well, I would say. We maybe want to make
this line nice straight. Okay, let's try it
again. Let's select all hard. And that's bare. Yeah, not too bad, I would say. So again, like Esme, Jasper, delete both here
and make one out of it. Also, let's do a
ring selection here and combine those
guys in the frontier. And I don't want this to
be particularly hard here. So what we can do is either delete one
of them completely. Which should be fine. Yeah, one of them completely, and let's just add
two supports here. So this one stays
fairly straight. But we still want
the slide bent. Okay. Now, this one is done, let's work on the Put itself. Let's make sure this
aligned properly. So let's just snap those
guys to the words here. Same for those guys. Okay, then let's add those two edges here. Let's use danos guys. You can also align those
guys. Make sure it's soft. Now what we could do is make sure this is
not because it's slightly twisting all of this. Make sure it's not
twisting by making sure the top is rotated nicely. Like this. And then let's use Multi cut tool and make a nice
straight cut here. Then let's use Edge
on those guys. Just a couple of times
deliver it for me straight. Let's some thissaiz cut. Let's see. Now we need to make sure we didn't move any of those
words too much, so let's snap them back again. Let's check that boo itself fits nicely into
this thing up here. I would say we should move it a bit to the front
and a bit to the side. The cool. Okay, we can
see if we move this, it generally looks
really pretty good, pretty good prepared
for sculpting. So what I would do is fill this. It's support opium, not
supoglps, just some agency. Then ruts with an offset down, so it's inside our soul now. Then again, let's
select all hard. Here. Should on live with
those guys around there. Yes, exactly. Let's
shame for it. Let's do what we always do with stuff. Oh, this should not be. Bevel so let's slide those guys back to
where they should be. Merge everything. Okay. Now
let's see how it fits into. So if it's nice, what we want to do
now, as we can see, we have one pi, we don't here, so this breaks off. So what we want to do now
is add some edges in here. So this days nice and
tight here, nice. And we might want to
add a duper to add up this edge to stay more angular and also let's add two edges here so those two guys stay
a bit more angular. But I would say, yeah,
that looks pretty good. So all we want to do now is
close this guy on top again, L extrude it, we offset, and let's add some loops again. Okay. Group it again. Woods and it's
moving into four zebrcop. Okay, nice. Okay, so not
a lot of stuff missing.
19. 17 Gloves Prep: Let's continue by
working on the gloves. So let's duplicate them, as
well, let's take a look. The plan for the
gloves is to prepare some basic meshes in Maya and then dynamesh it together
in Cebush I would say, because that's just a very
fast and easy progress. All we want to do
is now to prepare those couple of meshes that we have so we can dynamesh them. So first thing I notice is we are missing a strip up here. So let's delete the rest of this and let the
strip piece up here. We want to make this
one red as well. And let's move it out a bit. Now we just want to make sure those guys are snapping
we also want to make sure our globe
is nice and dry so we add dupiaga Etchia. And let's delete those guys, and let's combine together. Okay. Then up here, let's see. This is not even too
bad for dyno meshing. Because we just don't
have the rough idea of where things are. Yeah. Let's add some more
HCs with Multi leave. So you want to
move this in this. And now to put it, she doesn't
make it all week because we're going to dynamch at
the end inside the brush. So let's just move everything
roughly into place. Let's at this face here. Let's facing here
makes the eating. And the facing here, oops. So this looks kind of fine. Should slide this up a bit. The fers I would keep like
this, like sticking then. What we can do is,
what if we add more loops and use
added on these guys. It's the only thing
I would do now. So they are not just cubes. Okay, then let's make sure
they really intersect. Oh, so let's make sure
this is moved out a bit. No. Spacing, no. Snap discrete move. Okay. So let's make sure all
of those really intersect. And let's also make sure
those are not too weak, so let's scale them stick down because I don't want
the fingers touch at the basio because that will make stuff way more harder later on. Okay. Another thing we can do
already is pap scars. So this is more round
and more bent here. Like this. Okay, cool. Okay, cool. Let's also add an edge loop
here and use added edge row. And let's just continue
this edge flow. Let's move those edges a bit
so they intersect nicely. Riven here, so let's
move this as well. Them should be thick
base, I guess. Okay no good. Maybe let's add an
edge here as well. So freezing a bit in a bit like this. We don't
even need each other. Okay, but generally, I would say that's good enough
for a dina machine. Bras c then that's also
duplicate the arm itself. We don't really need to
do anything to the arm. Need to always pass
at some support. So support here.
Support this here. Maybe let's add one or two edges so this is more consistent here. And then let's
move into a group. Let's clear history again. And let's uplcated
to the other side. Okay, cool. I would say that's good enough
for the gloves. So the bag and the head
of hair missing. Right.
20. 18 Bag Prep: Now let's continue preparing
the bag for sibsh. So let's again
duplicate everything. Let's hide everything else. And let's start. Okay, the first thing
I would say is, um, let's delete half
of it and mirror it. To do that, we can
just make a face here. So we have something
to align our pivot to and bake it down, and then let's mirror it. Also, let's take
this phase again. Now let's take a look at
how we want to do this. So we want to
separate this piece, the top piece from
the bottom piece, but we also want to separate
all those layers, I guess. So let's start with
the top piece, then let's cut this down. That's detaches. Let's take a look. We also, I guess, want to separate this, um, this mesh that wraps around this piece
like the black one. But we can do this later on. Let's try to get this looking nice first,
and then let's separate it. So the easiest would be to
just add a loop in here. Or we can, let's
do it differently. Let's just here. Let's just select all
those brown parts, and let's just extrude
them inside a little bit, so we have some thickness here. With a little offset. Those
guys we can select and a bit. Lots move this up a bit. Let's move both of
them down a bit. Okay, so this brown
p should be black. So make this black. Exactly. Also, we want to make sure we have a nice
and flat surface here, but we have a nice bend here. So let's make sure this
is in the center roughly. Okay, so now let's see if we detach the black pieces
here, how it shades. He doesn't look too bad, so let's support here
and here and also yeah. Put. So now we want to make sure this is nice
and height here. So let's add a loop here and the loop
here, not the inside. So yeah, exactly. So this one stays nice round,
but we have a corner here. Maybe maybe we have to
move this down a bit. Maybe it's too
pointy of a corner. Yeah, better. Okay, cool. So what we need to
do now is just add a loop exactly in the same position here, so it continues. Hot stuff. Okay, what we can do now
is delete those gas and those guys and separate this and just extrude those cars out so
it's nice and even. So we want to extrude it down with an offset
first, like this. And then we want to
give it some thickness, like this hop w. Now we want to invert this
and let's take a look. Yeah. This is where we want
it to be. Okay, pull it. Again, let's select those faces here that are on the
x is very mirrored. We want to scale
it and delete it. Now we want to add one edge loop in here, one edge loop in here. Also, we want to add
edge loops around here. So this is nice and sharp. Okay. Now for this guy, what we want to do is we want to split this top
part off again. Easiest way would be
to duplicate this. So we have the top part one. So we're going to delete
everything but the top part. And here we just want to
delete this extrusion, and we want to move
those guys down a bit. In a bit. In a bit
this. This one. Okay, now so Now let's just
extrude those guys a bit. So we don't get holes when we
move both of them. Exactly. Also, we want to make
sure this stays hard, so let's introduce
some floaters here. Yeah, this looks good. Okay.
So that's already nice. Now we're going to do we have to move this one in
because as you can see, it's too far out, so let's move this whole
part in to that corner here. Let's make sure the
snips to that corner. Okay, cool. Now, for this guy, what we can do is we could
make a cube like this, but just filling all
those holes here and then just selecting the
hard edges and those guys. So basically all that we want to support it and just bugling it. Now this looks. Yep,
this looks cool. This looks cool. Are we sing? No. We using
anything here. Okay. Okay. What we might want to
do is like we did before, move those supporters here. I did, so it's not as int of. What if we make
this English soft. Yeah, looks good as well. Let's make sure this
one smoothed in a bit, or can we just
combine those two? Or, combine those for now and
then just add more polygons like this so the supporter
goes nicely around. Okay, cool. So now if we just
mirror this on the exits we had already and combine it. It's like skis on that
Lletly in the center, so that's much done. Separately. Okay. Yeah, that already looks good
enough, I would say. Okay, so now let's work
on this bottom piece. What we want here is
basically we want it to be tucked underneath the sky. So we want it underneath
the sky like this. Oh, let's find out. Keep it on the edge.
I was in the worst. And we want to split it up in different pieces as well, again. So I would say, we want to
have this outer layer here. It'll be a separate piece,
so let's detach this guy. Oh, let's not touch it yet. Let's think about them. So
we want the outer layers, and then we want this
one to be set in. Hm. So let's think about
this. We want this to be a layer on top, then we want this
layer, and we want the back layer and this
guy's tucked in between. So I guess the easiest way to do this would be,
let's cut this in. Let's see. So we have
this first layer here. Then we have a
second layer here. Then we have a layer back here. And then we have this guy
and this guy tucked in here. Let's delete this for now. Sets no bit. This is an accent.
An ascent even. Yeah, should that
should work, though. Okay. So let's make this
straight with Sent tools. But just selecting
the end words, you have to start send first. Just selecting the end words
and then send tools it. Very nice. Okay, then let's
start by cutting this guy off putting cutting
that guy off. Oh, let's cut the
red guy off first. So we're not
interfering with it. So we're going to extract it. Then we're going to
cut that guy off, cut that guy off, and that's
separate all those pieces. Okay, good. Then again, here we want this to just be extended underneath this guy, so we can just
basically move this up. This this. So place like here. I'll wt like this. And then let's just move
this wet as well. Yep. Also, that's Make this
nice and qualified. Okay. Okay, looks good. So now what we want is we want to extrude out of this bag. And basically, extrude
it and merge it. Let's make sure this
is not too wide. We want this nice and
flat. Now we just, let's cut this into nice ads so it's nicer when it's moving. Like Let's do it again, like before we add
another word here, move this into place as well. Let's make sure We have
enough. Polygons here. Okay. Now, let's check again. I would say to make
this nice and even, we need to move
this guy in a bit. We can also slide
this guy up a bit. Okay. Now we want to select
those edges here, and we want to add.
Yeah, let's take. And let's add a bevel, like a wider one. And we want to like
before we want to delete those guys those guys. We just want to add
as a party here. Then because you want to have this guys hard
and disguis soft, we want to just select
those guys and bevel them. We can try changing
the middle along to edge so it stays
the same distance. Then let's see if we're
going to delete those guys. The shading is nice. It's kind of nice. What
we can do now is we can send tools to
those guys a bit. L again, delete
this one by hand, so you don't have to
send to this one. One too many. So
those two Those two. Those two, and then let's grain. He looks cool. Again, maybe this is too um to point W we delete those inside
edges. I would look cool. Maybe it's too wide now, so
let's move this in a bit. Then let's delete
the center one. Or, let's keep it now, but keep in mind that we
want to delete it later. Maybe it's cent ful now while we model the rest. Okay,
let's keep this. Then let's work on that guy. We don't need that
same as before, we want to extend
those guys out. Like this, this, take it this, and we want to
extrude this as well. Much like this. Maybe we don't need this really. Let's just add an
edge for this. Okay. Yeah, cool. So same again. We want to extract this
a bit and then yeah, basically, fill it again by extruding and
merging to one point. Okay. I another. Yeah. Then again, we want to make sure this is tucked underneath. Here it's extending too much, so we want to move
those guys back. Here it's not going in enough, so we want to move
those guys in. Okay. What we also could do
is make sure this meets roughly the position of
the edge loops like this. Okay. Okay. Just a bunch of moving stuff around and taking
you like it, basically? Now, let's select
those edges again, bubble them a bigger one, let's delete the
support this here. Let's again, bubble those guys
as well. Maybe a bit more. Cool. Let's do the same here
by editing those guys here. And let's those
supporters again, back in the tilts. Looks like we're missing
this bevel here. So let's it like this. And let's Let's bevels guy here. So we'll have a support
down the flat surface. Okay, cool. Now let's move those guys around with
bit again, so this fits. See if we need to move this
out a bit. Okay, looks good. Now, we want to do the same for the back
piece, basically. Or, can we we just ubcate this big
night won't work. Okay, then let's do the
same same to this guy. So let's do the same basically. So we want to, let's start
by making this guy straight. Then let's just keep spacing. Let's move those guys
into place before today. So they are going underneath
the things we have already. That's good. Then let's
extrude it a bit in. And then, let's put it to one to one vertica by
extruding and merging. And then let's just add more, more rts again. Oop. Okay. Then again, let's
select those guys. Put the baby on them. But again, delete those guys. Oops. No. Et's again add those bevels. Let's bevel those guys. Exactly. Okay, cool. Yeah, let's keep it
like this for now. And now let's work on
this inside, guys. So let's say we want it
to be exactly in here, so let's just merge move those guys at
the exact position. So it's nice and tight in there. What we want to move
this one as well. Again, we want to make
sure this is underneath there exactly like this cool. Now what we can do is absorb. Move the so that's. Okay. Now what we can do is make sure we
have this cut here. So if we take a look at
our blocker, it was here. So let's edit here. Let's detach it here and let's
work on the skill first. So what we want to do is just
extrude this in basically. Yeah, that's
basically you want to maybe make this a
little bit longer. And now we just want to
select the border edges, plus those guys and
pebble Basically it. Let's delete those guys here. Again, we want to
make sure this beb is the same thickness, so let's go into the be change
it around until it fits. And let's see if this
is maybe too soft, the whole piece,
but it looks okay. So what we can do here is select those guys and,
that's probably not work. But we can use sent tools
to send those guys out. Like this So we solve one problem already. We are losing volume here. So we can do is go in here, select those guys and try moving them so we don't lose volume
anymore, like this. Yeah. Wait. Now, let's go to that guy. It's basically the same
as this, but we want to have some volume here. So we want to move this
one out first, like this. Now we want to do the
extrusion inwards, like this. Now, again, let's
just a little bit. Select all edges, but
this one and this one, let's build it again. Let's check again how
we'll be able to tear. We just want to add
more, I guess, again. In here, we want to delete those guys again,
add them by hand. Use sand tools on those
guys like before. It's nice and ground.
Let's add this later. Okay, let's add this gavagan. No, don't have to add it,
so it's nice and tight, and then we just want
to add support loops here along the line as well. Okay. That's good. So let's also combine
those guys and critica. It's better for shading, see? It's that shading era? Same. Yeah. Now let's think about deleting that guy who really
want to do it. Let's see how it
would look. We would need to do it on all those guys. We sing, because that guy, he should just the dipping
so it tastes the same. It does look cool.
If it's rounder, I would say, so let's
make it rounder. Let's just make
sure we don't get this strange wobble in here, and pulling those
edges out a bit. So this is essential. What if we make those guys
plain C storage guys? No, go pull this one out a bit, I guess. It looks good. So now let's do the same here. We're going to delete
the inside edges here. Before we want to do this again. Oh, so Then we're going to delete those
guys and those guys. Again, we want to make sure we have this
supporter up here. Okay, this looks cooler. So now let's select all of them. Mirror them again, and
let's combine some dishes. So it looks like it's fine. Here we are missing.
Basically, all of them. That's great. So let's
combine all of them by hand. Okay. Same here. Okay, we should just
select all of those guys. And how can we do this? Let's just select
all of those guys. Let's make sure our he
is on object space, and it's just that should work. So now we select those two guys. Yeah, they need
those supports here. They don't need them.
Great stuff. Same here. Let's just select this
whole edge loop here. Let's align it here and let's
scale it to that point. Combine it and merge. Great. Yeah, this looks cool already, except these top part, so
let's work on that guy now. We want to have it
tucked underneath. So let's just select those guys. We go soft selection, and let's just try what happens if we just tuck them in. I guess let's freeze our
transforms first on this guy. Ah, this guy is
still duplicated, so let's duplicate simulator. That's why it was
behaving strangely. Let's freeze this go. Let's combine this
all to one mesh. If it acts up like this, standard rehire,
always the same. So this should be
tucked underneath here. So what we could
do this better is select these guys and just push them out
just a little bit. So we have more room basically for this. It
just looks better, really. And here we could just we
push this in a bit like this. Yeah, this one really works.
So let's keep it like this. Okay. Then let's separate again. And let's bake down the pivot in the center
gear for this guy, so we can mirror it
along the Stax is. Also, we want to
re mirror all of those guys that
means. Not this guy. So let's delete all of this. Let's bake the
pivot to this guy, and let's mirror it again. It should be easy now. Cool. Cool. So let's
do this bottom piece. We can basically, basically move this into plasia
like with the top thing, we just have to worry about intersection because
this is so round here. But let's do it the
same way, so we want to just reach those guys
and fill these guys. Let's make sure it's flit. Let's make sure those
are planar as well. We want to do now is to select all the edges basically except this one should be round but
the edge should be beveled. Put a nice bevel on this, like, p or something,
let's delete the ones. Annoying us, and then
let's add this one back. Let's let's mirror it. Now, the is, let's combine
the merchants take a look. Okay, this looks
looks good already. Then let's work on
those two guys. So what we want to
have now is like, we want to have this metal piece and then
this guy coming out, right. So what I would
say, first of all, let's move this bit
in like this Mirror, and then let's add a Q here. And let's build this metal piece that guy so it will be just the standard cubith like this, this when I belive the insides extrude a
bit to the inside now. Yeah, I guess that's
what we're going for. But before we
extrude it inwards, we could bevel the edges a bit so it's nice and round
and then extrude it inside. Well, no, let's do it
the other way around. Let's make it nice
and tight, like this. So for the inside, then
let's bevel the edges a bit. And let's extrude it outwards. Yeah, that's better, I guess. It's too thick, I guess. Okay, now we want to lay
it on top of this piece. Let's just select all
borders, bevel them. Let's make sure we have
support loops here. Okay. This could work. And then let's just add supporters here and up
here, and then volume here. This one we want to make
sure is nice and straight. This we want to move this
one out like this hoop. Like this the. Now let's select
all of those guys. Let's extrude them
just a little bit. And now let's just let's make sure this is
nice and straight. Same for this guy. Okay, now let's just add
some spot loops in here. So again, those guys and
this guy and the corners, those two guys Now, let's
do a big one again. Let's do like three and again, delete those supporters
that are useless to us. Let's make sure those guys are not intersecting with this, but also just use
centres on those. So they're nice
and even in line. But we're not going
to really see this, so it's not that important. And then let's just add
in those supporters. Okay. And this is our metal piece. Maybe it's a bit too soft. What if we let's deal
supporters again? What if we extrude
it just a bit more? S and add a shameful. Well, maybe this is too round. Maybe let's go back and step. Go back to step. And let's extrude this and then just scale it up like this. So the pebble is
not getting bigger, but it stays the
same, basically. Or no, let's go for Let's
just make it square for now. I think square would be the
best and then bevel it later. So let's make this square again. Let's scale a little bit. Then let's extra like this. And now let's bevel
it now a bit. Just a bit. Yeah, exactly. Then a little bit. Let's
add some supporters. So this stays nice and tight. Then let's add some like
this and it's a great this, so we're going to
put ray on this guy. I guess we want to
move it in a bit. This Okay. And that's basically
it for that guy. Maybe should be we should add more supporters
here so it's tighter. Yeah. Now, what we're going
to do now is like before. Oop. Make a pivot like this so we can write group
everything, call it. Back. And yeah, let's take
a look at the rest. This one is pretty much done for the sculpting
class as well now. Let's move it into a
base group and call it.
21. 19 Zbrush Prep: Now we want to move
everything that we want inside Ciber to cbre so
we can start scuting. But first, we want
to add a shirt here, so we don't have a gap
between those two objects. Through that, let's just
duplicate the head for now. Let's add a cut in here. I feel like this. Spit the rest. Let's duplicate
it on the center. Now, let's slide this
up and down again. So we have it pretty
much straight. Let's transform this
outwards a bit. Let's cap this on top. And let's just extrude the horns and spill it up,
move it down a bit. I guess, move this
up a bit, as well. Well, let's move
everything up a bit. Let's see. So we have a turtleneck shirt
underneath there. Something like this. We don't
need to be a bit like this. Let's do something like
this. And the rest, I would say, we're
gonna do sculpting. Let's just give it a nice
color like black or whatever. Okay, that's it. So now let's start moving
everything to Seabirh. Let's start with those guys that we want to
sequence, hypodifles. Best way to do
this is let's just duplicate all of it and combine it and then smooth at once. So modeling mesh, smooth. So now we just going to
exploit this file as an OBG Next thing we're going to move
to bash is the phase. So we're going to
duplicate this one and combine this one to
one mesh and merge it. Then we want to move nearly
all the head poly pieces. At least the ones that
connect to the body, so I would say those cards. So let's duplicate
those as well. I don't look the
groups of quarts. So the headphone group,
we want to duplicate. Yeah, basically, the
headphone group. Merge for group. And then, because those guys
inside are duplicate. So we need to select those two duplicate groups
and press this button, and now we can combine it. Delete the history and
smooth this as well. Hi. And that's about it. So we want to move those
guys C brush right away, just export it as an Obichi
and get it to brush. Now inside Cebush, your model should look
somewhat like this. What you want to do now is create different
polygroups for this, so we can divide it up
into different subtols. Do that. We're going to
press the Autogroup button. And then we want
to control shift, click on pieces that
should stay together. So let's say, for example, I want those guys be one
piece, not the pencil maybe. And maybe not the sleeves, but those two guys
should be one piece. So I isolate those two
and press group visible. So they are one policle block. So we're going to do
this with all the pieces we want to combine
because at the end, we're going to press
split by group. So let's do this. So
those guys should be together. Group visible. Those two guys I want together. Maybe I even want those
two guys together. Yeah, it would make
sense, at least. Then the gloves, we want all the fingers to be together because we're
going to dynamic it later. We want basically the
whole backpack to be one piece. Group visible. We want both arms to
be in one subtoled. We want I would say, those guys to be one piece. Maybe we're going to
add those two guys to the chest, as well. We want both boots
to P one group. Also, want to have those two. The soles in one subtol. Then we want to
have those guys in one subtoolEcept I would say the buttons because we're not going to
sculpt them at all. Okay? Okay. Same here, I would say, let's
isolate this again. We don't want those metal pieces in there because we're
not going to sculpt them. It six. Now the only things missing are the high paliza, we don't
want to sculpt it roll. So let's isolate everything
except those guys. Oh, let's hide everything
except those guys. So those guys I don't want to
sculpt the roll those guys, so I'm going to group
visible on them as well. Okay, so now if we just
press split Group split. We're going to get our
different sub toools inside. Sibr and we can basically
start sculpting. Okay, the first thing
I would say is, let's start with the head because as soon as
the head is done, we can move it back
to Maya and start creating the blocked
for you here.
22. 20 Head Sculpting: Okay, let's start with the face. To start if we want
to dynamis it, you can find it on a geometry, which is going to choose
a bit higher resolution. Then we're just going
to do dynamis so we get the result that
we can work with. Okay. Generally speaking, I use three bushes the most at this stage. That's
the move brush. So we can let's start
by smoothing it out, we can move things in
place like the cheeks, for example, we can
just move them, right? Also, I use a lot of course, the smooth brush, but
it doesn't really count as a separate
brush, right? I use a lot of the clay build up to add some volume somewhere. Like when we smooth it,
we lose volume, right? So we want to get it back in. But this or we can
use it with old to, like, get rid of some
volume somewhere. So that's the build up first is the dam standard brush
on a lower intensity. So we can define areas
in our model basically. So what we want to
do in this stage is we want to smooth
everything out a bit. And we want to define
where's our chin, where's the nose, where's
the eyes, where's the mouth. That's the first and
most important parts. Also, always have the concept
open on the other side so we can check those
facial features. So we want to get back
the volume we lost here. We want to move this one down, we want to get those because
it looks like she has, like, a rather square chin, so we want to move all
those Hs out a bit. We also want to use them
standard to define this shape more right so we want to
have a nice point here. We don't really need to worry about the ear because
first of all, she has headphones, so
we're going to see the ear. Second of all, we can get it later as a sphere if we want to and just dynamchi. Okay. Let's see. Not too much. You want to move this
to the front a little bit. What we want now? We want to add some
volume to the nose. It's not that pointy, so
it's defined as a bit with the dam standard
move a bit I guess. Also we have too
much volume here. We want to press this
in here, the move. A put it out here
a bit. Like this. As you can see,
move it is pretty useful for pieces
like this, okay? Maybe it's too wide now. Small nose. Okay. See. So we want to move the
head out more here, make it more round up here. We want to maybe bring
this mot from it. Also, we want to have the nose
to bend upward a bit here. Like this, say. It's promised to it. But it's just it's volume here. Also, smooth it out if it gets
too pointy before moving. Okay. Let's push the nose bit up. And now let's use them standard to get our eye sockets right. So we want to have more
volume up here, right? You can also use build
up to add volume here. Okay. And we also want to
have more volume here cheeks. Seniors they build up to do. Y. Let's add more volume, I would say the site. Let me see. Unfortunately,
this is not like process like in
Maya where you can just create all the assets
on like a simple thing. Here we have to go back
and forth and, like, always look at the f to get exactly what we
want, basically. Also move DC we gas. Okay, now let's move up
some dynamisRsolution, and it's dynamih again, so we have more
topology to work with. Now, let's move it a bit again. Just slightly. And let's
define more features. So let's work a bit
more on your nose. Okay? The chin is a bit to pointy. That means we should add
some volume around here. Something like this but I think it should be
flitter around here. Oops. Okay. Let's move
the chin out a bit, though. Well, let's see. And let's also um, throw of bits in the front. And let's also
head in the mouth. So we want to have it
up here somewhere. Pretty close to the nose. If I look at the concept?
Somewhere here. Let's see. Let's just create a placeholder for an until we have
more topology here, so it's moving up a bit. As the nos, I guess
a bit up still. And out a bit, this basically. Mm hmm. And then that's also take a look at
the eye position. So normally speaking,
you would say between two eyeballs, you
have a third eyeball. So if we have an
eyeball in here, we want to have
two here roughly. So it just starts
catching something in So we have our rough
position, I would say. Don't want it bend
upward like this, let's move this bit down here. Again, we don't have
too much topology now, but let's just put in some kind of detail
where rough it should be. I'd say it should
be roughly here. Some of the checks out again. Let's see. It's just the back and
forth here pulling and pushing till we get the shapes
that we like, basically. Okay, then let's add
again, more topology. Maybe even more hoops. Yeah. And that's defined
stuff even more. So for the mouth hoop. What about let's see, we want to have a
nice upper lip here. We also want to have a nice hoop in round lower lip,
which is good of this. Okay, we want to
have the nose like this using mode pressure again to move to sing
a bit and pull it out here a bit, like this. But Sherr we're speaking
about the small nose. Let's put it in a bit. Now, let's add an
ice line up here. Also in here. Without that. Okay, cool. Now, let's define
the ice a bit more. So we want a top lead here. That goes roughly
like this exactly. And we want a bottom lip here. That goes roughly like this. Hey. Does not look
too bad for now. Maybe we want to make
difficult decisions. Let's make them out a
bit bigger, I would say. Let's move this out a bit. And let's use our Jam
standard brush again too to define shape here more. Et's also um Let's also
add a sphere for the eyes. So I would just
say let's add Oh, no, let's not add a sphect this. Let's add a sphere
with the insert. Um with an insert
brush so that should be in and insert
primitives, exactly. We're going to choose a sphere. Maybe I chose the wrong
insert primitives. Exactly. We want
to use a sphere. And we just want to create
it here like this roughly. Want to use the transpose
tools and move it into place. I was just too big.
Let's do it again. Oop. He's move it in to where we want it to be
like this, clear selection. Let's choose a different brush. And let's again split this by moving group
by groups, right. So now we should have the eyes as a separate thing, exactly. And now we're going to
let's move them a bit. Move them a bit into place, and let's now use the topology we here to
wrap around the eye nicely. So we want to let's
move this out a bit so we have a nice eye here. Nice and launched, and we want to move this topotry around it. Like we want to pull it in
here, push it out here. You can pull it in
here, push it out here. Exactly. Okay, so now we can also
find it even more here. Okay. Oh, so would I. A little
bold around here. Let's just see how this looks. We don't need to do
this kind of stuff. I just want to Yeah, this looks cooler. Okay. Let's look at the neck again. Let's move some
words around here. Smooth this up a bit. Okay.
Maybe pull it in here more. Not everything, just the neck. Cans lift there.
Same standard brush. Just put it in more
here. Lift there. Clay build up. We're going
to delete some volume here. Okay. We can do. But we're going to add
a pullover anyway, but we can really defines
a bit more what happens underneath the pull but
not really that important. But of course we can do
this while we're here. Okay, but generally speaking, I think we're at a good
point to move this to Maya now and create our
hair strengths.
23. 21 Hair Prep: Now that we have our
basic phase in Maya, we can start by preparing the
hair, the Baculptons crush. First of all, let's
hide this guy. And to create the hair, we
just start from a cube. Want to rotate it by 45 degrees, move it to the
center of the scene. So it's nice and center. Now, let's just skate it up. Add some loops,
collapse the ends. Make sure we put a crease. So if you go to where is it? Modeling editors criset. We want to create a
new cre set for this. And that's basically it now, we just want to move those
words into place, basically. So when I have this
one come down here, when I add some leaps like this, we want to make sure this
gets smaller to the front. Okay. So let's make
this one small, I can rot it little bit. Let's add ma loops
here and inside here. And let's use died he
loop on those four. Added hero sorry. And that's basically it. That's how we're going to do all the hair strands basically. So we just want to make sure we move all those words into place. Here at the back, we
want to tie them up to like we want to tie them up and create
a second mesh later, so we're just going to end
it like this basically. Hey, that makes a splick. Make sure you get
the front nice, so let's move a bit
more to the front here. Okay, then for now,
let's leave this. Let's duplicate it once,
move it to the side, rotate it a bit,
and duplicate it. And that's basically how
we're going to grade all our air strings now. So we want to have one here. That is a bit shorter
here, I guess, like this. And also, I guess, not as tall, so let's
move it in a bit. Like this. He let's duplicate
it again. Put down again. Rot spread it also. Let's duplicate this one again. Let's make sure this
one smoothed in a bit. Let's make sure the ending
fits somewhat here. Okay. We're getting there. So what we want to
make sure is that the front looks nice and clean. So we don't have a lot I mean, we're gonna use Sebas to make
this more detailed anyway, but we want to make it
already as good as we can be with the amount of
polygons we have here. Let's should push this
in a little further. Let's use added edge gluon do guys again.
Added edge closer. I guess. Yeah. Okay, let's
duplicate it again. Let's move it down, rotate it. Now we could, um, show our headphones
again, right. Yeah. So this works, so let's hight them
again on it right now. Let's move this
into place again. I want to move this
way back here. Let's Let's see. To normally we would
have an ear here, so we want to move this
down and around the ear. So let's pretend there's a ear. Then let's just
look at it again. Again, let's move this up here. Okay. I know, that's just
mousing stuff around. So now we want to
do the back here, so we want to rotate it
down like this, basically. And we want to make sure to have it wrapped around
the lower back of the head, let's hide those glass finals. So let's make sure
this is not the wrong. Maybe we should start
from one of the top ones that are the wrong keep
want to scale it down. So we want to make
sure we have some film along the lines. This t's. It seems we duplicate this around a bit.
How does it look? Hm. Me shouldn't dip in that much. Yeah, it's better if
we don't like this. Okay, then let's also take those guys and move
them up a bit. Or this guy this guy? But. Okay. Nice. Okay, let's add one
more to the sent with here. Like this. Okay. Well, too much volume
there, I guess. So let's rotate him a bit. Maybe let's get rid of a
bit of the volume. Yep. And we just seeing
one strand here. So let's just take
this one, for example, rotate it etc a little bit. And let's make sure. Let's make sure it lines up with
our head nicely. Maybe let's pull
this down a bit. What if we pull it up
and rotate it out a bit? This then we want to get rid
of the volume watch what Okay, let's duplicate
to the other side. Then let's duplicate this again. Scale it down, and let's
move it here as well. Now we just want to take another look if they all
nicely on the head clast, if they're not floating,
much like this one, we're going to move this
one closer, for example. So it's not f too much. I mean, we're going to do a
lot of it in Sebush as well, but we want to make
sure to send the best as possible to Sbrush. Let's duplicate
this one, as well. I think we have too much volume. I mean, volume wise, we go to change a lot in Cebush anyway, just because it's
easier to change the volume on
everything at once, but, again, we want to make sure to send the best to
Sbrush as we can. It so let's of those
guys, I guess. Let's move it out a bit. Cool. Okay. Let's show our headphones
again. Yeah, this looks good. So now we want to work on the the next thing
we want to do is, like, work on this tail now. I think if we look
at the block card, it's just way too big. I think we just have
to get it down like a lot to make it work
like this maybe. Yeah. I guess something
like this could work. But let's move all of
those in a group. I see. So it's called Oop. Yeah. So we want to do basically
the same as we did before. So let's just start with one
of those strengths again. Let's move it here roughly. Let's see, no. We
want to let's get rid of those guys first so we can get the
shape right first. And then we can talk about the rest or add some shapes
back in and stuff like this. So let's see. So let's see let's say we
want to have it roughly here. Something like this,
maybe, maybe a bit wider. Let's see. I want
to add those loops again and used actual on them. Okay. So that's our strand number one, duplicate it, move it down. Bigger. S. Yeah, we want to
have one big strand, I guess, that moves like in the center of everything where all our other strands
can come out of. So like something bigger
like this, I guess. Let's. Here, then let's duplicate
again. Let's add a second pre. Without that thing,
maybe just like this. That's too long. Um, Let's to move this one up a bit. So
we'll have a second one. I don't need here. Then we just, let's make this. Let's let's rotate a bit like this and move it
like this or something. Let's do the opposite
of this guy, I guess. And let's try some stuff out. Let's move this
like this, maybe. We want to duplicate this one. Move it a bit. Let's see. Oops. Maybe, maybe let's this one maybe on a road it completely.
Yeah, that's been. So on a road this whole thing. So the trees is sideways here. That's scared in move it a bit. Duplicate this or not. As you can see, this is not a precise science. Not at all. This is just creating strains and trying to make
them look good, basically. Okay. Should strength.
Stay this one again. Because I want it to be
longer basically Finland. Like. Yeah, that's the
way it is. That's better. And I don't want this to poke out too much on the other side, I want it to be I want
it to be a flat here. Yeah, it's more like this. I would say we're
getting there. What if we get distant road to a bit. Move it out like this. Okay. As you can see, I'm just
moving the words around and edges and stuff till I try
the shapes, basically. Hm. As I said, it's not a
very precise thing. It's more fair until it feels right until the
flow is right, you know? Let's try using Edit
flow on those guys. Move it inward. Then it's just slightly back and skill
it down, I guess. I like to should have
more volume in here. Let's try just giving this one. More volume. And let's take
some volume off of this guy. Let's Let's move this
let's move this a bit to the side
like this, I guess. So we have space
for one smaller one here the duplicate
this rot a little bit. Spade it like this. Yeah, exactly. And then we'll
we want to make sure that those creased edges are not
hidden, but they are on top. Basically, we want to make sure this crease lends maybe between
those two creases, something like this it
somehow matches up. We also want to make sure
this crease is not hidden, but on top here, same but here, select those
creases some of them. Some of those crease this crease edges well a bit,
so it's visible. It's nice. Now, let's try
getting smaller ones in here. So let's duplicate
that one, for example. Make sure it's not that big, so this is just too wide. Um, that's just too much. We don't want this.
We don't want this. See if we can make
this a little smaller. Maybe we get rid of those gas
completely for now and use Addie londos gas and then add them back in and use
added on those guys again. It's better. So we want
to add those smaller ones in here now. Okay. Let's see. From those guys. It. Okay, let's duplicate it, rotate it down a bit, scale it down a bit and rotate it in here
maybe. Let's see. Missing a lot of volume
in here. So let's see. I would say that
add one big one in here and then add
some small ones. But first, let's
work on that one. So we're going to rotate this it so it goes into the
other direction. Maybe let's see. Let's move those guys into position
before we continue. Let's add those guys back in
and let's use extra again. Okay, then let's look at this. Let's move this one before
we do anything else. So let's Oh, I want
to move this even more a way of
Morton a curve any, we should Let's see. We
should just do it like this. Yeah, now let's worry about that volume
we're missing here. Okay, I would say, let's
duplicate this one now. Scale it or not scale it up, but let's just move it out
differ in soft selection here. This man? Yeah, exactly. And maybe let's select this one then let's
bring it up a bit. Oh, yeah, this looks cool. Okay. So I would say we just need to add a bunch
of smaller ones now, maybe let's pull this one in. But then let's just add a
bunch of smaller ones now. And we are at a very
good point then already, I would say. Okay. Hmm. Let's try some stuff. So for sure we want more
smaller ones in here, so let's duplicate this
one, scale a little bit, rotate a little bit.
Yeah, like this. We want some stuff like this
for sure. What's the wer. Oh, let's leave it. Let's lift this one.
Let's not push it in. Let's just move this one here or something so we can
hide this connection. Restraint like this. Exactly, let's just hide
this restraint here. Then let's just
duplicate it again. But if we turn it around and use it like this
now or something? Let's see. Not so much. But
maybe down here, so let's duplicate
and move it here may. 'cause we're missing
a bit of volume here. Yeah, that's a bit of. Is
should go move this one down. Et's get rid of those
faces together. That's just no bit up
like this in here. Yes, we want one. More in here, smaller one. Let's also add a smaller one. Let's just duplicate this one. Oh, this one, maybe it's
bend a little much. Let's try this one. It's fine. Let's just move this in here, for example. Let's rotate this. Exactly, let's just
move it somewhere here. The Okay. And that's, that's
roughly it, I would say. I guess we can
create another one here on the side because from this angle, it
looks very empty. So just one more like this
maybe somewhere here. But other than that, I
would say that's basically. So what's different now is where this guy meets the head
and where this guy ends. So we either do it in
here that we just select those guys and try
to fix it up here. Or, because this is kind of a wonky way or
we just do it in sebush. I guess I guess sebush will
be the easiest for us. So yeah, I would say let's
move all of this to seabush. You can still define some
things if you're not too happy or if you want
to add more strands. But I think generally
speaking, this will work. So next video,
we're going to move all of this to seabush
and start cutting on it.
24. 22 Hair Sculpting: Now that we have
everything inside brush, we can finally start by
sculpting everything. But let's start with
the hair. First of all, we want to separate
those two pieces. Till that, we're going to
auto group it and then hide the front
pieces, in that case. And group visible invert
selection, group visible again. So now if we press split groups, we will get exactly
those group groups. Okay, first thing we want
to do is we want to move that piece up here that
we talked about before. So that's switch to
our move brauche. Let's make sure
symmetry is enabled. And let's just move this up. Like I guess, let's see. Okay. Okay, that should
be good enough for now. What we want to do
next is we want to smooth it a couple of more times so
it's nice and smooth, and then we want to dynamesh it. Let's make sure we have
a high enough value. So we have a lot of geometry, even more than
this, I would say. Yeah, something like this. Now what we want to
do is we want to, um, take a look at Oh, let's do no, let's
make it even higher. I would say, let's see. And now let's make sure
we don't see every line. So we're going to
combine some of them together by just smving it. So back here, for example,
we're gonna add in some. Then we're gonna Dana Michigan. We're gonna add some
volum 'cause we some vult inflat
Dnachigan it should be. Now, let's move
all of this a bit. Like this. Exactly. Okay. Okay. Now, from the front,
we want to make sure. If we look at the
concept, we want to make sure to have
something similar. So first thing I would say is we're going to use
the Dam standard brush, and we're going to introduce
some little breakup here. Before we do that, let's see, we could also before we do this, let's move those
guys out a bit more. Like this. Exactly.
And then let's use the Dam standard brush to pad some streaks here like this. Let's see. This one we might want to pull
forward at a bit. Let's see. Then use
DM standard again. Okay, let's undo this. The center one, we don't
want to mirror at all, so let's keep leave it later. Let's worry about
those guys first. So we want to add a
little breakup here. Just like this. Generally speaking, gets move. Those goes back a bit. Let's go a bit to the front? Strikes. Okay. So Dam standard is your friend when you
work on this, guys? Let's isolate this. Let's
get this lines in here. Same here. So we can introduce some
nice hair strengths here. Same from the back. We want to introduce some nice hair
strengths here. Okay. Let's make sure there's not too much gap between
the hair and the head, so let's down a bit. Okay, then let's say we disable symmetry and work on the front. So let me stand it again. We want to introduce
something here. It's the same here, I would say, or similar. Let's work with
symmetry on this guy. Let's use the flatten
to flatten out. This portion up here.
Let's move it out. Et's use the move brush
again because I think we should pull those slightly
back slightly to the front. Like this, maybe? What if we pull it a bit,
exactly. Off this. Okay, this doesn't look too bad, so let's just work a bit
more on those guys here. So we can do
something like this, I here, where it breaks
off, for example. Let's make it maybe not
as intense our brush. Well, let's just
add more strengths. Let's also add some down here. Let's hide this guy for now. Exactly so we can see where
it connects to the head. Exactly like this. Hey, cool. Let's make sure we
move this down a bit. I think we are nearly done with the front portion for now. We can always ad it
later if we see it more, you know, like that's
generally a good tip. Like, keep it at one point, and just leave it and
work on something else and look at it later. Maybe you can find something
that you want to change still that you can't
see now, basically. But I think, generally speaking, this does look cool. Let's pull it slightly
up here. Okay. And yeah, let's
leave it for now. And let's continue
with this guy. Gonna do the same. We're going to divide
a couple of times. And then we're gonna
use Dyna mash chicken. Okay. Now we're going to do
the same as we did before. So, first off, we want to
smooth those guys out here. Smooth everything a bit, so it's not as harsh Okay. We're not letting out that one, for example. Well, that's okay. And now we want to
do basically the same as we did before. So we want to use our
Dame standard brush to introduce some nice
hair strengths. So let's start with
this one, for example. So what we want to do now is
push in and pull out again. Basically the same
as we did before. Either from the start or
from the end of a strength, so we move out here this we don't want to overdo it. So it doesn't get
too noisy because we want to generally
speaking, keep it clean, so you can actually see
the strands and it's not just the noise. Okay. But that's basically
how it works. Hey. You can also start strengths from
connections like this. So if two strands
connect on top, you can introduce one India. Yes. You can also introduce one like this
here so you break it. This which always looks cool. Protect you can always do
something like this. So we split off the tip a bit. Exactly. Yeah. So, generally speaking, it's just the same. We just have to do it
on all the strengths. But it's always the
same procedure, and it's basically just
the Dame standard brush, to be honest, on a low intensity because
if you go too high on it, you will see a lot of
pinching and you want to avoid it because after all, it's all just BTL you
want to add and not actual like big scale
geometry changes. Okay. Let's continue
with this guy. And as you can see here in
this part, while we do this, actually creating the strengths
in Maya helped us a lot because we're not going to
change the big shapes anyway. So that's one of
the main reasons I love to prepare in Maya, because it gives you just
some nice big shapes that are super smooth,
that are not wobbly. Like if you create
them straight in ib, they tend to be wobbly. So I'm super happy the
results we're getting. M. Yeah, it's also it's
something here, even though we're not
going to really see it, but it always helps
to add details, even in places where I don't. They're not fully seen. I just the parts
you can see, like, add to the effect
that everything is sculpted, basically. Okay. Okay. Let's see. Okay, cool. Does look cool. Another thing that
we can do if we take our mouth brush and enable
echo curve, I put it up here. Um, if you're not using
the sea brush layout, if you control control shift hover over something, it
tells us where it is. So this you can find
in brush, curve, aca curve, so brush,
curve, aquocurf. And if we enable that, it helps us to create
super pointy and, um, yeah stylized looking shape. So let's say we pull this a bit. You see, we get
these nice angles. So we can pull on this mesh a bit to make it look
more more angular, give it more shape, maybe. Um, it looks very stylized
the result we're getting. So if we want to do this, to get more in the Silete maybe, to get more stylized silete
we can do it with Aqucov. I like this. I wouldn't do too much because I like the shape that
we have already, but you can just do
it a little bit. Okay, cool. But generally
speaking, I would say the hair. Yeah, the hair look
good like this. Okay. And the next to,
we can continue with the rest of the cloth.
25. 23 Pants Sculpting: Let's start with something easy, Let's start with the pens. First off, we're
going to separate the pens from those guys. We want to have those
toys a separate object. Those to as a separate object, and then our pens are
separate objects. So we're going to divide them
into those three pieces. Then again, we're going
to press group split. Now we want to go to our pens. And the topology array looks good enough for
sculpting, I would say. So let's keep it
like this, and let's just divide it a
couple of times. Okay, then let's
start sculpting it. Again, the dams standard Brush. So we're going to start
introducing folds, let's say, from the
top up top downwards. So first of all, we want to
have some folds in here. Like this. Always work on
lower subdivisions, not on the highest you have when you do this kind of stuff. Little fold increase
outwards crease like this, so we have a nice angle here, and then we just want
to add some falls here. On the back, we want to
do something similar. We want to decrease like
there, decrease here. So this one out to liquid. And then again, add
creases in here. Okay, cool. Next thing we want
to do is we want to add the crease on the
back of the knees. So we want to have an
insert crease here. Then on top and out what's
what's one like this? So we have this typically
triangle shape on the back. We want to use aqua
curve flaps as well so we can add more volume to this. Yes. Then again, we want to can also use Aqua curve on the tips
to pull them out a bit, like move with aqua curve. Stick there. Then we again want to use them standard and continue
the curves basically. So we want to break it
here, continue it here. We look at the at
the concept again. We want to add one
fold roughly here. Like this part here, so we want to get
something like this going. Okay. And we also want to
make sure the bottom here is overlapping like this so want to pull
it out a bit here. Moving out? Exactly. Now we want to use this volume
to create folds in here. So we're going to
have a fold here, it looks like in the concept. Same here, so we
have this fold here. Let's see how we
can connect them. What we just cut in here. There's something
like this on it. Okay. Doesn't even look too bad. So we're getting into the
right direction. Let's see. We still want to add something here, change
something here, I guess. So let's make sure. We have this one nice
and separated here. What's on the other side here. The one I have digging
in here like this, and then I fold
on top like this. Like a standard
triangle fold here. I like this. Basically same as
here, so we have this standard
triangle faults here. Yeah. Okay, let's go up our subdivisions to
see how it looks now. Okay, this looks
cool, I would say. Let's go down a bit. I want to make sure we move this one out
a bit into the front here. Also, let's move
our knee out a bit. Here, let's use lame
standard again. Maybe that's isolated if
we get this wobbly results here. You like this? Que what's on the front. It doesn't even look too bad. Maybe we can introduce more fold in here that pushes
that fold down, basically. So something like
this. Let's just try. Maybe we'll undo this as well. Just see how it looks. Yeah, I guess, yeah, we can keep it as long as
we don't overdo it. So Okay, then let's take a
look at the bi again. Make this one nice and clean. So those two, I guess, should meet up at pond, and you want to
introduce stronger fault here and also a
stronger angle here. Okay. Okay. Okay, cool. So the
pants are right. Lo kind of cool. So next step is
we're going to worry about the pockets here. Should be pretty easy
because all we want to do is divide them a couple of
times because they have a nice cuttable topology. And we just want to
use the Dam standard again to add some folds in, so we want to, for
example, add a fold here. Like we always want
tension at the corners, and then it folds like this. Same here. The tension from
the corners. Let's see. Sometimes if you get
this very oggly results, it helps if you show stuff
underneath the mesh, so the calculation is
somehow different then. Let's just hide this
actually see it's going on. Yeah. But again, we want to
introduce some tension here. Hey, maybe that's it. Add one on the side as well. Let's see how this looks.
Well, this could work. Let's try it here as
well. It's too much. Let's study the last one. But yeah, this
could work already. So let's go back to our pens, and let's add some folds
where it connects. So we want to add a
fold here, for example. We can also add one here.
We have a float here. Yeah, maybe the last
time was a bad idea. Let's under this one. To big. We need to make it smaller. Let's try it up here again. So we're gonna go out and see. Yeah, better. This
one looks great. Maybe one down here as well. My going down like this. Now, you see, let's add and
a decrease a bit more here. And what we also can do
is add a crease up here. So if we do it asymmetrically, just like a tension
fold like this here, it looks like it's
stretching a lot up here. It's clear. Okay. Now we only sculpt it on one side of those two
guys to mirror it. We're gonna hide mask this
one and press Smart with sin. You can find it under
formation Smtricm. So that's press this one. And it will, yeah move all
our sculpt to the other side. It's important to mask the one you want to keep because
if you mask nothing, it does like a mixture
of both of them. Okay. Uh. That's
basically for the pens. T.
26. 24 Sleeves Sculpting: The next thing you
want to do is start working on the sleeves. Let's start by changing the silhouette slightly
because I would like to have it bigger, if I compare to the concept. So we're going to use the
acocuf and the move brush and pull it out here a
bit, also here a bit. Well, let's do it
diagonal to this. So out here a bit, back to the back exactly. So it taste is nice. Nice big volume in the silhouette also
give it generally, maybe without acc
more volume here. Let's see. Let's
just a bit again. Okay, cool. Now because I
forgot to press a symmetry let's fast to a smart
rhythm of those guys, and then ensymmetr we
are working on both. Okay, next thing you want to work a bit on the
shape of this guy. I would say same thing let's
move it out a bit here. But let's make sure
it's going in here. So if we mask by group because we have
two different pygroups. If you use mask by
group, you can find it in masking and mask
group in here. So on here on the side. Um C. Mass ball. Oh, no, you can't find it here. It's not here. Ah, brush. Okay. Sorry. Brush. Auto masking mask B
group. It's this ladder. If you put it to 100, you can only only work on the
one group you've selected. So because we don't want to have this tapering shape here. So let's disable Aquacuv and let's move it in this guy here. Same here. Like this,
exactly. Exactly. Now, let's start by dividing this a bit and then let's
start adding folds. Okay. Let's go back. Let's add some volume
here onto this guy. It clear. So this is nice and round with enough volume to
sculpt with there. Okay, then let's use
our damn standard brush again on a lower
intensity again, and then let's just add fold. So I would say let's let's
add one like this here. Let's add one like this. We want to use we want to soften
this out in fact a bit. And then we want to use
the Dam standard in the opposite direction
and add this fold like this here because it always looks nice if you
have something like this, and then you can
continue this fold further down so we can
change the silete. So if we look from
the front now, we have this nice fold and a
change of silhouette here. Best case scenario,
let's continue this. Okay. Okay, this looks cool. Let's go down a bit and let's use our inch a little bit
because I really would like to have this little thicker here, this
whole piece here. And then let's
move it out a bit. So it looks so it
looks more soft. Okay, back to the
Dam standard brush. Let's just continue
doing those folds. So this one here. Then we just have to think
where folds would go now. We can do the same thing here,
so we have this bike here. So I guess this needs
to fold as well. So you can just add
this fold again, make this one hard again. Maybe add something
like this here. Let's see how it looks. Maybe maybe not this one,
but this one could work. Yeah, this one would work. And then we could
combine those two. So this one goes up, we can
add a fold like this, maybe. Let's move it out a bit. Okay. But I would say, this
one looks cool already. We can always change it later
when we have everything. We can always go back
and change stuff. But for now, I would say, let's keep this, and let's
work on the scar. So best way is to just
isolate this gar. Let's go down some subdivisions. So we want to have main thing is I want to have one fold
in here, one big one. Like one of those
ones where it's just where the cloth get
pinched together here, basically, like something
like this, you know. That's the main folder
I want to have. And then I want to
have some folds where the cloth gets
pinched together and moved outward fold here. And then it's moved
upwards here. I mean, like exactly like this. And then it's moved up here. But yeah, exactly. So it's pushed against this
piece here, basically. Let's use our move brush again to make sure this is actually
aligning here with it. Exactly like this. Yeah,
that's what I wanted. Yeah, this is cool.
Okay, then let's isolate this again and let's continue
working on this guys. So those are our two main folds, this one T one. And then we need
another one here. So I guess just comes out from around here and
just pushes upwards here. That's basically the
same thing as this one. Adds this kind of thing here. Maybe not too much on this guys, maybe it's too much if
you do it like this, maybe that's already enough. And we can do the
same back here. So we have one coming up here. We can also think about the same thing again that we
did to the front, basically. So we have this tint and then this cloth bending around it. Then again, another one of those maybe. Maybe not like this. Also, I would like to use the
inflate on those guys here because I want more volume
on those guys here. So it's really pushing up. Add a little bit of volume
here. Smooth it out. Prepared to this guy, yeah. And then let's just use the damn standard
again to give it more more of an defined look. So we have those
two coming up here. Then we want to have
the opposite as well, so we have this guy
coming up like this. It's a bit harsh again. Let's do the front
first. We have this guy. And then the opposite
coming up here. Exactly. Whoop. Same
here, so we have. This guy and that's coming up. Exactly. And here we just want to
work with that guy again. So we got this one going. And up here. Up here, we can just continue like
adding some tensions here. At the corner, for example, that's always a good
good thing to add. Maybe something like
this. Maybe that's too much now those tools. So let's get this one back. Yeah, just like this, maybe. Let's take a look in the front, let's also just switch sides so we can scout on this side, just so we have a different perspective
on the whole thing. And I think the main thing is
we need silhouete changes, so let's use our buildup brush, for example, or the inflate, and let's get some
volume in here. Let's move it out. Let's use it again.
The same standard. And let's add some definition
on top as well, here. Not too bad. Maybe
we want to also add some dents in here. Let's go down some subdivisions. Oop. So this is more tinted in here. Also, let's isolate
this and let's combine those two folds with
the dam standard. So we actually see it in
the silhouette as well. Exactly like this.
Nice. Okay, then let's move this out a bit. See how this one will look if we add like a tint around it. Yeah, it's good work.
Yeah, that's just Okay. Now what we still
could do is use our move brush with echo curve again and pull some
of those out a bit. So we have like this one pulled
out, this one pulled out. As this and this, maybe. What we also could do
is make this one a little bit more um yeah, squared off, so it looks
more stylized maybe. The only thing I don't
like is this wobble here. So I would say let's
use the build up again. Let's fill it up completely. Let's move it all out,
and let's redo it Okay. Let's move all of this out. Let's use our Dam
standard again, and let's just redo this one. So it's nice and
straight and not wobbly. You like this. Way
better. Okay, cool. Maybe still one thing on this lower part here
because this is very straight. Maybe, again, we want to
use the dems to move with Acocurf and just move
some pieces around. So they are they look
more stylized basically. But other than that, I would say I'm quite happy right now
with how these leaves look. Okay.
27. 25 Boots Sculpting: Now let's continue
with the boots. What we want to do is we want
to have nice folds in here. So it mimics leather, basically. So let's get going
with the Mv dos first. And aqua curve because I think
the main thing I want is, like, one nice, big, um, one nice big fold in here, so I want to just move the
plot roughly into space. Then let's do some divisions. And let's start with the
Dam standard brush again. So I want to have this nice
fold around here like this. Then we want to have a
fold here down here. Op. Like this. And then I want to
have this fold here, this break point here,
a little harsher. Now some fold on the side. So normally I would say, let's
do one on the back here. That's like this standard. So we have one in the
front here. Then we have one in the back here, like a triangle
shaped fold again. So push this in this exactly
triangle shape here. Then our triangle just
continuous here with a fold here and on the
same on this side. So we have another fold here. Now we just need to
define them well enough, so they really look cool. So with our move brush and
acocurv I would say that's move move those folds
in place a bit, so they have more silhoette pop, something like this, maybe. Six. Yeah, this is great. So, this looks good. Let's move this out a bit. Also, maybe we want to make
it a bit thicker on top. So let's just move this top
part back a bit like this. Let's make sure this
is nice and straight. Like this. Okay,
then I would say, let's move Let's move this
fold a bit to the front. Just looks like it's
a bit far back, so let's just pull it up
a bit into the front. And, let's do the same. Let's do the same for
this back fold, maybe. Let's put it a bit in. See this guy. But generally speaking, I think those folds look not too bad. Maybe let's move
back in here a bit. Also here. I like this. Okay, now we just divide
it one more time, and that's just define all those folds with
our dam standard brush. So we have this inner here and we have this upper
triangle shape here. Then this continues
around here to the back, and we add this upper triangle
shape here. Same here. We want to continue from this
point of the triangle here. So we have this
downwards triangle here. We want to continue the shape from Let's fit this up a bit. I lost too much hood
in here already. So we want to continue
this shape from the downwards triangle
here to the front. Like this. Okay. And the same on this guy, so we want to have
this cut here. Then when I have this nice
upwards triangle here, and also like, not as steep
downwards triangle, maybe. Let's see. Smooth it out
a bit. Yeah, exactly. I would say let's
go down a couple of subdivisions and pull let's pull this fold it together, so it's not as big, let's make sure this line
is nice and tight as well. Okay, let's use our
standard again, define more of those ships, so I want to lay the ship here. Cool. And Lea doesn't need
to be super pointy, as well. So I think we are we
are roughly there now. Cool. So another thing we could
see in the concept and we could add here as well is
the line down the center. Through that, we can just use the Dam Standard
Brush, for example. And we just want to have a line down here so let's
increase the intensity, and let's increase our lazy
mouse, make it smaller. And we could just
add this in here. So we have this line down here. Or another thing we could
do is do this later in the hypol inside
Maya with floaters, which I normally prefer because then I can still change it up. So I would say for now, let's not add them, and
let's do this in Maya. Let's continue with this. Again, let's use our
move brush first to move this a little
bit into position now that the shoe moved a bit. Exactly. Let's divine
a couple of times. Let's use aqua curve again
to give it more more shape, so we can pull it
together here a bit. Hop So let's pull out
front here maybe. Le. Let's see what else. I forgot to enable
symmetry again. So let's select this
and use Smart resin. Okay, if it doesn't work,
let's just hide the left side. Let's delete all our
lower subtations delete the hidden reconstructor
subtations and then let's mirror
at the very end. Okay. Yeah, let's just smooth out this border a
bit, so it's not as harsh. Oh, let's even better, let's use our deformation
polish slider here because that one just polishes everything,
as you can see. But let's get up
again. Okay, cool. And now let's use, as always, our dam standard brush
change to some fold. So again, like on top what we cut up with too
much intensity. Let's get one fold from
this point in here. Yeah. Something
like this, exactly. Let's just add some of those folds we were eating
all the time, anyway. So nothing special
going on here. Same on the other side. Let's introduce some
of those folds here. In and out, triangleship. Exactly. Let's see how it looks. Let's introduce
more site change. So let's make this one
deeper and pull maybe this one out a bit
here. Yeah, exactly. Same on this side. It looks very roundish so let's just use a little creasing here. So we have a nice siloed
change. Same on the back. Let's just use this crescent. Pull it out a bit
here. Push this in. Let's put this out a bit. So on the silhouete you have
some nice changes. Now let's make sure, let's make sure we don't
produce scapes like this. Let's go down some subdivisions. And let's just move it in
place like this, exactly. Same on the boots.
We don't want to introduce huge holes
here, so that's fine. Okay, cool. Let's go up again. Let's select this guy. Also, let's not forget to press symmetry while
we work on this guy. Let's reconstruct
some subdivisions. And again, let's use
our move brush to, first of all, move
this in place. We will not do a
lot of cutting on this lab but yeah we can always do some Okay. Then let's add
some subdivisions. Let's use the dam
standard again. And let's add some folds. See how something really. So what you can do is break
up the bottom f here, so like the pint. So let's add some folds in here. It's all about silloid
at the end, right? So we want to add Oh,
not the saving now. We want to add a fold here
that breaks a shoeite in the bottom. Flavus slightly. Doesn't need to be insane, but just like some syna change. And then we want to add a fold up here that builds tension, so we have these
two kinds of folds sob maybe this wasn't the
worst idea or maybe up here. Not really. Then let's try fold exactly on this bent
here, so we have this. But like this, maybe
this works better. Maybe not the second
one, but this first one works quite
well, I would say. And that's more I wouldn't even add on this
because it's a small piece, and the more we
add, the noisier it gets what we don't
want is noisy pieces. So I would say for this piece,
this could be it already. Let's just use our
move brush again to remove some of the distance we have
here to this piece. We could also use aqua
curve moving here. So to put this in a bit here, maybe let's see how it will
look. Yeah, not too bad. Yeah, look for it. Okay, then let's take this one. Let's delete all
our subdivisions, and let's use the
Subtool master C plugin. You can find the Subtool master. And with this button, you open
my menu and you can mirror it along the exis and
merge it into one Subtool. And then we can click on it again and reconstruct
subdivisions. Okay. So with that, I would say the majority of
our cloth is done. All we are really missing
now is the gloves that will be a little
tricky and the bag. But as soon as
those two are done, we can move everything
to Maya again, create all the pieces
that are still missing, like the little
the little pieces we had on the jacket here, the floaters on the jacket, like, the belt baa,
stuff like this. Like all those
little things we can create after all the
sculpting is done. And then we can call the hypoly
28. 26 Jacket Sculpting: Now let's continue by
sculpting the coat itself. First of all, I would
say let's separate it into different groups again, by using auto groups then let's make both of them a group, Let's make both of them a group. And then let's make both
of those guys one group, and then let's do a
group split again. So let's go to
split group split. Okay. And then let's
start with that piece. To start with, I would say
the geometry isn't that bad, so it would be scapable. But let's use set
remeasure set to same. So we get the same topology by the same amount of topology, and let's use set remeasure on. Yeah, this is better
for sculpting. Let's use this instead. And let's divide it
a couple of times. And let's start, I would say. So the main thing
we want is we want to define her chest a bit, and we also want to add
folds around the waist where it gets pulled
together by the belt. So let's start with that by using our
game standard again. Let's first start off
with the chest, maybe. And let's not forget
to activate symmetry. Let's see if we can
just pull some lines in here and get some let's
hide this for now. And let's get some
some geometry in here. So it looks more like
a chest and sickle. Yeah, something like this. And then we want to use
our dam standard brush to add some folds in here. So we want to have folds
here, for example, Sickler. We also want to have
folds at the back. We can also use our
move par, for example, because it looks like
on the shoulder, we're losing a bit of
volume, so we want to pull this up a bit on
the shoulder here. Sale. Okay, cool. Now, we just want to get
some folds in there. Let's do some asymmetrical
folds as well. Something like this, maybe. Maybe not directly
in the central. Maybe, let's move it a
bit to the side here. Yeah, something
like this, maybe. Also, a thing we can do
here is this kind of fulter we're going to push in
here and do the same thing, basically we did on the sleeves. So we have this kind
of pinching here. So it I would say let's get our echo
curve move involved again, and let's with symmetry, let's get more
silhouette in here. Silet changes. Yeah. Exactly. Let's do this all
the way around here. Also B I would say. And
then here in front. Let's use our dam standard again so we can get
some nice folds in. Something along
the lines of this. We can also add the fold here. But maybe not as
strong. Let's keep it, separated to this fold
basically, right? So we have this fold here. Then we have a line
here right this here. Then I would say, let's
use echo curve again and move to pull the sides
of the chest in a bit. Like this. So we have more of
not a straight look so we have more
silhouette going on here. And let's pull the
chest out a bit here. I like this way? We will work around this
intersection later. Another thing we can do is
folds up here folds up here. So we want to have a
tension fold here. Sig. And we also can
do them on the back. So tension folds coming
out here, for example. Si Also, I would say let's give
this more of a shape. So let's go back in
with them standard and give this more of a shape here. Yeah, exactly. And then let's just create more of a
separation here as well. Cool. So that's already pretty good for the start
for the top of the chest. I would say, let's just do
a little bit more here. Cool. Then let's work a
bit on this guy, maybe. Let's divide it a
couple of times, and let's use our move
brush without echo curve to just move this shape in place, so it's lining up
with the chest now. It's so move it a
bit around yeah. Something like this,
I guess, Okay. Let's auto group this as well, so we can isolate just one of the pull
groups because I would like to taper this just
a little bit more. Exactly. Ooh. You smooth it out a bit. Okay. On this guy, we don't really get much sculpting,
to be honest. All I would do here is
add some folds up here. So around here, for
example, we can add some. But generally speaking, we don't need that much folds here. Let's need this one again. You exactly. Okay, then let's continue
with the bottom piece here. I would say we barely
need anything here because we wanted to hang down. So all I would say is let's
introduce some folds here. Some smooth one stores
or that's moved around. If anything, let's get
rid of them again. Let's see. Maybe more
on the sides here. Let's see. Yeah, it's better. Okay, then let's just add some
on the sides here. Okay. Let's also think
about the top here. Maybe we can do something
around here as well. Maybe I don't know. Let's try some
stuff out. What if we add a fold here
like this, maybe. But I think this all
will look a bit strange, so I rather not do this. Yeah, I wouldn't add too
much here, to be honest. Maybe some small ones like this, but that's basically then even this is too much already, because it should just
hang down, right? So it's, then just let's concentrate
on this bot one so we have more silo
change in here. So, if you look from the
side, we have a silo change. And, you know, let's
let's keep it for now. Maybe let's go back
onto this one, and let's see if we can add a nice little fold
here on the bottom. Maybe I have to do
it asymmetrically. Just want one of those. Yeah. Throws like
this here, exactly. Yeah, maybe not. Let's
get rid of it again. Let's see, maybe. Maybe we
can put one on top here. Let's try this instead. Yeah, that's better, I guess. It's just a small one up here. And maybe small one up here. But not really. Okay. Yeah, I think those main ones
work great anyway. So, yeah, let's keep it for now. Let's Let's keep it like this and maybe we can see something
when everything is done. But for now, I think, um, it looks good. Oh, one thing we
could do is this guy. We could already introduce some folds into
that one as well. So let's do this before
we call the chess done. So first thing we
want to do is we want to introduce nice curfew. There. And then we just want
to do some folds up here, so we want to get one
of those going, maybe. So it looks like the cloth
is bend a bit. Sick there. I want to smooth this
out a bit, I would say. So it's not as flatten it out. So it's not as us pointy. It's a piece of cloth, more
pointed than the other ones. Wasn't really fit.
Let's smooth it. Let's see how it looks.
Side this for now. Use our move brush to
move it around a bit. I think our main problem is that we have done it symmetrically, so let's do some
asymmetric moving here. And let's just use
those asymmetric here. And on this side,
which is gonna do. Same again. I bring this
one to the front, maybe. Yes. This looks better.
Then in front, we can just put in a
fold here like this, if anything. Okay, let's see. Yeah, I would say also, this is good enough for now. So yeah, let's
keep this as well. And in the next video, we will continue
with the boots. But
29. 27 Gloves Sculpting: Now let's start with the gloves. First of all, I would say,
let's delete one side because we will only work
on bone anyway and mirrod. Then to combine all
those measures, we want to use Dynamesh
with a rather high value, so the fingers don't get
connected like here, so that's even higher. Nice. Then let's just start
smoothing it out a bit, so those fingers
are nice and round. Also, the dis is nice and round. We can also use the
flettin brush to flatten dead corners exactly. Okay. Et's use the smooth brush here. Okay. Now, let's take a look.
Okay. This looks good. And now, so we get actually a geometry that we
can sculpt with. We're gonna use
dynamesh. No dynamesh. Str mesh. Sorry. So let me just get this more round. Okay. Now, let's go to geometry
and use the satury measure. And we're going to use, let's just try five K. Let's
see how this one looks. Okay, I would say that's
good enough for sculpting. Okay, then, let's divide
it once, and let's start. So what we want to have
is we want to have the fingers nice
and round. Okay. Maybe this one a little
thicker at the front here. We can use the inflat
brush for this. It's pretty handy to
smooth it out again. Well, we don't want this that
it's bulging in the middle. We want them pretty, pretty straight, to be honest. So we also don't want the tips too good tiniest
like they are now. We want to use the inflate
brush so they are nice and even. Same for the thump. The thump looks not too bad already shape wise. Okay. Then again, we want to use
the Dam Standard brush with a lower intensity. Let's divided one more time, and we want to add like a
separation up here. Oops. Like this. And we also want to add
a separation in here. Okay. That's already not so bad. Smooth this out. Let's add some volume back in here because we want this
to be straight, basically. Oops. We don't want to have a
bulge here, for example. Smooth used Move
brush a bit here. Okay, that's not so bad. Let's go back in with
the tender brush. Let's make sure we have
a nice crease here. And then we will go
around the dingers here and add a nice little
crease here like this. Yeah, exactly. And we're going to do the same
for the inside here. So we want to have
this nice creasing around the base of the fingers. Okay, it looks cool. Okay, let's go back
some subdivisions, and let's move some
things around. So we want to pull this
out a bit more, I guess. And we also want to pull the base of our thumb
out a bit here. Were there, please. We also want to move this
around here a bit, so I also want to add more volume to the
thumb itself, of course. We can do this with the move
as well or with the inflate. Okay. Again, let's move.
Use the move brush. I think the thumb
is too thick now. Let's move it a
bit smaller, yeah. And let's inflate our
fingers though a little bit. All of them, I would
say. Maybe that's too much because they
should be glove, so it should be bigger than the fingers
themselves, right? Maybe that's a bit too much
again. Maybe this is enough. Okay, let's use our
DAM standard again. And let's introduce some
folds on the fingers. So we want to have one fold in here to separate the
knuckles, basically, right? So we want to have
one here, and we want to have one here at
the front, basically. And yeah, that's all we
want to do basically. We just want to add this
fold here on the inside. Just make sure it's
nice and spaced out. You can always go in
with the move brush and delete the spacing if you're not happy with
it, something like this. You can also use Aku cave. That's easier. Okay. And then we want to make sure this is nice
and smooth again. Then we can also use the Dam standard brush reverse to get the nice fold going. Okay. And on the back side, we want to do the opposite. Basically, we want to
have outward bend here. So we want to do outwards
bend with a fold underneath. Like basically. Hmm. Like this. Because it should be letter or
something, right? So it should should have some folds in here
where the letter is, like, pinched together
or something. So yeah. Okay, cool. Okay, so let's just continue this
with all the fingers. Except something like this. Again, we want to as pulse here. Turn the thing around again. Let's at the salt around here. And again, w in the
front on the tip. Mm hmm. I put my fingers
out too big, to be honest. Maybe let's go back and use
inflate with negative to make them a little smaller. Okay. Let's continue. Okay. This one. Let's make it a bit smaller. Same standup brush again. Let's get those hoop. I should not be oxygen. Let's add in those
two folds again here. Let's pull this a
little out here. W aqua curve. Set like this, and then let's
at the folds here as well. Oops. Back fold. Let's reintroduce this one. And let's add one
on the front again. Oops. Let's make sure those fingers are
nice and round. Not squished. You know, fold back in. Let's make sure we don't have a tip where the fold got added. We want to have this nice
and flat here, basically. So let's use the
flitting brush here. Again, damn standard.
This line more clear. Okay, so the fingers
dog looked bad. Now, let's work. On the thumb. What we want to do
here is we want to add a big one here,
basically, a big fold. Look around here to separate the thumb from the hand
itself, basically. So a big one here. And then some smaller ones here. No, I deid. Let's
revert this one. I think we have to move
this further down. To get the shape I want. So let's do this before
we add to mini folds. Then let's add this nate fold that we were doing on
the other finish as well, should be around here somewhere. Exactly. We can also, if we don't like the position, always use the move brush
to make it work for us. Yes, exactly. Then let's add in this bigger fold that I
was talking about. So we want around here. I think. I could work like
this, let's see. So it should come
around here somewhere. Let's move push if you
don't like the result. Yeah, something like
this, basically, maybe we don't want
this bump here, maybe if we make
this small flat. It's just a little
bit of trial and error until you find the
shape that you like. Hmm. I think it
doesn't look too bad. Well, let's just
leave it for now. Let's start with
other folks, and let's see how it
works together then. So I think we have to add more volume here now that
I see it around here. Okay. So again, with them
standard, let's add some folds. So the most common fold you will see is a fold inside here. Like something like this, right? Just inside here. But those don't do anything
for the silete. So the most important
ones will be the silit ones, for example, if you add one here, where
it gets squeezed together, the little or if you add
this one up here a ridden part bo where the glove
meets the wrist, basically. You want to have a
nice round shape here. Exactly. And we want to make this whole
shape nice and round, so we just go in with our moofbush and try to make this as nice and
round as possible. Stick like this? Then
let's smooth this area out Oops. The exactly like this. And then again, let's
just add some folds here because we will have a
lot of pinching here when the wrist meets the
glove, basically. That Okay, cool. Then let's maybe add
some more folds. The 68 folds. Maybe
one to the front here as well. Okay, cool. Yeah, generally speaking.
Okay, let's go to the arm now, and I would say let's just
divide it a couple of times and then use the inflate
if it's getting too small. Let's see. Yeah, it's kind of Then so that use the um
standard brush. We want the skin
to be very soft, so we want to smooth this out
a lot, but we can use it. Also the Acucurf on the
move to get more shaping. But generally speaking,
we want it very soft. Okay, and if we
like it like this, we can take our
glove and move it into position so it
wraps around nicely. I'm thinking this is
going too big now. Let's make it smaller. Let's
move it smaller a bit there. Because I like the shape
of the glove right now, how thick it is just the
width, it's a bit off. So let's add a little bit more. Yeah, something like this.
Then let's select this one again and let's do a smart resin that both
sides are the same. And now let's go back in here and let's see
what else we can do. We can make a fold up
here, for example. Something like this. We can work more around this
fold now. Also, this one. Let's see what we can
do on the finger tip. Hm. Not much, it
looks like, maybe. If we go from one tip
Like this, maybe. Do we have this
small tension fold? Let's see if we want to
add one up here as well. You can add a fold
here. Let's see. Yeah, let's try if this looks good at one of
those six seg folds up here. Maybe it's getting too noisy.
Let's leave it for now. We can always go back
later when everything is done and yeah, detail up everything, basically. I would say it's one
more here because here, I guess it's a lot of pinching
and a lot of compressing. So let's add one more fold here. I'll move Chion I
don't really like ship no. Mm hmm. Yeah, generally
speaking, I would say this is going into
the right direction. So what I would do now is, um, leave it for now, how it is, prepare the whole
match, and at the end, we will do another pass
on everything anyway, to see how everything
looks together if we can find anything. But I would say for now. This one looks out of place. It's fold here. So let's edit this before
we call in today. Okay. Let's say it's some
volume break in here. Let's redo this one, then. Because basically have this
one nice and round, right? It's too much, I would
say, Let's go i bit. Let's move this skin,
let's move this out. Yeah. You can see there's
always something to find. So I would say, go over all of it again,
see what you can find. Yeah, compare it to real life
gloves, how they behave. That's what I'm doing.
Always have a concept up on the other monitor or
a reference imaging. Okay. But for now, I think it's not too bad. So we could just mirror it to the other side and keep them for now like
this. Okay, let's do this. So to do this, we want to press this mirror option again in the subtle and the subtle master. Exactly. Bien. And that's our
gloves, basically. So the only thing
missing is the pouch, then we'll jump back to Maya
and finish our hypolta.
30. 28 Bag Sculpting: Let's continue by doing the
sculpting pat on this bag. Looking at it right now, I
would say we can split it off in different
pieces because some, I guess, won't get
sculpting like this guy, store the group. So this guy. Oop this guy. And those guys won't get
sculpting, I would say. So let's split them off. Basically. Beginning. Split group split.
Then those guys, I would like to divide. But if we divide
them, you can see that those open
pieces go smaller. So to avoid this,
what we can do is go to geometry creases and crease our pulley group
borders and then divide it, then they will stay up
there and don't go, don't move down while dividing. So let's divide it
a couple of times. Let's look at the geometry. I guess I guess it would be good if we get a new set
of measure so um, let's delete our subdivisions. Let's go to our tetrometryg
to the seiing measure, and let's use half, for example, so we get half the
polycontent we have right now, and let's
set we measure. Let's check it out.
Yeah, this looks like a great Tumage the sculpton. So let's divide it two times. Let's also divide those guys.
So it's better to look at. Okay, let's hide those guys so we can see what you're doing. Or, basically, let's hide
all except those two. And now let's add
some sculpting. Then with the dam standard, we want to add some, like,
pinches, intention folds. So let's start here, for example, Maybe
something like this. So we go down here,
up here again. We can do something similar
up here, for example. Maybe not the second one here. Yeah, maybe just this
down and then up here. So we have a nice
triangle shape here. C. Same for those guys on top, so we can go from this corner basically and do
a tension fault here, maybe. Yeah, something like
this. So on top here, let's see maybe we can
introduce something, but I think it's
getting too tight, actually, to have a lot of sculpting up here,
but let's give it a try. Yeah, this could
work. Maybe let's soften out this transition here. Then on those guys on the side, I would say we could introduce like tensions along those lines. Yeah, something like this. Actually, that's the auto group, so we can isolate this guy. Yeah, something like this
we could introduce here. Oops. Yeah, maybe let's
do the bottom one first. H Yeah, maybe like this. That could look
cool, and then we could introduce something
on top here as well. Same on the other side. We
could do something similar. So let's add one down here. And then let's add one up here. I guess one on top should be more there are more
angles like this, maybe. H. On those guys, we can try to add
one in the cent per. Yeah, we like this. But that, because we
don't want to overdo it, that could basically
be it already. Yeah, maybe we overdid
it already. Let's see. Yeah, let's maybe let's get rid of this one
we had down here. Let's move it out a bit. Let's not create this one. Maybe let's create
from the top here. Okay. Something like this.
Maybe that's better. Yeah. Okay, let's
look at everything now. Okay, it looks cool. So now what we want to do is
take all of this and move it to Maya to continue creating all those small assets we're still missing. Okay.
31. 29 Finalizing High Poly: Now that we have
our decimated model from ZipRsnshad Mayer, we can continue by
finalizing the hipolymoel. If you take a look
at our blockout, we can see which
parts are missing. So we're still missing the
ZEPA here, those guys here. We're missing the
connection pieces between those bags and the backpack and the belt and then some floaters. So let's start Oh, yeah, the connection
on the hair. Let's start with the hair
in fact because it's easy. All we want to do
is create a Taurus. And move it here.
Then turn it a bit. Let's make sure it's in
the center of our scene. Let's scale it up a bit. Let's make it a little
thinner, the radius. Then let's just rotate it
in place, and that's it. Let's give it like color. Maybe we can choose
red or black. But that's that. Then let's continue with those
guys here, for example. Let's just duplicate
one of those guys. Let's hide the blockout for now. So what we want
to do first is so this guy is basically
coming out of the jacket, so we want to make sure makes sense where
it comes out of. So somewhere like
here, I would say. Exactly. Then let's extend this so it looks like
the actual thing. So we want to have
small extension here. We want to add a floater
right around here, a supporter right around
here and one tight one here. So this is nice and round, and this is sharp in here. Let's add another
one here stuff. And then let's add a
tight one here as well. On top here, we can just delete the interface
so it doesn't smooth. That's about it. What what we can do is add a
torus here again. So add torus. Oop. Let's move it here. Let's make it way less geometry, and let's move it into place. Roughly like this. Then
let's scale it down a bit. And let's use this
as our connection basically to the jacket. Mm hmm. It read as well. But now that
I see, we can do it later. Okay. Then we're going
to take this guy, and we want to have one
part that can be pushed in, so we want to split it
somewhere into two objects. Now, make the two different
objects, basically. I guess this side,
we want to have tighter, maybe even like this. And here we want to
have a nice bevel. Yeah. Maybe we also want to
add some details in here, like an insert or something. Let's see how this looks. Yeah, maybe something like this. Maybe if we move it out of it, Why make it. See.
Wo it for here. Just make it outwards. Yeah, let's do this like this. And on this side, we
want to do practically the same so we want to
have a bigger bubble here and a smaller here. Maybe that's too
small. Let's see. What if we um What if we do delete those guys and be those guys?
How will this look? Yeah, this looks cool. I
think it's just too big, so let's combine those two, and let's scale it down a bit. Maybe also those guys, let's combine them and
scale them on the Y axis, the length is okay, but
they are just too thick. Let's move those into
the center. Pool. Now for this guy let's see
if we can salvage this if we just transfer the
components a bit. So it's smaller. Let's see. Then just to duplicate rotate. No, I didn't hear you. Okay, this could
work. Let's see. I think we need to make them a little more little smaller, but scale them up again. Yeah, something like
this. That looks good. So all you want to do now is add some floaters
around those guys, right? So let's duplicate this part. And let's those cut ins where
it meets our cylinder here. Here. Here. Okay. Now we want to select
the border edges, and just extrude it delete
the rest and invert it. Maybe even make it even smaller. Let's see. Let's make sure
it doesn't intersect. Okay. Looks good. So now we can basically
select all of those guys, combine it, mirror it
to the other side, press on instance to
object, so we can alter it. Now let's take a
look at the blockad. So what we want to do now
is select those guys, move them down, also select those guys
and move them down. Okay, cool. So now
what I'm thinking is, should we move them
closer into the center? Hm. What if we could move them? Just closer in. Yeah, maybe. So that would be
me for that guy. Yeah. Yeah, but other than that, I would say, what we can do still is rotttosks a
bit so we select them. He can rotate you
rotate them a bit. Maybe even, let's try route
them out like the bit. Yeah, that's good.
So that's good. Then let's continue
with check it. So we want to have first
this split in the center. So we can do is just select those three guys,
duplicate them, combine them and make them our
life surface then just use the quadraw and let's just
start drawing in a line here. So we want to go
all the way down. Right around in the center,
we want to do this. And draw it all
the way down here. Then I want to select this side and force it on the exes
it's directly on the exes. Then we can take those sides, those guys, slide them, and then move them out again and make them
perfectly straight. L then we just want
to add more topology. So it's nice and round. So we have more as well to
use our same tools on later. One here. It's just a
couple of them in no. And then let's just here. Then let's just use Sint
tunes on those guys. Same those guys. Oops. Okay, maybe I saw
that this guy will do this. Same on those guys
and on those guys. Mm hmm. But Okay, looks good. Now we can delete our
mesh that we get here. We can select all of it
and just translate it out just a bit so it
doesn't dissect anywhere. Pull. Let's make sure
we have this guy really intersecting in
here so we can delete Oh, let's keep the center
but we could delete it and we can move
this one down. Okay, so now we're going to mirror that thing in the center, select the outer border here
and transform it outwards. Okay. Now we can because I guess this is
too big of a floater, so let's just put some
parts away from him. So it's python and
then let's put the white material on it.
Yeah, this looks good. I would say, let's select
them again and oh, just tear out the boer and let's use more of a transform
on it. So it's steeper. And then we have issues like this, we
want to add supporters. Also, we want to
detach this guy, for example, so it's
nice and tight here. We want to delete the guy in the center, as we said before. Yeah, that's it. So now
we have our split down the center let's continue by
creating the zip by itself. Let's check out
the Bokot with it, so we're going to
place it right around here. Duplicate this one. So what we want is
a hole in that guy. So let's do something like this. Wok. So we want a hole
in here, basically. See. So we want a
hole in that guy, and we want the second
cube right around here. We where the guy sits
in on the chair of iper so we have this guy up
here, and then this guy. So what do you want to do? We want to have
something like this, I guess. Something like this. Just close this
here. Same for this. Okay. And do you want to
give you some thickness? I guess this needs to have
way more thickness also. This should have more thickness because that would
mean we could make these guys around,
which would be great. Let's delete this here. So we can make those guys round. A nice pebble. We just need to reposition the whole
thing so it looks cool. So I would say we're gonna
move it somewhere here, maybe. Yeah, that will work. So yeah, um let's just select all the
hard edges on that guy. Minus those two. And let's
put some pebbles on it. So we have some supporters.
Here we let's undo this. We just should delete
those guys beforehand. Now let's do it
again. I should work. Great. So we put
some pebbles on it. We're going to introduce
some cuts here. So the shading is
better. Also this guy. Same here. And that should work, great. And then we're going to do
something similar to this guy. Et's make it a
little bit thicker. And let's introduce
some cuts here. So first of all, let's hop, let's
delete half of it, so we only have to
do it on one side. And then let's just introduce some cuts here by holding down Control sheat so we can do 90 degree cuts with
the multi cut tool. And we're going to do
some nice cuts like this, so the pebbles will be, yeah, better basically
when we introduce them. So let's select all the
harder chiese again. Let's do Okay, cool. So the only one that got
****** up is this one. So let's redo this
one. So we want to move this down a bit
introduce some new ones. Santo Patil. Doesn't it work for some reason? Let's build a
history on this one. Let's see. It's strange. Okay, let's kill
this face at all. Let's fill, so it
come to it okay. Okay, Maya, I guess Maya
destroyed something. Let's killed a bunch of faces here, that's Troy field hole. Yeah. And then let's
just recut it ourselves. So we have this, and then we go down here and one here. Let's
do the same here. So we have a guy
here, a guy here, and all we want to
do is reposition. Like this. Okay,
let's mirror it. That's basically our SIPA. Now we can start doing the
Belt factory, for example. I would say it's
similar to this one. Let's check out the blockout. So we had it here. Let's
duplicate this one, and let's give it a try. So I would say, let's first of
all, fix the size. So we want to have it bigger than our belt itself because we want to
have a hole inside. Then let's delete
everything else and let's do the same as
we did for the zipper. We're going to create
the hole in here. Now, I would like to
have it asymmetrically, so I would like this thing
to be bigger than this. And now let's just give
it some thickness. Now let's reverse the noms. Let's select all
of those guides, and let's bevel it
with a hoop with a nice bevel
something like this. Let's check it out.
Yeah, that could work. Maybe it's too deep
to pull it out again. Yeah, that could work. Now what we want to add
now is the piece here. So let's just
duplicate the cube, kill all but this one phase, for example, and let's
straighten this out. And let's just work from here. So we want to what we basically
want is a guy like this. So coming out of this
and then reaching around here, like on the belt. Let's give it some
thickness because that basically is what we want. Let's move this in further. Let's select those two guys and put a beb on this so
this is nice and round. Nice. Okay, so for the belt itself, what I would do is we're
going to duplicate this belt. We're gonna choose those
faces and connect the rest. And now we're gonna, in fact,
let's delete half of it. Let's just work with one side.
Oh, no, let's not do it. Let's just introduce
some edge loops with symmetry on, so
it's exactly the same. Maybe let's move this
more to the right now. No, no, let's not move it. Let's just make sure this
edge is nice, symmetrically. Okay. Then let's delete the rest. And now we want to do is select this edge loop and move it out. So it looks like the belt is, yeah, moving out here like this. Doesn't need to be like a lot. We can also scale it
down a bit move it out. So it looks like the belt
is moving out exactly. And we want to just.
Let's just clean this up. This. Okay, but that should be enough. And now we want to
add a second piece. That's just the
ending of the belt. So what we can do
is we can duplicate again without symmetry now. Did everything but one X loop. And then just basically
move it into position, so we want to slide
this here roughly, move this out a bit, maybe make it straight so
it's a 90 degree angle. Like this, let's delete
the supporters for now. And let's just make
it a solid piece. So we want to extrude
this back and brag it. We want to fill this
hole in the front. Let's make this nice
90 degree angle again to this guy. Okay. We want to move
this bit outwards, then we can introduce
the gropia, push it in a bit, so we
have a bend at the end. Ok it little bit as well. And now we can think
about things like, Yeah, let's, for example,
pabelde two guys. So our belt is a
little bit round. Then just select all of the
edges again that we want to bales put the same bubble on that we put on the rest
of the belt, the same size. So that's like 1.5, maybe 1.4 0.3 on on my belt. We can change the metering
or the meter along, see if it changes something
on how clean it is. But for me, it's like,
they're all not the best, so let's just keep it
like this and clean it up manually. Like this. Stick those two.
This one as well. And let's just get
them back in manually. So detail let's see. Oh, yeah. We need to continue
them. Like this. Oops. Like this. Collapse those two
guys, yeah, let's go. Okay. But that should be
it for this guy. Okay. And now we're just
going to select this guy, select all the edges here, put a nice bevel on it. I guess we need more. Let's see. We make this
our gray material. Yeah, this would work. And now let's just add some supporters here so the curves won't
get stretched too much. So stay nice and round
exactly like this. And now let's do the
same with those guys, and we want to have those edges around and those
edges on the side. Let's put a chem f on it. Let's put the gray
material on it. That's about it. What
we can do. Let's see. Yeah. Maybe we should not
have like bend it back. Let's maybe just make it straight. So let's
try this as well. Because I think now that we pull this out straight
would work as well. And it does work, let's
just make it straight. We'll also be there locally, and then let's just add
a floater around here. Again, plcate this one, they need all this one phase. And let's just cut in
a floater around here. So we can go for a
square floaters here. We could also go for a round floater, whatever looks good. It's just nice and big. I delete the inside. And I think we're going to go for the roundish floater here. We also just merge is in the
center push the center in. So we have a nice yeah. So now we have a
bell hole for this. We could take this now, center the pivot and just
duplicate it around a bit. So we have more than just
this one hole on our belt. So one more here, for example, then like maybe two more here. Yeah, exactly. Okay, cool. So let's
stay at this belt. We want to have the
connection from this guy, look from a bag, and from
this guy who the belt. Let's see did we do? Yeah, we did something
in the blockade already. Let's just duplicate
this for now, and let's see if we can align it with our current belt now. So let's isolate those two
guys and let's take a look. So what we need to do for
sure is fix the height on this and how it bits off from the belt because
it should touch the belt. But then those guys don't
meet up with the bag, so we want to move those
guys out so they touch the add a loop here and then
move them in a bit this. Now, let's see how does
this look with the bag? Yeah, this would
work. Okay cool. So now what we
want to do is make this fit as close as
possible to our belt. So I would say we're going to select both of them
and we're going to add a pebble to this guy
that mimics this pebble, like size whites because
when we smooth it, should fit. So yeah,
let's do this. Then let's just select
we don't even need. Oh, this guy it's enough. We'll just have it like
this. Basically, now let's just select all of it. So all, but this guy, I guess, let's just Bb on this. Let's see. It's too hard right now, so our beben to be
bigger so let's try two. And then let's just delete
those guys on the sides. Makes it got. Guy for example, and then let's just
reintroduce them. Maybe let's also get
rid of those guys. Maybe we don't need
a chin center. I think this one is
too pointy as well. So let's make this one
softer as well here. Yeah. I could I guess
that's around it. Let's just move this one
around a bit like this. Let's move this one down a bit. But it does look kind of fine. I just feel like we lose a
lot of volume around here. So what we could do is
give it some thickness. So let's select those guys and just give it
some thickness now. Remember let's just select those guys and move them
slide they odd. Slightly up. Okay, let's move it out a bit. Yeah, it should be fine, cool. Then send it to pit duplicate it, and let's
move it back here. Let's rotate it. And that's move it into position right around here. Exactly
what this is. And that's it for
the bag, basically. So now it has two straps
that hold the bag. And now we just want
to add something for book at the back. What I was thinking was like metal pieces that get hold by leather pieces,
leather straps. So what we want to do is have a metal piece around
here and around here and then combine them with strip. Let's start with this. I would say let's do a let's do, let's start with a cylinder, I guess, where we
delete half of it. And then we're going
to select those kinds. So we have this half
cylinder and usenet. Then we're going to make it
less height segments and less radius,
something like this. So let's kill this then. Let's see. We want
something like this. So let's add in some
supporters here. Let's see how it
looks. Yeah, cool. That's basically what I want.
So I want this to be here. Like this, maybe? The only thing I don't
like about this I wanted it to be hmm, let's see. I wanted it to be more roundish. Let's see if we
can do something. But just move this out a bit. Something. What if we don't
start from a cylinder? Tricky because I want
it to be around, but this is too
pointy at one point. So what if we squish it
together? Yeah, like this. Let's squish it a
bit. That's not bad. Let's select this again
and do another quick pap. I guess we could have
done this already with the With the cylinder? Okay, let's slit it. So we have a nice and round
piece here. Yeah. Let's add some supporters now. Yeah, that's more
of what I want. So let's move it
roughly into pace. It's no duplicate
rotate it as well, or it just totes et's make sure this is
licensed straight. Yeah. So let's do a duplicate. Let's rotate it, like like this, I guess, we're not going to. No, we want to add it like
this here. So it's, okay. Okay. So we want
to d it like this. Here, for example, on this belt. And then we want
to combine those two with a leather belt. So those two are metal pieces, and we want to combine
them with a leather bit and also have them wrapped
around here on a little bit. So let's move this into place,
how it would make sense. For me. Okay. Then let's first of all, wrap a leather around this
guy. So let's duplicate it. Need all but to through. Face rows, and then let's
just add a belt here. So first of all,
you want to make this one nice and straight. Mi bebt so we have a belt
that thickness roughly. That's not bad. Let's just make sure those edges are
nice and straight. So it's always a 90 degree. Exactly. Let's bridge this. Let's delete the apoterF now, we can just reintroduce
them later. Let's build it and give it some thickness. Hey. And now what we
want to do is add a little bulgie so we want
to get some plot here, some supporters here and just move it out like
this, basically. Exactly. So we have this little bulgie
from the metal cheese. Now let's reintroduce
some supporters again. Let's see how it
looks, actually. Oh, I did forget the
most important piece before support us. We want to give
it some thickness because right now it's
flush with the belt. So let's select it all to a
slight offset with thickness, make all of those guys hard. Exactly. Now, again, let's select
all the heartaches, except those two guys, and let's introduce
some support us again. Let's clean it up, like always. Let's also belt this guy. Let's slide this more closer. Let's use cut triangulate on
those guys, now let's check. Yeah, that's what I
wanted. So we have this wrapped around with a bulge here to hold
the metal piece. And now what we want is we want those two metal
pieces to be connected. Let's color them gray right now. And now let's just connect them. So through this, I would
say let's duplicate them and delete all,
but those centerfaces. And now let's delete those faces as well,
and let's bridge it. So we have the connection
already. Nice. Not the bottom though. And now we just
want to introduce some faces that are
like bend in a way, so it would make sense
like this, for example, tick Now let's select the center edge and
let's put a bebl on it, and let's delete
everything else. So it's nice nice and has the
same distance in all edges. Let's go back into a bebl
and just make it needless in 1.5 maybe or 1.3. Yeah,
something like this. Cool. Now, let's give this
a black material, and let's just extrude it. So we want to have
straight extrusion first, then offset an extrusion. Now, let's go Before we
do the second extrusion, let's go in here
and attach this. So what we want to do is
extrude this one around here, so it's wrapping around
this piece and then has some more that's
holding onto the belt. Something like this. Yeah. Quickly. Supposed to make sure this
is nice and clean here. We could also do this the other way around so
we have it on top. Let's try. Maybe we
switch it up later, but for now, let's
try it like this. We can always change it
if we don't like it. But it's the same process. It's just rotate 180
degrees basically. Okay, now let's Okay, now let's select those guys, and let's do the
offset extrusion now. Nice big offset this. As we can see already, this guy should be longer, I guess. Yeah. We have more
distance to cover here. So this has more space.
Okay, now again, let's select all the heartaches. Or, let's just
select those guys, in fact, those guys here. So just the ones wrapping
around this direction, and then let's select
those manually here. I think that's roughly all I want to select now,
and let's bubble it. Again, let's clean it up. There's always let's
introduce those. Thatchs got messed up manually.
So those girlls I guess. Okay. Now, let's add
a tight one here. So this is nice and tight here. Thing here. Yeah,
something went wrong now. Let's see. It's just those squares here. Let's check it out. Oh, yeah, so we want
to delete this one. We just want to
clean this up now by isolating just the parts
that are broken because here, too, it just meat
that shouldn't meat. So let's kill this,
and now we can kill so without deleting our
omrint on beforehand. Yeah, now we can reintroduce
this one, and it's all good. Yes. Here we just want to make sure that this is nice
and clean here. So with a soft
selection that we can change from volume to surface, we can just pull it down a bit. Like this. Okay. They're
cool. Looks better already. Yeah, exactly,
that's what I want. So we can still addEdge
loop on those guys, for example. Oop, why not. But for now, let's
just keep this. And let's do basically the
same on the other side. So let's look look
at the sky again. Like this, again,
move it up here. We're going to basically
do the exact same filing, so we're going to
move this here. Let's picture both
of them, by the way. So we don't have to do it again because it's
going to be the same. So we're going to move
it droughly here. We're going to
rotate this again, like this, so it meets
up with that guy. But here we don't have a
lot of space between them. So I would say here, we just want to see
We just want to add, like, a strap that wraps around both of them,
so they're connected. But without the things we did
on the bottom, basically. Cool. So let's do the exact same
thing that we did before. So I want to plcate
those two, combine them. Select all but those faces and delete those guys
and bridge it again. But now we want to bridge
top and bottom because we just want to make a sling
that connects both of them, then we're going to
select Center edge again, bebe with 4.3. I think
we did. Let's see. Let the rest. Yeah, that's correct.
Okay. And now we basically want to
give you some thickness. First, some thickness,
then second extrusion with offset
and thickness. L. Let's take a look. We want to, I guess, delete those two guys and reintroduce
them nice and clean. Also the portless here.
And then we just want to add Soup portless everywhere. We don't need to use
Babylon that guy. Let's make it black.
Yeah, let's keep it for. So that's that. What are
we missing? Let's see. Oh, yeah, next
thing I would say, let's add those details on the boots that we
have in our concept. So that's basically
a strip down here. We're going to do it the
same way we did this one. And it's a red detail here. And at the back, we have
like a curve around here. So let's do this.
Let's make this live, go to our quadraw and
let's start drawing. So we want to have we want
to have a red detail around. Something like this, I guess, a little smaller, it looks like. But roughly this. My can. And then we want to
let's fabri this. Not the top but but can stay like this,
just the bottom part. I want two edges. Okay. Then now let's extend this downward. So now we want to add cut
basically this until here. Let's just add a
bunch of topology here. Like this, great. And here we want to add a strap around like
this, I guess. So it's the small extrusion. And let's add a strap that we can send
tool, I send looped. So it's nice and
clean. Same here. Let's just add some geometry. Then at the back, we
have float around here. Oops we want to move
it up around here, something like this, I guess. We can always change this on
the flight, to be honest. It's super fast anyway. That's just bit lower, I guess. Let's just get something in quickly and then let's
see how it looks. And if we don't like it,
we can just always alter. Something like this, exactly. Okay, then, let's
take a look. I think because only the
inside will be red, I think we need to make this tiny bit bigger by
moving it down a bit like this and moving them to the
sides of it like this. Yep. So now let's add some
geometry in the center here. S like this. Okay, cool. Okay, now let's let's make sure, first of all, the
backs nice and clean. So we want to a more topology here and use
centrals afterwards. So we want to have those
guys basically connecting. Let's open up centrals. So this is a nice
round circle, exactly. And then we want to have also a nice connection down here. So edit this as well. Yeah exactly this. Hey. Okay, cool. So now we can use the inside edge loop tool
with equal distance. So if we introduce
a look like this, as you can see, they're
all the same distance. So if we get rid of those guys, we are certain it is the
same thickness on all of it. That's a good way of making
the floats the same size. So let's send this out this out. And here, it's already, let's do some sand
tooling here as well. Also here, I guess, then let's select it all
and a nice wobble, so it snaps again
to the surface. Same here. Well, now
let's take a look. Okay, we want to detach
it here, this guy. And we want to
detach those guys. And let's make separate acids. So this guy should be red. So let's make it red. And
that's extruded just a bit, so it has some thickness to it. It's the pc and the top as
well, we don't need this. Then let's just
add some loops so the corners stay nice and hot. We don't need
the life surface. I'm sorry. Well, let's do it
like this. So we select all those ditches and add a bubble like this and let's
just kill this supporter. Yeah. Oder to kill this. I just a cut up here somewhere. Here, let's keep this for now. But those guys, we're going to add a loop in the center
again, like this. And let's meet this
up into very center. Let's select all of it
and transform it out. There was a slightly, and
then just the border edges again and transform them out more like we did on
the checked, basically. Let's move those
balls to the center. And now let's detach this guys. And let's add loops
here supporting this. This roughly. Let's make black as well. So we have our nice cut here, basically the same
that we did on top. So let's just make
sure it follows the folds as well
here by introducing some loops and pulling and
pushing some words around, so we want to push this
out a bit up a bit, and we want to introduce
supporter here as well. Let's also support
down here. Cool. Go to do the same thing
for that guy now, so we're going to transform it all a bit up
Outwards I mean, sorry. Introduce the loop in the center and then just transform
those guys outwards a bit. Actually, let's delete this guy, and let's just have it
like this. Let's see. We move this spec a bit
now and make this Black. How will it look? Some more interesting. Maybe let's make
it a bit thicker. But other than that, I
think this could be fine like this. Oh, yeah, cool. I know the back we want
the nice bubble again, so we're going to
select it again, transform it outwards, at
our loop in the center, select the rest
and transform it. Outwards, again, a bit. Again, select the
center loop and detach it and make it all let. Okay, cool. Okay, then, let's make
this slightly bigger. What if we delete this inside one and make this way bigger? Let's see how this will
look. It looks cool. Could look cool at least. Yeah, this looks cool. Okay,
then let's do it like this. Let's select all
the floaters now, and let's duplicate them
to the other side. Okay. Let's check the Board again.
We're missing something. But I think I think
that was basically it. So now what I would
do is I will do another pass on everything
off screen though, like a pass on I will put everything to Cebush or whatever is in Cabush and just look at it again before we
move on to low ply. So in the next video,
I will show you if I changed anything,
what I changed. And I guess it's not a lot it will be just
some minor tweaks, and then we will just
continue with our low p. But.
32. 30 Lowpoly Part1: Let's start the whole
low poly process by creating two
different assets first. Let's start with a easy
heart surface piece, then let's do a easy
sculpting piece, so I can show you
different methods there are for creating
different pieces. So let's start with the cup. When you're creating
the low pool of hard surface piece,
most of the time, you can start off by just
duplicating the high pool deleting deleting the support
edges and go from there. But sometimes you
want more resolution, and it's hard to
get more resolution if you're not just duplicating it by connecting all of those, for example, and then
circulizing them again. But then we have,
for example, 24. But let's say it's
too much and we want 16 divisions, for
example, 40 square. There's not really a good
way of getting it fast. In this case, I prefer to start from scratch from a
cylinder. So let's do that. I would just create a cylinder, put it where I want it to be in the center here
and just type in, okay, 16 height divisions. Then we can go on and start
moving it into place. And we just need
to be very careful about certain
landmarks, basically. So we want to have all the
silhouet changes here, so I extrude this inwards,
extrude it upwards. I extrude inwards. I make sure this is nice and
flat on the bottom. So it's not too far in
and not too far out. Then we can delete
the top piece here, for example, scale
it up, move it up. Make sure it lands around
here, scale it down again. And we already got the same as we had from
duplicating the hi poly, but now with the exact amount of polygons that we wanted.
So let's go from here. So again, just extrude and scale to hit those silhouettes. Because that's the most
important thing is that we keep all silhouets
in the low poly. So we don't want to create the low poly that
deletes too many. I mean, some shoete
you will lose, but we try to stick as close to the
silhoutte as possible. Let's make it smaller here. Things like this, we can basically do it the
same way we did the hi pool or we can
just put lettuce on this. Like this. And then
we can inside view, maybe move this into position. And as before, we can
go into the lattice and change the influences
here so it's more round. Then we just need to make sure the low poly lines
up nicely now. So let's select all of them. Let's also make sure it's
the lines on top of here. Yeah, this looks good. So we can clear the
history. We can extrude these inwards. Oop. Or just extrude it and
merge it to the center. Now I would say, let's
de it all but those two, and now do an extrusion
with an offset, so it doesn't get wonky. Good stuff. Then we
extrude it down, scale it down, so
it's nice and flat. We can also circlese
if you're not sure. This looks nice and round. And now we just want to hit
exactly this circle in here. And as we can see, that's already pretty
much the low poly. Things that we can do
now is, for example, get rid of some polis down here because they're not going to be very visible in the silhouet, but we don't need to
do this kind of stuff. And we could do
the same up here. But to be honest, I would
just leave it like this. So we have a nice round shading, and we're not working with
a tight budget anyway. So let's make sure to
make all of those edges soft and only keep the ones hard that
makes sense to be hard. So this guy, those guys
don't make sense to be hard. So we can make those guys soft
and those guys hard again. And then we want to
create a bilin on top of this, a rather dark one, but a shiny one, so we can see all the
shading arrows we have on the low podium.
This looks very good. And that's about it
for the cup already. So let's move on to
something like the shoe. The thing that we can do here is start start from the
sole, for example. So if we duplicate this
one, we can see right now, it's too little resolution
to work with it. But what we can do is we can instead of
having supporters, so we're going to get rid
of all the supporters. Instead of having supporters, we can detach those etches. Let me show you in a second. So we want to get
rid of that one. We want to get rid of that one. Let's make sure exactly. And then we can just get
those hard etches back in. So we one here The
guys were hard. His guy were hard.
And now we can select all our hard
edges and detach them. And now if we smoove it,
we can see it stays hard. But when we smoove
it, it doesn't it. So what we can do, in fact, we could delete the
top on the bottom, when you think about it because we're just
going to kip it. And yeah, now we're just going
to smooth that guy once. And we're gonna
delete the new edges he created for us.
We don't need those. Like this and we're going
to align this one guy here. And we already have a
way smoother version. We kept this here, fill hole. Let's see what
quadrangulate does for us. So I use triangulate, then quadrangulate it later. So first trangulate it.
Let's do it here again. First, trangulate
then quadrangulate. And then I clean up what
isn't cut nicely like this portion here should be
cut like this? Okay, cool. So now we have a pretty good
start already for the boots. So what we can do now is
set this guy to life. Go into our quadraw and start drawing the
rest of the shoe. Tip that I always do here is, don't start off by creating
every quartz by hand. Easiest is to make long
polygons that you cut later. So make long polygons to cover everything so you know where the main shape
is going to be. And then just ya cut it in.
So we're going to do this. Here we can cut straight over. Okay. So I keep
them long for now, so we don't have too much
geometry to worry about. Back here, we might
be able to get rid of one loop. That's better. And for the folds, we want to try to have them in the locul
as good as possible. So let's do it like this. Then let's just
extend these ones. Maybe let's add one here, extend the ones as well.
Sach it to this one. Great. Now we just want
to extrude this one up, this one up. Exactly. Now we just want to extrude them basically all
the way to the top. So let's isolate
the boot for this. So it hard again. Let's select this edge loop and move it up. We can also try using circle light on this loop,
so it's nice and round. Like this exactly, you can
move it all the way up. Now let's see if we can
add some loops in here. I would say at least
two loops here. Let's cut this
differently first, like this so it's
nice and coded. Now if we add loops,
they're nice and round, let's use circulise
again up here. Let's move it into position again around here,
circulis again. Here. Good stuff. Okay. Now let's try to
fill those holes, so we want to shoot
those guys upwards. And we want to merge them
into those guys, I guess. Also creating lopi is a very organic
process, I would say, especially from hard surface not hard surface from
sculpted pieces. So as you can see, I'm just trying and seeing if it works. So we need, let's say
one more cut here, two more cuts here, I guess. Who. That's good. Those guys in. Yeah, this should work,
and then we just need one more loop here, one
more loop here again. And now we can finish this
out with quartz here. If we do it like this, great. So we're going to do
the same on this side. So we're going to
screw this up once. And as you can see, it
doesn't need to be perfect right now because
we're just getting the topology that we want. So no need to no need to worry about how
clean this is right now. And then just close this up. Nice. Same here. So we need one,
two, three, four, four cuts, one,
two, three, four. And now we want to
just close the holes. Oop. And we want to add
some geometry here. We don't need it in the front. It's fine if it
stops around here. Okay. Now for this guy, we just want to add a
bunch of geometry here. As well, before we do
this, we should use, again, send tools to send those
guys out. Start it first. Send tools here.
Also send tools. Here, I guess. Then let's
move it into place again. And now let's just
add some cuts, especially where we
have those folds and then just sunk up here. And where those folds are, we want to make sure
to move those cuts to move the topology exactly
where those folds are. What we can do is change
the opacity of the cage, so it's easier for
us to do this. So here, here, we can do a cut. We can do this cut here. Then we need a cut up
here and a cut down here. Okay. For this guy, we just need to do it
like this, basically. And for that guy, something
like this, I would say. Also, those cuts don't need
to be perfect for now, which is when I have
the geometry there. And what we want to do now is let's add one more cut here. What we want to do now is use sent tools on those cuts so they are
nice and straight. So we want to go from here
to here, here to here. So it's like from here to here. I want to make sure it's nice. And even, but also on the
geometry where it should be. This we can leave like this one. Here, we should do
the same again. So those guys. Those guys. And those guys cut. Same here. Hey, here, we want
to space it again. Same here, and here
and here, and here. Then we want to
make sure they're all nice and all
the potty again. Same here. Okay, so this
is from here to here. I'm going to make this one
hard as well. Okay, nice. Now, when we are at this point, what we can do is again, detach our hard edges, which would be those guys. So we have the sole that's hard and we have this
that should be hard. And if we manage to, I would say, let's
spin this out. And let's spin those guys out, and let's keep those guys hard. Now, let's select all the
hard etches and detach it. And now if we use the
cord draw and smooth, the corners where we
detach won't get touched, but the rest will get
nicely spanned out. So that's a great way.
That's a great way of creating even tolotue
without ruining everything. So let's combine it all again, and let's make sure those cuts are nice
and straighten out, so we want to Make sure to use multi cut to get nice
and straight lines here. Satisfy combined. A. Same here. Nice and straight lines. Hey. That's basically how
I do organic shapes. Basically what I just
showed you guys. At the end, I always use
multi cut again to get those wonky lines out of there and make them
license state. So here, for example,
I would say we can even go over this cut, maybe connect those two guys. Maybe even add a cut
in here for this guy. And the aim is to make
nice and straight cuts. Okay. So that's our first
low poly low poly piece. And yeah, we will
just continue with the rest in the next video.
33. 31 Lowpoly Part2: Now let's continue by doing
the lo pool of our pet, for example. Let's see. L et's start with
the middle piece, so let's just
duplicate this part. Let's send that pivot and let's rotate it a
bit to the front so we can use the front piece to create this space, basically. Just want to make sure it's still the lines of everything. I want to unsmove it. Let's just take those guys and extrude them a bit to the
front like this, exactly. And now we will just try to match the curvature
and everything. Like Okay, cool. Then for those sides, we want to make
them match perfect, as good as possible, so we're
going to scale them down. This one, we want to basically
be exactly the point where the white pieces meet the black piece or the center of the floater,
basically, like this. Now we want to add
some more loops. For example, here
loop, I would say. Let's use H loop. Yeah. Which one as well. Okay, cool. Those yes
we're going to bake on. Now for this bag piece, I would say, let's
duplicate this one again. So let's duplicate that one. Let's unparalle
this one as well. And let's delete
the support loops. And let's just extrude this one. And bubble it here
with the Okay, cool. Now, I would say let's um, like the silk it Lupus, it looks um, shading but
it's like the h bool. Now let's try to
let's try to pull in those two guys to pull Newman
and clear our history, and then we're just going
to try to clean this up. We can also select
the symmetries and try our symmetry
on topology works. Yeah, but. Okay, then
let's not do it. Then let's just try to make
it the same on both sides. But first, you want to
merge all those words. So we have no floating words on the center of
an edge like this, for example, we want to
clean all of these up. We want to merge everything. And now we just want
to add more edges, so we want to add ache. Was this one maybe. Okay, let's do the same here. De this one then? Do we
actually need those two? Now, we can delete
those two as well, it looks like, so those two. So we have it both sides
the same, basically. Yeah, exactly like this.
Now, that's the edges here. Let's make sure those
two are one as well. Okay. So that's that we're
going to add shade down it. Now we can just clean it up by killing this edge in the center because we don't
want to have those guys, if we have a face like this, we can just connect it like this and save some polygons
and the words at the end. So let's do it like
this. Okay, cool. So now let's, for example, to those guys, again, because it's mechanical
just duplicate it. In this case, I would say
let's smooth it once. And it has right
now 12 12 segments, which is fine, I would say. Also because we don't really
have a hard pulley limit. Yeah. If I do stuff
for my portfolio, where I don't have
hard poll limits, I just, like, I don't really worry about it as
long as it looks good and round because it's better, especially if you do
stuff for the portfoli. It's better if it
just looks round, then you have a pulley contact that you reach or something. Because at the end, that's
all people see, right? How good does the loople look? Did I save 100
polygods somewhere? Of course, it's completely
different if we do production. Then you have a certain polycun
that you need to reach. But then I would also start with higher
polycuns and reduce at the end. Let's mirror it. Let's combine those two, and let's bevel this so we know exactly
where the center is, and then let's just shoot this to create this centerpiece. Okay, cool. Length wise, this is fine, as well, great. So let's also give
this our low shader. We make sure we don't
have diges we don't need. And let's continue. Maybe with those guys.
Again, duplicate them. I should be pretty simple. We have a box here, so we
can do something like this. For example, where
we select those two, expand it, and then
the rest here. We can clean up those
supporters now, and then just bridge those two. But something like
this happens, you either go in and
bridge one side first, then bridge the rest
or you just use this twist perimeter here and twist the faces till w.
So far it's good now. So all that I do now is here, we're going to delete this
because we're going to just build it from disguise and we're going to
slide the speck a bit. We can duplicate it again, delete all, but this
sphere, make this sphere. Let's move this sphere and
loses our light surface. And then we can just extrude
words or faces here, just work like this basically. So either we do
this or this again, or we rotate the sphere, same direction up,
which it is already. And then we just again,
pool it together. So yeah, we can do both. Let's pool it together. Again, let's clean this up. Like before. Okay. Now what we really want to know is how much does it penetrate
into this one? Because we are not using. We don't need the
ones on the inside, so what we can do is just delete the faces on
the inside, basically. Now, we don't need these
guys. Don't need those guys. We don't need this
whole thing here. And then we can just
select all the words and click press let. So it's all triangles, the connect the border edges. We save a bunch of volumes. Now that I see it,
we might want to add some more edges here, select all of them, do a ring
selection and connect them. Then we can select polygon, do a loop out of
this and press tro. Oh, little big. Okay. Let's then add a detach here
and detach here somewhere. Let's do it again. Loop. And add it get because I don't really care about the
curvature here in the front, but here on top, I
want it really round. So that's not a bad thing. Again, let's clean up
those etchings now. C. Okay. Now, merge everything again select those edges
and make them smooth. What we can also do is press
strangulate on this because we want to have this
connection, not just one sided. So same here. Okay. Now, if you look at
this part up here is small. Okay, so we want to make
those guys polymt as well. Then we want to mirror those
guys again. Like happening. Cool. So what's missing is cart on the bottom,
again, like before. Let's duplicate this one. Here, again, I would like on the shows make those
guys detached. Not this guy detached. Let's delete the
supporters and then let's use our smooth modifier. Let's delete the new
supporters it created here. Let's just take a look here. And let's work from
there, basically. So we want to add a new
pier and we want to extrude it or let's delete this and it's still the same to this guy, basically. And then let's just combine
it after we've done it. So we want to delete
this again here as well, or we want to just
delete everything. We can always reach
it later again. Oh, here's a useless edge loop. So let's did this
and let's move it. Let's dot those
edge loops again. Let's select those two
again, combine them. We want to do inside,
and bridge those guys. And then we want to go in,
build this whole thing here. No problem. Now we
want to connect those guys up like this,
so it's nice and straight. Okay, like this. And then we want to do one
in the center here like this. We have a
code here and here. Same here. And now let's put the low rise
material on it again. And this one is done as well. Cool. Let's continue
with this kind of. Again, let's duplicate
it. Let's take a look. Um, again, I would go
for a smooth trick, so it's nice and round. And then we can always
get rid of polygons. So what I would say is because we're not going to model this
out anyway, right? So we can just delete this
guy. Delete those guys? Then yeah, just make
these guys tart again. Or detach them, sorry. Here we want to delete
this inside one. Slide. Get rid of
those girls as well. So we have a nice
little geometry now. Okay, now let's press
this mold again. Let's delete those guys. He created for us. In
fact, now, let's gas. And now let's bridge this work. So let's bridge just one phase, select the whole thing and the bridge it again,
delete this guy. So we actually need this one. Yeah, we should
keep in it for now. Okay. And now we just need to clean it up because we don't need this
amount of polis in here. We can keep it on the corners, but here in the
center, I would say we can get rid of Samsung. Let's see where's
our center here. So we have one,
two, three, four, five, empty, one, two, three, four, five, empty, then we start selecting. Like Let's do ring
selection collapse it. Let's delete the center one. Ring selection, collapse it. Let's spit. Those two guys. It. Yeah, we can even do this. That's it for the round
thing, I would say, here, we can clean up
some pieces as well. But I want to keep a bunch of them in so it's nice and
round from the side. Yeah, it's like this. Here on the inside, we
can do a lot of cleanup. So this whole ring,
we can collapse, we can collapse dis like this. Like this. Because the inside, we're not going to see
the silhoid anyway, so we can just collapse a lot, basically, because
all those details, the normal me will
do for us anyway. So yeah, we can just save
a bunch of polygons in. See. Yeah, this should
be more than enough. Let's see on those borders, I guess we can just merge
them to one word? Yeah. Should work. And then we could
even, clean those guys up. So it's less because we're not going to see this
anywhere. On the inside. Still this here. Yeah,
but other than that, this does look nice
and round, now. Let's put the loris
material on it. Yeah, it does look
nice and round. Doesn't have too many polygons. If we wanted to, we could still
collapse some parts here. Yeah, let's collapse
this as well. Yeah, but generally speaking,
this one looks good cool. So now, again, those
guys duplicate it. We just move on it like before, and let's just useless. Rings here. Let's make this
one straight like before. And let's use a
edge on those guys, so it's nice and round. Again, here we don't
need those guys. We want to make this one. Also straight and use
a edge on those guys. Same here. Nice.
Straight. Let's delete all of those gummies. I should have made a
detach out of this. But it's fine. It's
well supported anyway. And here, again, we
can delete all of this hoop and connect
it like this again. Make it soft? Okay, cool. Here we want to make this
one. Straight again, and then use dt
op on those guys. Again, for this
part in the center, we want to add
support this here. We want to make
sure those support is lined up as good as possible. Or even could just add the multi add a cut with the
multi like this, the multi cut, and then
let's extrude this. Like this, let's
just try to stay as close as possible to our high pul by adding more cuts and moving
some butts around. And one more here, maybe. Maybe let's add this
one here as well. And let's get a
bit smaller. Okay. Looks good. Let's make this one our lowest material as well. Okay, so all we are missing
here is those two wings, and then we can mirror it, and
the pad is basically done. This way we're going to
do the same as this, so we're going to
duplicate it first. We don't need this floater.
We can just get rid of it. Here, I would say
let's just delete all the supporters So all of those guys Let's see if
this is round enough. If not, we can always go and just a polygons and use the era or we can just select
those guys and bubble them. So it's nice and
round. Here, again, I would rotate it so it lines up with our what's it
called with our Tubia? Mhm. We can use a custom axis
set to edge because then the pivot stays
in the center if you do like this. You can find this. When you press W, for example, and left mouse button, you can go X is custom and
choose set to face Edge point. This one, it leaves
the period where it is because if we use D and click somebody the Pivot nose as well. That's a nice trick for
that one. Okay, let's bull nose two guys
again, like before. And yeah let's clean
it up like before. Okay. Again, we can triangulate this. So we have a nice thing here. And then again, we can
just select those two and see what don't we need and they need the faces
we don't need. So we don't need a whole
lot of faces here. Oop. Still somewhere connected. Then again, delete the edges
out of the words. That's it. We're going select
this guy again. Duplicated movie tier. Then we're going to
select those two again, and we want
to mirror them. Best case, our best way again is using circling this guy as well, and aligning pivoter,
bake the pivot down and mirroring it. Same for this guy. Okay, cool. Now, let's put the lowest
material on everything. We see this guy still. Okay, cool. Now let's
compare it to the hi poly. Looks like we are not
missing anything anymore. So let's combine all of this,
put it in our pet group, in our history, move it
into our low poly group. And our pet. Yeah, our
pet is done, as well. So let's hide the hi poly. And let's continue
creating low pool. Let's continue by working on something organic like
the here, for example. Those are pretty easy to do, but it just takes a lot of time. But what we want to do is make them a life surface and just start drawing in the geometry. So let's start
with one of those. Spikes here. We want
to follow the shape, basically, as always, Chute
is the most important thing. But the actual, like, distribution is not that
important right now because we're going to use
sends anyway at the end. We just want to have like the poles in so we can
redistribute them later. So as I can see, we're just going to draw
them in like this. That's pretty much it. A another thing we want to keep in
mind while we do this not keep in mind, but we want to do is assign hard and soft edges because a thing we want to do later is, as we did before, detach all the hard edges and then smooth everything that's
inside one shell. So as soon as this one is done, we can do it on this
strand already. And the rest will
be just basically duplicating what we did here. Okay. Okay, like this. Now
what we want to do is make sure those edges
line up as good as possible. They like this. So they are
where we want them to be. Also this morning
in the center here. So it lines up directly
on the crease here. Okay. Now we want to use send
tools on those guys here. Then we want to use
sent tools to spend, and then at the end
here. And the same here. So on this curve on the bend and then the last
two guys and the same here, we want to use sent tools
here basically on those guys, then on the bend and
on the last two guys. Now we want to make
this one hard. We want to make sure it's nice
and aligned with the curve again because we can
see it wobbles a bit, so let's use cent tools here as well to make
nice them straight. Then we're going to just
select all of it and move it slightly up,
so it snips again. And now that we have
this hardage in here, you can see, we can
detach this hardage. Take our Quadraw tool
with soft selection. Let's just make sure in
the soft selection menu, we have surface in that volume, but we have surface
in that volume. So we're just going to use
smoothing with the draw. And yeah, that gives us
a nice even topology. It's just let's cut this
because then we smooth, we'll get a slightly
different sot. Don't press on the
boilers because that will smooth the borders.
We don't want that. We just want to move inside. We cool. Then let's
just combine it. Let's make sure we
still have all the hard etches, and let's continue. And we're just going
to basically do this orifing and
smooth everything and centle everything and that's how we want to
create our measure. So nothing, hard
to do, basically. Very easy, in fact, just
takes a lot of time because it's just a lot
of things we need to do because it's
a lot of here. Also, we should try to keep the distribution
roughly the same. So it looks nice and
round in the shout, so we don't have some
strands that look super dense and some that
are not dense at all. So always keep the edge length
in mind when you do those. Having a nice distribution is also good for animation later. If you want to animate it, put bones into
different strengths and move them independently. Now, let's make sure. This one is nice on
ground, as well. Exactly on that heartage. Okay. Now, let's make sure we have
enough polygons in here. That's that's another one
here, here, here, here. We don't need. We
don't need this guy. Okay. Let's see how
we can this up. A I would say we're going
to cut it like this maybe. This one like this as well, and like this, so
we don't need this. I would say that's cut like
this to eat this. Yeah. Now, if you look at it again, we want to make sure all
those new faces are smooth. We want to make
sure that they all, again, sit as close as possible
on the border, exactly. And then we want to use sent
tools again to space it all out. Same here. Then again, this
one would be hard. We want to make sure those guides are nicely
spat out as well. And again, we can select all
those newly created words, move them slightly, so it
snips again to our surface. We can see. We can again select
all hard edges, detach them and use our draw smooth like we did
before. Let's see. Yeah, it does look
cool. Yeah. Let's add one more cut here. Let's combine it first. And let's just use one cut here. So we have a nice round
edge here, end here. Let's just move this
in place a bit. But for the second one. Et's make sure all of those guys are soft except
those harages we won't have. Let's see if the lines
properly with our border here. We, this won't move
too much, see. Must have not selected all
the polygons are needed. Okay. Let's do it again. H. I think you might
want to add opia. So we have more polygons
to play with here. A. Then let's select
all of those birds. Yeah, hook them to our
geometry again, like before, select hard, touch, and let's move it
up with soft selection. Okay. Yeah, I'm just
going to continue this. I'm going to fast
forward it to you because it's the same for
everything, basically. Yeah. Hook you as
soon as I'm done with
34. 32 Lowpoly Part3: Okay, I think now that we've
went over all those pieces, there's not really
much difference in any other pieces that
I'm going to create. So I'm going to just fast
forward the creation of all the other low poly acids, and we will talk about maybe some things that I
encountered at the very end. A I So a D. D. D. D. D. D. The
35. 33 Uv Part1: Okay, now that the
local is finally done, we can start creating
the weeds for it. First of all, we can take a look at what assets will
be mirrored at the end. So we don't need to UV
them twice, basically. And we can move them
into a separate group. So layer, I mean, so we don't actually
touch them while UV. So looking at this
robot, I would say, all of those assets
here that on the side, we don't need to UV twice. So let's just create the
layer code duplicate for me, and tight it. Also, those guys, we
can we can put in the We could also think about
only doing one of them, so let's put this
one in here as well. We basically want to save
as much ispace as possible. Also, food we can put in. This guy. This whole
piece here, exactly. The headphones, I would say
maybe not exactly half of it because I want to keep
those guys a small piece. But let's say so let's
ungroup this top piece, all but the top piece and the top piece hop.
We go to keep this? Here as well, we have three
times the same screw so two, we can add to this. These guys, we only need
to UV once as well. So this guys, let's see. Here, we could move
this guy here. On the legs themselves. No, let's keep them unique, but let's cut those
guys off here. So we can yeah put
one of them in power. Duplicated tackler. Okay, that does not
look too bad for now. And all the parts that are not hidden right
now will be unique. Yeah, it looks good. If we see something
while doing Us, we can always add stuff. Okay, then let's start
by doing the Uz. I will do it like this here in this small window
so you can see both. Normally I would just add this big screen to the
second monitor from there. But for this troy let's do this. Let's start with this
guy, for example. So the easiest way to do the
Us is select all of them, and let's do it
player mapping first. Now, because we have set
the heart edges already, we can just select only had, and look at what he
gives us because this normally should give
us a really good start. So let's just select all
of those guys. No there. All of those guys, select hard, cut it, and unfold and layout. So we have a basis
to start with. So let's start with this guy. We want to keep this
together, I would say. And we want to keep
those guys together. So we basically have two shells
where the materials met. Now what we want to do
is we don't want to have them randomly
rotate like this. So what we want to have is we can use the orient shell
to make them straight, looking at the bony
box or we can go in and selects just that
we noted are straight. For example, I know that
those guys are straight, so I can just select those guys. About two words of
those guys and use the orient shell
to edge command. So it's straight now. Also, if we know that things are
straight in FD space, we can't just make them
straight in UV space. Like we know that the
guys straight here, for example, so we
can just select them, align them onto the
right, for example, select everything
else and unfold. Okay, looks good. But those
guys we can keep already. Let's continue with this guys. Here, all we need to do is add a cutdown center, basically. So from via too. We can
attach those two guys. And we can also combine
those two guys. Now, let's unfold. Let's see. Those guys we should
also make straight. We can use this straighten
both thing that I have in my in my making menu. It would just
straighten everything. Here we want to make sure those guys are straight
on both sides. And then we want to use
only unfolding them on the U or here on the B to make sure it's not pushed together. And if we see
something like this, we can still make it
straight because they are nearly straight. Okay, cool. Next piece. Let's see. This sphere we might
want to keep like this. Those guys are already super straight, so we're going
to keep them like this. And this guy we will need to cut off somewhere, so
let's cut them here. And that's it again. This guy will need
the same treatment as before. We need to
cut them somewhere. So let's just choose an edge. That's not super
visible like one of those back catches here.
Let's cut it here. Let's collapse those guys. So this is one piece again. Let's use this
straight above again above and then unfold
them along the B. Same here. Unfold along the U. We can keep them
straight. Let's make those guys straight again, the bottom, and the rest
we can keep like this. Here we could even think
about another seed. Deleting one half of those two. So let's detach them. Okay. Oh, yeah, separate.
Then delete this one, and now this one we can
just duplicate again. And put in out bouquet. Okay, good. This guy, why do we want to
have cuts here? So I would like to keep
those two together. I also would like to
keep those two together. So we have three
shells at the end. This guy here and also
the guy on the back, basically, we could
even combine those two and cut them here to
make a line out of them. Yeah, this will work, okay. We make this nice straight line. Just select one of lines, align it to the top,
grow your selection, deselect the top piece,
and align it again. Gross selection,
low cross election, line. Selection the line. Now what we need to do
is unfold them along. We need to make sure those
gaps are the correct space. So, they look like
the correct space. You can just select a bunch
of them and to unfold, so you see what the
spacing should be. But it looks pretty
much what we have. Then let's make the
ends straight again. Let's unfold along inside. That looks good. This guy, again, we can just align. Okay, let's do this big one. We want to have the
I separate here. That's fine. We want
to combine those two. We can have this
separate, but we want to add a cut down the line
here down the middle here, and those guys want
to combine again. Okay? This will work as well. This is the top
part. This is the I. So now we just have to think about what to do with this one. Easiest would be
because it's covered here anyway to add a
cut down the line here. So let's do this one.
Yeah, that's better. Et's see how stretched this
is super stretched in fact. Well, if we add a cut
down here as well, let's see how this
will look like. But I don't I don't like to have a cut if we get
a cut like this. Yeah, that's better. Okay,
then let's do it like this. Maybe we can even combine
those guys here then. We still have proper Us. Doesn't look too
bad, to be honest. Yeah, still like this. Okay. So let's continue
with these guys. Should have to this guy. That's basically fine. Here, we will have the same
issues as before. We need a cut here
somewhere. And that's done. Okay, so if we
select all of them, they're all you bid now. Okay, cool. So we can
forget about those gutsal. Let's continue
with the next one. Or let's do some
organic shape next. Like the boot supply. Plainer wrapping again, select
all the hardages cut them, unfold. Let's go from there. Again, the sole, I would say, let's keep all of it combined. Then I would say, let's keep
those two guys combined. Let's just cut it
open at the back. And for this guy, yeah, let's keep those combined
with a cut at the back. And this whole food here
we will just cut out make the baking let's unfolding
take a look at it. We wmight want to
combine those two. Yeah, we can combine
those two. Yeah. Okay, so let's take a look
at the big one first. Here, I would go in and make as much
as possible straight. So I would make the top piece straight and the side pieces straight because I know that this back line, it's
basically straight. The top piece is
basically straight. So now that those
are straight, I select everything else
and unfold it again. Then I select all but the top
edge and unfold the long, then all except right and
the left edge and unfold. Again select the
center pieces unfold. And then I just do it
a couple of times till it's as unstretched as possible. But I think Okay. That's already pretty
much the best we can get, and it looks pretty
straight here. So we're gonna
keep it like this. But this guy we want to make
that guys straight, I guess. This select thing else unfold. And that's fine. And also those guys,
yeah, it's fine. We can just leave it how it is. Okay, put done. You can see organic stuff is pretty
straightforward as well. Let's continue with
pans Let's take it. I would say we want to
have a poet separate. Combined so it's
still put the pocket separate. Same on this side. So we want to cut those
two that I forgot, select those shells here. Commander. And for
the pants themselves, they should be basically
shells, I'd say. I want to cut them down in the crotch And then we want to cut them
on the outside here, so I would say maybe we can even use symmetry but this card. So down here, basically. Now, let's take a look again. Yeah, looks better.'s combined somewhere or is this up here. Those cuts you want
to cut off anyway. Like this. Okay, good. So now I would say, let's start with
the front piece. What we can do is make
a projection from the front like this. So we can keep the top
piece already straight. Now we can select everything
and say unfold along. U, select all but the
top piece unfold, as you can see it
moves out a lot. So what we can do is just
select center ones maybe because what we want
to have is like those guys straight and
then unfold it again. So let's see how we
can achieve that. If we cut earlier? Okay. Be easier like this. L
et's select those guys. Let them straight.
Move them to the side. Same for those guys
straight to the side. So we don't want to touch those
three Edges and the rest, we're going to unfold now. Okay? We're going to unfold along. We on these guys, then we're not going to
select those along you. Let's make them straight again. We can also make those
guys straight, I guess. Then again, not those guys. Along. Along me. Now, let's check
with distortion. Los. Okay, cool. Then let's combine
those guys together, those shells, and we want to do basically
the same for this guy. So let's see. Let's say those guys again, straight bit to the left. Straight bit right
of the center. Let's select everything
else. Unfold. Let's do the We unfold. Let's make this straight. Let's make it
straight like this. Let's do an U unfold here. Let's get everything
again. We unfold. Select all but those
lines and let's do. Just a normal unfold again. And let's just try
it a couple of times till we get a good result here. But it looks like it's already
pretty good, to be honest. So let's take a look. Yeah, it looks pretty straight. What we can still
do is by example, make those guys
straight as well. Then use me again.
Same for those guys. Straight, use the longevi again. Now for the pockets. Let's see. We want to have
those guys straight, I guess. So this line here, basically, we can have a centerpiece, then align the rest around it. Now we can see,
Okay, this should be straight anyway.
Make it straight. Same for this guy. Make
this top piece straight. Okay, cool. What about these guys? We can think about making this
inner edge straight here. Then we just use
unfolded and those guys. Again, let's make this straight, select everything else, unfold. Unfolded on you. That's
pretty much it for the pens. Okay. Let's do one more
mechanical piece, and then I will again
just fast forward the rest because it's always
the same. We always go in. Select for example, we could add one of those to
our dub group as well. So let's go in,
select all of them. Combine them. Reflex.
Select those guys, play the mapping
select all hard. Cut, unfold, layout, and
let's go from there. Again, this guy, this top
should be piece. That's good. We can combine those guys. See, and cut them open
somewhere, for example, in here or something
where we don't see really and make a
line out of them. Okay. Unfold the rest. Along again. You know,
let's make sure. It's all nice and straight.
Unfold you again. It's good. Same for this guy. Those guys can be straight. Select the rest.
Let's just unfolded. Let's make sure this one
is straight as well. Select everything along. In this case, Same here,
select those guys. Make them straight. Select
the rest, unfold them. Select those guys, make
them straight as well. Now select both of them. Unfold the rest, and
now a long again. You can also make the top
straight W I see it here. Select all but those H words here and do a long again.
Same for these guys. Let's make it straight straight. And the long. Okay.
So it's done. Next piece. Should
be pretty much done. I would just get this together, so it's more one here. But we want to keep
the cut on the front, so we have a better shading here and where's where we
don't even see it. Okay. And this guy, all we
need for this guy is the cut down the center here. And we can also cut
this off like this. Now, again, we want to make
this as straight as possible, so let's use this straighten
both again, and then a long. We want to make sure the
bottom is straight though. I want to make sure
this is also straight. Then let's just select
those guys into G again. Those guys should
all be straight. G. Looks like it's not
perfectly aligned though. Yeah, let's just select those
inners into normal unfold G. Nomalunf and let's
leave it like this. Okay. So we have those
written. Now, this one. Here, I would say, let's
keep all of those combined, and the whole de piece
again, good stuff. Oriented. Not really much to do here. Yeah, that's basically. So let's select all of them and layout them so we can
take a look at them. Side by side looks
good. Okay, cool. Okay, cool. That's basically how it works. And I will just fast
forward the rest of the UVs because it's
basically always the same.
36. 34 Uv Part2: Now that our base UVs are done, we can start doing
our final Uvilot. What I would suggest is at
least do two different uvlars, one for the hair, and one
for the rest of the body. We can do more than
this. We can spit off the pad or the metal detector. But I would at least do
two of them because I want to have a separate
shader on the hair, so I therefore want a separate resolution
on the hair as well. So let's start with
the here. Now, you can see the sizes are
different of the two of them. Also, if you look with
the checker pattern, to get both on the same size, what we can do is go
to layout and just do the legacy layout and make sure it's set to prescale world. If we do it now, you
can see it scales it to the so the size is the same, looking at the
world and not like the objects themselves
or none of them. Okay. So now this is done, we
can use the unfold free. As you can see, pretty
standard stuff, small packing size, packing
resolution iterations. You can use like how often it tries it until we
get a nice packing. We don't want to have it scale or rotate it
before the packing, so we turned both of those off. But we want to allow it to
rotate it in 90 degrees steps, so it can do those rotations, but it still keeps the line straight and doesn't do like
something random like this. The size depends on
what you want to do. Let's say we want
to do a four K map, then we want to have a
shell patting of 32. If we say two K, we want
to have a shell ping. It doesn't really change because it's all relative
to the map size so we use two k at
60 and if it's 496, it's 32 and so on. Why do we do such a big number? Because we want to have nice
bleeding and don't get into issues when we zoom out or
when the texture compresses. Okay, then let's just run this. Let's see what it
gives us. Most of the times it's
pretty good already, and we can just
leave it like this. Yeah, this looks not too bad. Let's see if we can improve. Because we're missing
space on top here. So what we always can do go in, scale all of it a little bitter, and then take those parts
that stick out at the end, rotate them and see if we find some space
for them up here. That's the one that's
kind of tricky, I guess. So we either scale everything
up and do the packing, basically the last couple
percent of the picking ourself or another thing
that we could do is scale up specific pieces that
we feel like should have more resolution and
do another packing. For example, you could say, I want this front
piece to be bigger or something and then
do another packing, so let's say we want
this to be a bit bigger, and then do another. You can also, I
mean, for the hair, it's not nothing I would do, but for other pieces, you
can also scale down pieces that you think is unimportant
in the final billiard. But let's go now. Let's
move the pivot here, scale this up a bit
with those guys out, rotate them and see if we can
make some space like this. I guess we can find a better billiard like this somewhere. Yeah. So let's try to get this guy somewhere or
remove this, rotate this. So the best case
is to just do this the automatic one and
then just go in and, like, try getting a
bit better resolution. But also, while you do this, don't get too close
with the shells. Try to keep the spacing that
we see all over the place. Try to get this same spacing with the manual packing
you're doing right now. So let's see. What
if we do this? Okay. And one thing
missing, see if we can. Let's see if we can put
it somewhere in here. So let's say we're
fine with this one. So let's keep that. What I normally do is to remember
what goes together. I create layers, and I
call this UB zero, one, y. And then I would just go for another one for
the rest of our items. So again, we go in with layout. The legacy one will
have the same scale on it And then for this one, what we can do before we
scale is going in and scale down things that won't
be visible because there are some things that
won't be visible at all. Those guys, for example.
So I would go in and just scale this one down because it's not going
to be important at all. And maybe this one as well, but that's about it. I guess maybe the back face
of this can go down a bit. Yeah, but that's
probably it already. So let's select all of them. And let's do a layout. I'd like to have this
pace not rotated. Let's see if we can do it
without without rotating. So the phase stays like this. Oh, let's try with rotating
first to see if we get a better result like this. And on this one, we should
get a really good result because we have a
lot of small shells, and then Maya does
really good results. Oh, yeah, no, face
did not rotate. That's great. Oh, but that's the
thing we could do. So either we keep
it like this or we go in and scale
up the pace first. So we have more resolution
on the face, for example. We don't need to do this,
just like we can do this. Yeah, let's give this
a try let's scale this up quite a lot, actually. Let's give it a try. Oh, yeah, great. Yeah. Um Yeah, I would say, let's
keep it like this. Let's create a new u02.
Let's save it like this. Okay, so now that
the baking is done, the next thing we want to do is create our baking group so we can bake
everything in marmoset.
37. 35 Final Cleanup: Now that our bas really is done, we want to prepare the model first before we can pick
it. What does this mean? This means we want to have a
at mesh now and we want to have the correct hard and
soft ditches for our poly. So what we want to do is we want to first of all select it on, go to window cleanup and
we want to find find, so select all faces with moden four polygons and with
lamino no manifold geometry. So we apply this and we can see we can
find some stuff here. Now we want to go over all
of this and clean it up. So let's start with that one, for example, because
I saw it lighted up. So I think we can do is we
can either just click on those two files on
those two faces and press quadrangle it, and it gives us a code
mesh or the better way, we go in and do it manually because this will give
us a cleaner result. So you can do either of
those depends if it's an important asset or if the automatic gives
you a good result anyway, then you don't need to go in
and do it manually. Okay. So let's try this.
Okay. Let's see. This is good. Here, we
can do some cleanup work. By connecting them manually. Okay. But generally
speaking, worked out, okay? Here, I would say let's do some clean up. So let's
start with this one. I would do it like
this. Same here. Somewhere like
this on this side. Okay. And on the front, we want to do
something like this, so it's nice and even as well. Okay. Here on the
pit, let's see. I shouldn't have this one at
all, so that's slides down. But other than that, I would say it's fine. So let's keep it. What you know with
the headphones. Again, let's see
what it gives us. And I guess we will go in and do them ourselves.
So that's Andalus. Let's do this like that. Same here. We want to do nice and straight
connections here. Okay. And more here. Okay. Again. Let's do this part, get back here, see
what it gives us. Yeah, let's just
clean it up again. You want to have a nice straight connection here, for example. I think this wouldn't even
change anything on the baking. Like, the result would
be the same because it's it's plainer faces anyway, but it just looks better on the topology if it's nicely cut. And it doesn't take
too long to do, so I would just go
for it, to be honest. Yeah, this looks
fine. Let's continue. What on those guys. Those are cut differently again. Like this. No, not
like this, like this. Okay. Okay, let's see.
Holly this piece? Okay. That's good. Okay, nothing else. So our
mesh is quadrangulate it now. The next thing you want
to take a look at is that every hard edge is on a
UI border in no whales. So there are different
ways to do this. Let's start with the hair maybe. So first of all, we could
just soften everything. And then we can if we open our UV tool kit here in
the select menu, Okay. There is a button
for texture boilers. So if we are in the edge
mode and press this, it will select all of
our texture borders. So what we can do
is just select them here and make them hard. As you can see, this just works. So that's the way I would do it. Another way would be to just
select them manually or to select them with constraints, but using this button
is the fastest. So let's do it like
this. Same here. Just the outer
border, so nothing. Perfect. Okay. Then for
the rest, select it all. Make everything soft edge. Select only the
texture for a second, and make those guys hard. Hard edge. And as we can see here, only those guys are hard. There are some that
should be soft now. For example, those guys here, and those
guys here, I mean, should be could be soft
because having them soft gets them closer to
what the hi boo looks like. So the bake will
have less issues because we want to
have it as close as possible to the hi pool. So pieces like this, I
would just keep soft. Let's just go over this.
Especially whole shells. I would make soft.
But other than that. Other than that, I
think that's fine. We have another one
here. It could be so. All those guys can be soft. Okay, cool. But other than that, it looks fine, I would say. So now we can go forward and
create our baking groups.
38. 36 Baking Groups: So the baking groups are
pretty much straightforward. I will just show you
a couple of examples, and then I will just
fast forward it again and create the rest on my own because it's just a
very repetitive thing that it's not really
interesting to watch. So what we want to do
is we want to duplicate our qualifle and we want to separate our low
pool into different pieces, name them properly, find the corresponding
high pulley pieces, name them in the same way,
and put them into groups. So Mamoset can find the correct files and
bake it at the end. So the way I always do is it, I break the low poly up into as many pieces as possible
without breaking anything. So let's say this piece, right now, it's one piece, but we can basically break it on every or we should basically break it everywhere where
there's a separate file, like a separate high
prote piece for it. So in here, I would say we have the tail, we have the base, and we have the eye
as separate pieces, and they are split
with a hardage. If they are not split
with a harage by now, you cannot break them because this will give you
breaking issues. But here we can, it makes
sense to break them into tail, body, and eye. I
will do this now. So we're going to extract
this, separate those two. And call them accordingly. So I would say this
is the Oh, yeah, let's hide the high
the low pool group, so we don't select it by
accident. But this is the PET. I, it's important to only have an underscore before the
low and not before there. So not pet underscore, I undersclo because Momos
wouldn't know what to do. So it's pet I undersclo
in this case, PET. Body undersclo and here
it's pet tail underclo. And now we have to find the corresponding hy
polypds for this. So let's go let's
unhide our hyolygroups, and let's select all the files
that are needed for this. So all the floaters,
all those guys. Let's see. So those guys here. Okay, let's duplicate
them as well. Here, we want to delete
the things on top, which just don't
have the floaters, and now I want to
break it up as well. So we have those guys. I always break it up
in base and floaters. So we have those guys,
and those would be the PET high now. Underscore bats because underscore after
the high, we can do. Okay, then I would
select those guys and call them underscore floater. Same for the body. So we
have to underscue base, then all those floaters will
be the undersceFloater. The tail is just the tail. So we just call it
squatail height. Let's clear the history and
optimize the scene size. And now we're just
going to put all of those guys into an HR group, all of those guys into LR group both them into a back group and
the tighter back group. And let's go from there.
Next one, the wing, maybe. Let's look at it. We can
break it a part into the inner wing again.
So let's do this. So we have the head outer
low headwing inner low. Let's get to the high
polypiles again. Let's select all of this. Let's make sure not
to miss the floaters. That's about it. So let's
do the copies again. Um, that's n to have. So we want to have
the outdoor pieces. So that's the outer high base
again. Same for this guy. It's the inner high base. And all of those floaters
were on the outer, so it's the outer high floater. So as you can see,
pretty straightforward, pretty simple. It's just work. And you have to make
sure your naming is correct because otherwise
it will not bake anything. So let's just continue
with the pit now. So I would break those
guys apart. Same here. Here we can also break
those guys apart. Oh, here's a piece, for example, we say, This could
be soft again. I missed this before.
Same on those guys. Now if we make them soft now, we need to make sure here. We need to make sure to go into our actual low poly and make
them soft there as well. So if you change anything,
always change it on both. So let's go here. And let's
make those guys soft. Again, you don't
need to do this. It's just a habit of mine to have those guys. Okay. Okay, so let's name them. So
we have the pet pipe side, w. Head pipe side. Um, rap, low. Head front, low pet pipe front center lo. Like you can The naming
isn't really that important. We have head side
antenna, base low. We can have mid low and top low. Then we can have the head center antenna base low Mid
low and top low again. What's missing this
guy? Oh, yeah. Here, let's take another
look again if we could split this up into two
files and we could. Does it make sense here? Not really, let's
keep it together. Head bottom low. Okay. So not at all
of this is setup. Let's again, hide everything. Let's go into the hypole and let's make sure
to duplicate it all. So that's guys this guy
that guy, pipe here. This guys would floaters. And I think that's it. So separate files. I
think that's about it. So let's duplicate it.
Let's take a look. Yeah, it looks like it
didn't miss anything. Okay, so let's start
with this one. So it's the pet pet
pipe front center. High. And then as
soon as we have this, let's already move it
in here. W the low. Then we have this guy Hi, again, instantly move it, so we don't mix anything up. So on this one, we want
to again combine stuff. So we want to have those guys, and then this two is a flown. So that's called pet bottom low. Move it into R, and we want
to have pet bottom high base. And again, pet bottom high low. Exactly. Pipes Pit pipes Low. It's this one. Hi. Those guys, the strips is those guys. So let's combine them strips Hi. Let's go with those
guys exactly for now. Let's separate it. Let's separate all of those
guys. And let's go in. So we want to start
with the bases. By low. B Hi. Et's make sure this is part so we can see
what we're doing. We have the meat. Hi. Here we will have to
combine those two again. That's the one. The next one, let's see. We start with the base
again. So that's this one. High. By slow, and then
we have the meat again. That's this one. High. And then we have the top again, which we separate again
into top high base, just to keep it nice and clean. Top high base float. Okay, and as you can see, the PET is basically set up. That's the groups
we have for it. And now we want to just, we want to continue
and do it for the whole for the
whole character.
39. 37 Baking: Now that all the groups
for baking are done, it should look like
something like this. So we have our high
polygroups here. As you can see, they all
have separate names, and we have the
according glob polypac here, same for the here. So now we're going to export each of those groups
as and F big. Be careful for the hi poly. You want to have everything in smooth mesh previewed
on you want to have smooth at the
end because it will export this
smooth mesh preview. So if you have this in smooth
mesh preview like this, it will come out
as a smooth mesh. So let's select the whole
body and export this one. Let's create a new group. In our project for baking, and let's call this one
body or hires body. Let's export this one. Okay. Then let's export our Los body. Same for the Prius here and Los. Now let's switch to Marmoset. In here, we want to
press on the new Bu. Let's call this one
body, for example. Then we want to click on load in the Quickloadu
and we want to find those two body
files and press Open. Now, it takes a while. But now, as soon as it's done, you can see we created a group for each of the
pieces we named the same. So only those two pieces
will be baked on each other. Okay, cool. Let's do
the same for the here. Now let's go back to the body. Let's set a baking file. Let's call this one body, and let's give it a Let's
give it a four k resolution. And we only want to bake
the normals for now. Let's do the same for the hair. We want to call this one here, and we can keep it on
a two K resolution. Let's start with the body. When we press this H, we
can hide the high poly. Slit on the here as well,
so we only see our lo poly and then let's
just try bake. As soon as it's done baking, you can press on this P to
see it on the previuw mesh. Let's double click on this
material so we can change it. Let's make it white and not 100% metallic
because you don't want to have the full shiny thing here. Also, let's change
this sky to something with a better color the
desert road, for example. Yeah, this looks good. Let's do the same for
the here already. Something broke. What's
your body again? Oh, this one shouldn't
have any nulls. Let's see if we apply
new mist to the hair. A new mature to the hair
if it looks better. For some reason, it breaks. This shouldn't like this. That's very strange. But let's try let's try changing
some stuff here. I think the cage
might be too small. Let's make the cage a bit
bigger on both of them. Let's hide the low in here. So that's just the height
that's displaying. As you can see,
something is wrong on the high itself.
So let's assign. Let's make sure
this black material has no normal map information. For some reason, this
has normal information. And of course, this comes
through in the bake. So let's bake it
again. Tight the high, let's show the low. I just looks better. Okay, cool. Let's also change
the roughness on that guy. Okay, cool. So as you can see, we've just pressing bake it
already came out quite clean, and because we have so
many different groups, we're getting really nice and straight lines
here, for example, or separation between
the cloth and the belt, we are not getting any bleeding, and that's because the cloth and the belt is a separate
group at the end. So what we want
to do now is look over everything and see if we find some issues like
this, for example. So if we double click on this, it should map here. And the issue here is, I guess, that the offset
is not big enough so let's increase the offsets. So let's go through all the files where we
encounter this issue. Sees here, for example. Hey, wait better.
Also on this guy. Yep. Those guys as well. Those guys. So this is a pretty easy step. You just go for
everything, and if the cage is not big enough,
make the cage bigger. R a small cage on this one. I see on the back on this one. Looks like it's having an issue. Here we are facing
a different kind of issue, I guess. Let's see. So these issues, if the cage
doesn't work correctly, what we can try is
introducing more polygons. So what we can try here is, for example, introduce
a cut down the middle. Let's see if it works. But this then let's just re export this
whole loris group. It will automatically update in Mamoset and we can press bake again or
check the cage again, and the cage looks
way better now. And it's fixed. So
if you encounter issues where the cage
just doesn't look right, just try adding more polygons to it and see if that fixes it. Hey, but now Las one more. So that's increased
that, as well. It's good. What's the dead guy? Other than that, the bake came out quite clean,
I have to say. Let's get rid of the
middle as for now. Send you to some other color. Let's check this one as well. Maybe this one needs
a bigger cage. Yeah. And what we're getting right now is
just a preview bag. So always when we are
changing the envelopes, we're just getting preview bags. If you're going to
get the real bake, you have to press on Bake again, and we will see the real
result of our bake, basically. Okay, so let's say we are
happy with our catches, we can always go back
in and fix our catches. Another thing we can bake
now is close this down. Another thing we can bake
now is oh, something. Yeah, better. Another thing we can bake now is the albedo map because we have different
materials and everything. So if we just add
an albedo bake, what we will get is is an ID map basically for
substance bad paint later. So we don't have to paint
our ID map manually, which also came out quite good. Okay, that's great. Okay, cool. So now that this is done, there is a small trick I want to show you
inside Photoshop. So we're just going
to open Photoshop. We want to open one of
our normal web files, so let's say body
numers for now. And what we can see here now is that those floaters are pretty harsh at the border because they're just
one sided, right? So we're going to we should change the cage
here when I see it. So all our floaters
that are one sided, those guys, for example,
are pretty harsh. So what we can do is open
this normal map in Photoshop. What I normally do
is I duplicate it, make a smart object out of it, and blur it with a very small
amount like one or two. S two, maybe 1.5. It depends on the model, because it's a smart object, you
can always change it later. So that's the reason
I do a smart object. I make the mask black, and now I go in with a brush and just unmask those areas here that I want
to have smoothed. So let's just check
this out on the shoes. So in here, I would say
this one I would smooth. This floater I want smooth here, and those floaters I
want smooth as well. Also, those floaters,
the outer border, I want smooth, the inner border, I want sharp because
that's where two materials meet and always when materials meets hard water at the end,
can't really blend together. But this bab we
want, not as harsh. Okay, where's the rest
of our boot out here. So same here, we're
going to go in and blur this out. Like this. Now we can also because it looks like it's a
little bit small. Let's do two pixels. Cool. Now, if we save this one
and reload it in marmoset, you can see that this bevel looks way better now. It doesn't look as sharp. It just looks like it
would be modeled in. So that's something
I want to do now for the whole mesh, basically. Everywhere we have one
of those floaters. We want to do this. So let's just let's just go over the whole
thing and do this. Not on him. There might be some instances where we already
did it manually. Like in the modeling, where
we don't need to redo this. But there are a lot of
instances where we still have to do it like all around here. Also, let's make sure
to save this file as a separate file so we don't
overwrite the novels ix, for example, because we don't want to overwrite big
file in case we have to repack something because
what I just saw is that the cage on this file
might not be accurate. So let's go back in,
find this piece. Increase the offset and
rebake the whole thing. Now what I can do is I
can reopen this file, copy it to our fixed file, and also change it out in our smart object
here, the same file. So now if we paint here, it's a mask is still useful, and we have the
latest file in there. Et's see if there are any more. I hear a bunch of
them on our pet, to have those nice and smooth. Okay. Same here. Same here. Fine. Et's save it. Let's load it into
our shader here. Let's see if we can find
something that needs fixing still. Let's see. See what went wrong here.
That's what I thought. Hey, Let's bake it again. That was the wrong
material assigned. Let's press Bake again. But we can always change out
the files as we did before. Okay. This is nice. Oh, we forgot this big one. Okay so let's reopen
normal map again, copy it into our
bake file before. Also in here. And
that's fine this file. So we have, from the get, I see one here that
needs moving still, or that's the back of our pad. And we need the front
of our checkit. Oh, it's this one, I guess what? It's same here. If we can't
find it, we can always open. We can always open our our Maya file and take a look there, but that was it. On the belt, we still have some the holes in the belt
that we could move out. We can always open our file and take a look in the
UVs to find it. So it's on the right here. Let's do it like this. Okay. Okay, I would say I'm quite
happy now with the result. You can always go in and
find more if you find more. Another thing that we
could bake now is, I didn't check the
head out, but the hair came out pretty
nice, I have to say. Not really anything to fix
there as far as I can see. That's great. Okay,
another thing we could bake now is
the aminoclusion. It will take a bit longer, and we don't need in fouet. Just make sure ignore
groups is not ticked. If you want to only bake
the acids onto itself, if you want to bake all
together, you can ignore groups. And then you can
basically bake it. What I would do is
either bake it in here with out ignoring groups, so each groups get baked
onto each other and then bake a pile only on the
low poly the substance, maybe if we have the full molind and bake it without groups. So either whatever
you prefer in your whatever you prefer as your iminoclusion. I will
not bake it right now. I will bake it inside
substance at the end. Okay, but that's
it for the baking. Let's move all of those files into substance and
start texturing.
40. 38 Gradientmap: Before we move
everything that we have right now to substance
and start painting, I want to create a graded map. That's basically a map that
has a ramp top to bottom. So the easiest way
to create it is just let's duplicate
our baking group. To make sure it's all separate meshes, because
I know, for example, yeah this is one
mesh, but at the end, I want the gradient from here
to here from here to here. So this needs to be two meshes. So these is ways to combine
it all, delete the history, and separate it all because now I can be sure that each
mesh is a separate piece. Now what we want to do is we want to center the
pivot in each mesh, and then with the absolute
transforms up here, we want to align it
exactly into the center. Now what we want to do I had the bake group
selected as well. I don't want it to
have the big groups select this duplicated Okay. Now what I want to do is I
want to add a shader to this, so we can just use a Lambert
with a ramp as a projection. Now I want to say
fit to pea box, and that's it, basically. But one thing that we
want to look out for now is assets that are rotated
in the wrong way, basically. So this guy's perfectly right. It's exactly what we
want top to bottom. But this guy, for
example, as you can see, it's slightly rotated,
so the ramp will be off. So what we want to
do now is I want to go piece by piece and
rotate them in a way that they are nicely top to bottom and not rotated.
So we can hide this one. That's the ball. You can see, we can just rotate this. Slightly also, you guys
rotate it like this. Say, This is okay. This is okay. Food is
okay. This should. So that's just getting in here and rotating
all the pieces. So that makes sense. This can take a while, but it's quite
important because we're going to use this quite a lot. So yeah, just take your
time, rotate them nice. And the majority of the
assets should be fine anyway. It's just the ones on the
arms, for example, exactly. Hm. Let's take this. Okay. Also, this don't need to be
like science or anything. It's just a rough thing,
but we want to make sure we look at everything. And on some things, you can just choose basically
how you want to gradient. Like, there is no right
or wrong, basically. Just make sure if you
go top to bottom, then always try to go top to bottom and don't go
to top to bottom, and then the next piece next to its bottom to top or something because that
could look strange. That's basically all
need to worry about. Mm. Okay. Just a couple
of more pieces. Okay, so now that this is done, we can unhide them again. And now we want to do because as you can see, for this one, the gradient would
fit, but this guy, for example, wouldn't
get any gradient. It just looks like colour. So what we want to
have at then is we want to scale this one up like this so it gets the whole gradient. So
how can we do this? Easiest way is to
put the lettuce on each and every piece and then just work
with the lattices. So just go through all
the assets and press now. So we get a lettuce on
each and every piece. Oh, now that I see it before we want to
do this is we have to we have to freeze
our trans once again. So the lettuce is not
rotated when we create it. So let's do it again, Lettuce and click through
each and every piece. Okay. This can take a while as well. But yeah, this is basically the fastest
way that we can do this. And we don't need a
separate software because doing this
inside substance, for example, would take ages as well because we need
to paint it basically. So yeah. Okay. So now we want to isolate
all those lattices. And the projection so we see how big it needs to be.
Now let's go to the front. And let's select all
of the top pieces. So everything on top
of zero in the Y axis. So we have all the top points of the lettuce, and
let's move them up. Nice. Same here. Scale it down, move it down. And now, if we look at it, as you can see, it all
got stretched and scaled. So now everything has
the full gradient on it. So we want to
delete the history. We want to combine
this whole mesh, delete the history as well, and we can call
this one gradient mesh and gradient material. Now we want to open
up our hypershade. We want to select the mesh and
shift select the material. And if we go to edit, convert file texture
to file to texture, we can convert this
grade into a texture. So we want to say
extend the edge color, so we have a bleeding and it. Want to have it in four K.
Now if we press Convert, it will automatically do
this and assign it to a new shader so we can already
look at it inside Mile. Okay. So it's the grade M one. So let's reassign the
old gradient though to this one so it
doesn't get lost. And just to check
it out, we can, um apply it to the meshes here. And as we can see,
each and every piece now has a nice gradient. Okay. So let's take all those maps and move
them into substance.
41. 39 Base Materials: Now that all the maps are done, we can start by setting
up our substance file. Let's create a new file. Let's select our
asset and let's, let's add those textures
we baked to it. That's also, I forgot to
choose the gradient map. Let's also choose
the gradient map. And let's start. Okay, cool. Now,
let's select base. As you can see, I moved I moved the detector
a bit to the left, so it's not intersecting with the arm or it's not too close, as well to the body because I don't want to have
intersections there. In the AO, also, I move this
cup a bit to right so the O doesn't bleed or anything
to the rest of the body. Okay, so let's
rename this guy to body and let's let's
plug our maps in. So this is the normal map. This is the ID map. Let's do the same to the hair. Let's call it hair, and
let's plug them in. Now let's bake some maps. We want to not make the normal ID again
because we already have it. What we want to ba is
the world's best number, that's fine emclusion,
that's fine curvature, position and thickness.
That's fine. For the curvature, let's
not have intersections on so we won't get curvatures
where sets intersect. Okay, and then let's
just make the maps. Okay, now that all maps are baked let's take a look at them. The AO looks really good. Also, the cavity
looks really good. Okay, cool. So the maps done. What we want to
do next is set up our base mask basically because we're going
to work with mask on the whole texture process. In case you got my substance shatters
from the marketplace, I'm basically rebuilding this
one, the stylized material. So in case you have it, you can just use this smart material. But we're going to
rebuild it from scratch. First thing we want
is a base layer. Let's call this one base mask. And with this one, we
want to fake point light. So what we're going to add
to this one is a generator. And inside this generator, we're going to choose
the mask editor. Now let's go to the
base color mode, and we don't want
curvage on this one, but we want the
world's base numb. So as you can see, Torrey
looks like we have a cop point light on this. So that's the first one.
Then on top of this, we want another mask. It also just duplicate it. And on this one, we actually
want the curvature. But just small the small parts. So we just want the very
pointed ders basically. And we want to set
this one to screen. So that as you can see, we just want to make
we just want to make the highlights a
bit brighter, basically. Okay. And then we want to
have a third one, where we invert the mask. Let's put it normally so we see. So we invert mask and we
are using the cavities now, and we want to basically
fake some shadows in there. And we're going to set
this one to multiply. Great. Let's maybe
not choose 100%. Maybe let's go down
to 50. Okay, cool. So that's our base
mass, so we're going to add an
encounter to this. Next thing we're going
to need is our gradient. So we're going to go to our project assets
and we're going to add this gradient map
that we baked before. We're going to call this
one. Right the end, and also we're going
to add encounter this. Then we're going to
add another player. This one we're
going to call bark. Mask. Let's make it dark. And we're going to
use this later. For colorizing, I just keep the masks down here so
I can ank it upwards. So what we want to have is
a paint layer in there, and on top of the paint layer, we want to have an ink again, and then we're going to do
basically the same again. But this time, we're going
to call it light mask. So make it white so
we know it later. And we're going to add
an anchor point to this. Okay, cool. So now let's select all of those four guys
and put them in a group. Let's call this group masks. Okay, Now, on top
of this mask layer, we're going to actually
create our base layers. So let's start with
another group. Let's call this one base. And inside this base layer, we're going to
create a new folder, and now we're going to
structure it by materials. So this one going to be
fabric white, for example. Now inside this fabric, white, we want to have our first calia and we only want to alter
the color with this one. So we're just going
to choose the color. And as in color, we're going to
choose our gradient now not our gradient, sorry, our base base mas car
so the point light. And to recolor this point light, we're going to add
filter onto this. We're going to choose
the gradient filter now. So what the gradient
filter allows us to do is to pick colors basically and
put them onto this mask. So we can choose a color
for black, for example. So whatever is black on
this texture right now, we can recolor with this. So as you can see, we can just everything that's
black is red now, and everything that's
mid gray is green now, and everything that's white
is blue now, for example. So that's what the gradient
map allows us to do. We're not going to you can use as many
colors as you want, basically, but we're
just going to use two. So we just have black and white, basically, that we
want to recolor. And what I basically
do is I have the concept open
on second screen, and I just pick
into the concept. So I'm going to choose
the brightest spot of the fabric and the darkest
spot of the fabric. And that's basically
for the start. Let's call this
one. Base. Then we want to create a fila with
only metal and rough, and we call this
one metre Rough. And inside, we're
going to look inside, we're going to take
a look what we want to what we want to do. So this one is the fabric, so no metal and the roughness
should be fairly rough, so like 0.5 or something. We can always change it later, but for now, it should be fine. And last but not
least on top of this, we're going to put an HSL. What the HCL does
is it allows us to shift colors, basically,
as you can see. So we can just shift the colors. And what we want to do now
with this one is we want to add our gradient
map here as a mask. So we're going to
add a black mask inside the black mask fill, and as a fill, we're going
to choose our gradient. So now if we go in
and change the color, basically, it only changes the it only changes
the unmasked part. So let's say for this one, we're going to tint it a bit
blue, can do it like this. Then we can also go in and
change the opacity of this. So yeah, so we get a
nice color variant and then gradient
effect like this. And again, we can always go
back and change this later. Now we just want to set
everything up. Okay, cool. So that's our first material. Now we just need to continue
and duplicate this one, rename it and mask things. So let's duplicate it, and let's go with
fabric beige now. Again, we want to go in and pick the colors
again from our concept. This metal rough should be fairly similar. Let's
leave it like this. And let's worry about the
gradients at a later stage. So we just want to
set up the base color now and the mask. So we want to add a
color selector here, and we want to pick we're going to pick wherever
we want to need this. So in this case, we
didn't degrantiate it, so we want to pick
this white one. But if we look at the mask, we actually just
need it on the pens and on the and on the arms here. So on top of this color selector, we're
going to add a Pentla. We're going to press four and choose the color black in the
film of the UV film mode, and we're just going to select the UVs where we don't
want this color to be on. So basically what's
not fabric white. So we're just going
to go over all of this and deselect those guys. So that's our fabric beige now. Good. Again, let's
duplicate this layer. Next one is going
to be fabric red. Again, let's go into the
gradient and let's just pick pick our colors here. Let's add color
selector here again. Let's pick the color. Again, that's on top,
put the paint layer, and let's select the parts
that should not be there. So, those guys we
don't need on fabric. Those guys we don't
know the fabric, the gloves I want
to make the gloves I want to make leather at the
end, so I don't need them. Those guys can be fabric. This guy should be
leather, as well, I guess, this is all metal and leather. On the bag, let's
do metal as well. Leather as well, sorry. And those guys should
be leather as well. Cool. Let's duplicate it
again. Let's go for it. Later now, so later. Brown. Let's start with, let's just do the red one while we're here. Let's just go in delete this
one and a new pink lair. Now, we want to delete these
things that we had before, so we don't want it on top. We don't want it that one. We don't need it on
those guys, as well. But now we want to have now
we want to have those guys. We want to have those
two guys, and we want to have the gloves. We don't want those guys, and we don't want those guys. We don't want this
guy, but we want this guy. Okay. Looks good. Let's do a duplicate. And let's call this one brown. Again, let's go in and pick
some colors of the concept. Let's delete those two guys. And let's color selector again. Ms click. Just the bag. As you can see, we got
this little bleeding now. What we can do about
this is change the tolerance and also
change the hardness. So we're going to
change this a bit. And we can also go back to the leather red here and
change that as well a bit. But as you can see,
you need to be careful because other things
will be colored as well, then if this color is too
close to the other colors, so let's do it like this. The let's see. For here. Another way we can
do this is let's move the leather
red on top of this. And let's let's No, let's not do this pick, but
let's add a paint layer. And let's add those pieces
to the brown as well. Oh, let's just paint it in. Let's just see how
this looks now. Yeah. So because
it's underneath, then it's going to
lead over it nicely. Looks like miss clicked here. I'm going to
do the same here. Click Okay. So that's leather brown. Then let's continue
with the black leather. Black. Again, let's
choose the colors. And let's edit the masks. Okay. So that's that guy. Let's take a look. Yeah. That should be fine. We don't want the
eyelashes there. So let's select them eyelashes. But the rest should be
fine, I think, let's see. Okay, those guys,
those guys should be plastic for sure and
those guys as well. Yeah, let's also use
plastic for this guy. Yeah, let's use plastic
for those guys. This guy could be leather. This guys will. This
guy, maybe not. This guy can be leather. And here we want to have
plastic, I guess. Okay. Again, we can go into the brown leather and paint underneath. Fantastic. Okay. So that's leather. Black. Next one we want to have is, let's start with plastic
white, for example. Big white. So again, we're going
to pick some colors. This is mainly going
to be the pet on top, so let's the colors from there. And let's not the height
selector, the color selector. And let's pick the white. Let's take a look
now at the masks. Yeah, we don't actually want. We don't actually
want those guys here. Let me see. Nothing
from here, I guess. We can have the top cup here. You can also add the pad. That's great. And yeah, the whole piece on top of here. Yes, we can have
them. Let's maybe, let's not go with those guys.
Those guys can be fabric. But the rest should be fine. Okay, cool. So that's
plastic white. Then on top, we can
do plastic lack now. So let's duplicate this again. Plastic. Let's go in again. Choose some colors. Again, we can always change
those colors later, so it's by no means final now. Cutler said, choose
this black here. And we want to take a look
at it with a paint layer. We don't want to have those guys that we decided to
be later before. To guys should be
all later, we said. Also, this guy this
guy's leather. Those guys we need
plastic black, not the eyelashes, not this guy. The majority of the
pet, it's fine. Those guys as well.
Those guys as well. Yep. This looks fine. So that's our plastic black. Then we're going
to add, let's see, plastic red, I guess. So let's just duplicate the red and keep
the color for now. Plastic. All right. Now we want to have all
the plastic pieces. Let's take a look, paint. And that's sit so we don't want this one because we want to
have metal for this one. We can have those guys. We don't need those guys, don't
need those guys. Do need those guys. Those two. Don't need this, don't need
this, don't need those guys. We can have those two guys. We can have those guys, those guys. Yep,
that's about it. Okay, then let's start
with the metal pieces. So we're going to do metal black for now. Let's start
with this one. Let's put a color
sedectont this, and let's choose
some metal. Okay. Again, let's change the gradient first so we can see
what we're doing. Okay. We're gonna let's take a look at the
paint layer again. And these selected
pieces we don't need. We have this strange
fringe in here so we can just delete those guys. We don't actually
need this. Okay. The rest looks kind
of fine, I would say. Maybe maybe not that guys. Maybe we should have
those guys plastic, as well, like those
guys. Let's see. But the rest looks
fine, I would say. So let's go to the plastic
black hoor and add those guys. Oop. This guys? Maybe also this. Okay. Then the last thing
that's missing. Oh, no, not the last thing,
two more things are missing. So another red, now
metal red though. And let's also,
while we're here, change the metalness
from this to metal so we can actually
see the difference. Yeah. So we need another red
one, but now metal red. Oop. What's in here
on top of that. Metal, red. And now what we actually
need is the staff, basically. Yeah, that's it. Just the stuff, I
think. Let's see. Yeah, I think it's,
it's just the stuff. We can keep those
two guys metal. Yeah, let's keep
those two guys metal, as well. And the staff. And yeah, that's basically. Cool. So let's also
go in here and change the middle s to middle. Nice. And last but not least, we want to add the face, basically, so we're going to
call skin, face and arms. Now also for now, we can choose the colors. Let's add color selector again. And let's pick this color. This looks great. We
have this fringing, so let's get rid of those guys
with the pink layer again. Exactly. Okay, cool. But what we want
to do now is we want to also add all the
facial features, so we want to also add
those guys in fact. No. Those guys in
fact. Those two. And we just want to do the recoloring inside
the group, basically. But we want to have
everything that's skin or parts of the skin in there. And that's basically
it for the base setup. What we want to do now is go in step by step
for each material, yeah, and change it up and yeah, basically finish the base and
the texture of everything. And then we're going to add
another top layer on top, where we add scratches
and everything.
42. 40 Applying Gradients: Now we want to go over all the groups again and we want to change two layers now. First of all, we want to change the metal
and rough layer, and we want to change the gradient layer on
all of those groups. Let's start with
the very first one, which is the fabric white. So let's click on the
metal rough first. Looks pretty solid already. We don't want it too gloss.
We don't want it too rough. So 0.5 around 0.5
seems to be right. Now let's click on
the gradient one. Let's check out the gradient. Also the gradient seems good. Light blue tin from
the top looks tricol. So let's also keep this one. Let's continue with
the fabric bash. Again, let's click into the metal rough one
first, and let's see. I would say let's
switch it up a bit. Let's maybe make it
a little more rough, and we don't need
metal ends, of course. Let's go into our gradients
again. Let's see. This one we could instead
of making it blue, we could go for a
different color. What if we go for some
reddish tone like this? Let's see if we pump
up the opacity a bit. Let's take the
saturation down a bit. Maybe let's take the
lights down a bit. Let's see if we This
could look cool, huh? We still too saturated. Good. Let's continue with
the fabric red. So that moon, for example, I would say, let's make
this one a bit more glossy. So we have a nice contrast
between those fabrics. So a bit more glossy. Okay. And for the
gradient, let's see. I do like this blue tint. Let's see. Maybe we can
go for some violet. Maybe less opacity, so
let's turn this down a bit. But this does look cool. Okay, cool. Next
one, leather brown. Let's go for the
metalness first again. Here, I would say,
I would go for more glossy because it is leather.
So something like this. And on the HSL, for the
gradient, I would say, let's go let's go for
something. Let's see. Let's try some stuff. What if we just go for more
saturated and a light maybe yellow tint? And I would also like to have the gradient
from the bottom. So what we need to do is
go into our gradient, add the levers on
top and invert it. And we can also change
the gradient here a bit, so it's not all the way
to it's just the bottom. Let's see. Maybe
lessoPark That's true. The whole thing. Yeah,
it does look good. Now let's go for the latter red. On those gloves, again,
I would again say, let's make them more
glossy than the fabric. Let's also just copy
the gradient from the other the other red we had. But now I would say, let's
let's invert it, first of all. Again, another level the
invert and we clamp it again. So we just have tips. Exactly. And I would say maybe
not as bright as opaque. Let's turn this down a bit. Not a slight gradient. This looks good.
A bit more maybe. Okay, good. Next one, leather black.
Again, metal rough first. So we can make this more rough, so we have a nice difference between this glossy piece
and this rough piece then. So we're going to make it
a little bit more rough. And for the HSL, we're going to try to maybe
add some see add some violet. But as we can see,
it's not doing anything because
it's just black. So what we can do
is change the mode from perspective to regular, and now we can start
introducing colour again. Maybe some bluish
tint on this one. It does look cool,
maybe not as much. Okay, cool. Let's look good. Let's continue with the plastic
white metal rough first. So that's those guys mainly. So let's say on this way
more glossy. Let's see. Yeah, something
like this, maybe. And for the gradient,
we want to go for some blue tone, I would say. Let's see if we pump
this up. Yeah, exactly. So I want some blue tone, but maybe we want
it from the bottom, so I would say let's add
the levels again and then invert then again,
let's kemp this a bit. Okay. Now let's go in again. Let's search for
a nice blue tone. Let's decrease the
saturation a bit. To opaque right now, so let's turn the opacity down a bit. Okay, that's the colo. Okay. Next one, plastic black. Let's see. So those guys. Again, I would say, let's
make them more glossy. Cool. Then let's add a gradient again and regular again so we can
actually change the color. Let's see. Maybe something like this.
Let's maybe also invert the gradient here. Okay. Maybe that's too much. So let's turn down
the saturation a bit. Okay, does look good
like this, though. Let's go into the plastic red. That's the cup, for example. Let's see how rough
we want this one. Yeah, I would say, not as
glossy as the white one, so we have a difference again, something like this could work. Okay. And for the gradient, ah,
this already looks cool. I would just again like to
invert the gradient here. And turn down the
opacity a bit. Okay. Again, let's turn it down remar. Here. This looks
cool. Okay, nice. Next one, a metal black. So that's the guy at
the back, for example. I really did like
how rough it was. Not super glossy, but not super rough, like
something in the middle. Okay. And then let's add a gradient here,
as well on regular. Blue is always good
for metal because it makes them feel less like it makes them feel cold,
so more metish. So let's also clip this. Okay. That's look good. Let's turn
down the opacity a bit. See. You cool. Maybe a bit more. Okay, that's look coola. Now, the only piece
missing is the metal red. Again, looking at the
metal and roughness, we don't want it super rough. We don't want it superglossy. More rough than more
glossy, I would say, so it's again, not the
same as this metal. So this looks fine. And
for the gradient, yeah, we want something bluish or
violet, something like this. So let's see. Okay. Okay, does look good. The skin, we will not touch it. It will be a separate pass. But it does look cool.
A thing that I just noticed is this guy, I would like to have him
in the in plastic black. So let's remove him from metal black and let's add
him to plastic black. As you can see,
super easy to do. So you can always
do it on the fly. And I also would
like to add this guy to plastic black
instead of metal black. Oh, I did for hohing just
this guy. Stick clean. Okay, cool. Oh,
and all that guy. I just saw it. This guy
should be black, as well. So let's paint onto this one. Easiest ways just
to hide top layer. Let's paint on top of it, so we're sure it has
the color underneath. Then we're gonna go into
the metal red layer. We can select the
Do is like this, for example, Oop, and click. And then we're just going
to use our paintbrush, click again and paint around it. Easy is that? This is always a good thing if your ID maps don't
match or if you want to change things on
the fly, go for it. You don't need to go back
and change the ID maps. Okay, cool. Okay, so in the next video, we will go over
the face and thee.
43. 41 Face Texturing: Now let's start
working on the face. The first thing I always do is I introduce three different
colors to the face. Through that, I always
create a folder, and let's call this colorize. And inside, you want to
create a blue layer, a red layer, and a yellow layer. Each of those layers, you want to have a black mask
with a pint layer. And of course, we want to choose some colors now.
So this is blue. This is red, and
this one is yellow. Now because our
face is mirrored, we want to work
with symmetry on. A way that we can do
this is going to, I have to go into a paler in
our symmetry options here. And now we can move the
symmetry with this slider. So as you can see, we can
with the slider alone, not 100% matched, so we want
to put in our numbers here. So let's see. Oop. 245,
maybe. It's too much. To 44? Yeah, this one
works. This one works for. So now what we want to do
is introduce some color. The blue, we want to
add at the bottom of our face at the in
the chin portion here. Just like just like this. Now that this is painted in, we want to add a
blur onto this mask, so add filter blur. And this blur can be
quite big because we really want to blend
it with our texture. Something like this. Then we
want to add the red mask on, like, the main
portion of our face. So around here, we
want to add some red. We want to make sure
to cover the nose. Something like this. And we're gonna copy this blur on
top of the red as well. And then with the yellow, we want to work on
top of our face. So right around here. And again, let's copy the blur. Now let's set this whole layer to I don't know,
20% or something. Not just the yellow.
Sorry, the whole group. I want to set to something
like a 20%, 19, 20%. Now, let's reduce even more, so we want to reduce
the yellow even more, and also the blue, we
want to reduce even more. But as you can see now,
because of those three layers, the whole face gets
some more color. And because we know that like
at the chin portions not as much blood as in the cheeks,
this already helps a lot. Okay, so those are the
first colorization layer. Now the next thing we
want to do is we want to introduce some like the
red portions of our face, I would say, like the lips and the cheeks,
stuff like this. So again, on top, we
want to create a folder. Let's call this one red now. And now let's add one folder
in there for the lips. Color only again, and we want
to have some dark red tone, again, black mask
with a paint layer. And we want to start, we want to start painting
in those lips. So nothing super fancy here. Okay. Again, let's add
a blur on top of this. Not as big as the
last blur, of course. Just a minor blur. Okay. Then let's change the whole mode to overlay and let's turn
down the opacity of this one. So it's just a minor
color change. Okay, cool. Let's duplicate this layer now. Let's call this one cheeks now. Let's get rid of
the paint layer, and let's put in a
new paint layer. And now we want to now we want to basically
paint in those cheeks. We want to go in here, bigger
brush with a soft brush. So let's choose the
standard soft brush, and let's paint in
those cheeks here. Okay, let's leave it
like this for now. And then we also want to paint
in the bottom of the nose. Okay. Okay. Now we want to
search for the blur brush, and we want to really
blur blur this one out. Yes, we went too
far on the bottom, so we want to Okay, let's go back
before we blood it. Let's kill it right here. Let's go with the blood again. And that's better.
This looks cool. Nice. Again, let's
change the two. Oh, it is an overlay already, and let's change
the opacity again. We just have it very, very soft. For the nose, we of course also want to add a blur like this. Okay, looks cool. Now, let's continue with
the eyebrows, for example. So again, let's close
all of this down. Let's create a new layer in a new group. Let's
call this one. Eye. Inside, we want to have.
Let's go for black for now, black layer, black mask,
and the paint layer again. And now let's try to recreate those nice
eyebrows that we had. A we don't want to have them too
curved. Let's see. Maybe a tiny bit too long. Yeah, this looks good for now. We can
always change later. So let's call this one base. We want to change the color
from full black to something. Not full black. Okay. And we also want to introduce some
different roughness to this. No, the metal roughly needs
to be lower, of course. Let's make it a bit more glossy. Yes. Now what we can do is
put an ink on this one. Let's call the anchor. Browse base. Now, on top of this, we
want to add some height. And if we would just add a
height here, as you can see, it just adds this step, but
we don't want the step. So what we want to
do is we want to create a new layer
with only height. We canna call this browse H
so we know what's going on. We want to add a
black mask again. We want to add a
fill and the anchor. Space. And now, if we add
the height here, we can go in and change this we can change this
fill after the fact. So what we want to do is we
want to add a filter on top, and we want to choose
the Bevel filter. So as you can see, we
get this point now here. So we want to smooth
this point out. So it's nice and round Again, what you can see
if you change this too much, we're breaking it. So we don't want to break it. We just want to smooth the
tip out a bit like this. But now what you
can see that it's going over the eyebrow,
and to get rid of this, we want to add a fill again
with our eyebrow mask, and we want to set
this to multiplier, so it cuts off everything
outside of this mask. Okay, now we can go back in, change the height to
0.1, maybe or something. Okay, great. So we can
keep it like this now. Another thing that we can
do with this base layer, we're going to create
the paint layer on top of the anchor so it
doesn't get anchored. And we're gonna add
the eelsh to this one. What kind? Looks good. Another thing we want
to add to the eyes is some eye shadow. So one thing that
we can do is just create one of those red groups again, layers again, sorry. And instead of instead of the painting
around the cheek, we're going to this one, we're going to just
paint in the eyeshadow here right around the eyes here. Don't go too big, like
me just now too much. But we want to have
nice nice and broad. I shadows here. Okay, cool. I think the color
could be more red. Again, we can use the Oop. The blur brush here
to blur it out a bit. And it's also
removed some of it. It's too much right now. Hey, let's go in with
the bloodbush again. Let's blur it out a bit.
And let's take a look. Maybe more pact
here on this one. But that's basically
it, I would say. I let's refine it a bit more. But okay, let's leave
it like this for now. So that's our red tone here. Good stuff. Now, let's talk
about the eyes themselves. Let's start off
with a white layer. So we're just going to
create a white layer here. We go to call this eye Base. Again, just the color for now and we're going
to go for full white with black paint layer, and we want to choose
the eye itself. We also want to get the
roughness in, I guess for now. So, let's not go
for full blight, but let's add some roughness, which should be
pretty pretty glossy. Okay. Then on top of this one, we
want to add the iris itself. So let's just
duplicate this one. Let's call it iris. And let's go for some in this
case, like some brown tone. We want to delete
this paint layer, add a new one, and we
want to paint in our eye. What you have to be
careful about is, you should not just
paint in it like this. What you always
want to do is you want to cut it on the
bottom and cut it on top, and you want to cut it more
on top than on bottom. So it looks good. So
something like this, maybe. Yeah, we want to get rid of. We're going to get rid
of the bottom and top by getting those two
guys in the group. Calling it I, adding a black mask on top with a
paint and choosing just the e. Okay. So that's our iris. Now, on top of the iris, we want to add some
grad and inside. So a good way to do this
is to anchor the iris. And creating a black mask on
top with, again, black mask. And we want to fill
it with the iris now? Fill fill. Not filter. Let fill at the iris. And now we want to again, what we did before with a
Bble we want to use a beble now to get an like an
inner gradient here. So we want to add a beble again. We want to change that beb Oop. So it has this inside glow. With a smooth again, so a nice intagl now we want to add the
labels and invert this fin. And again, add the
filer with the iris on top and before we want to multiply it to delete
what's around it. So if we look at it now, we have this nice dark inside here. We're going to call
this iris dark. Now on top of this, we want
to add the pupil itself. So let's just
duplicate this layer. Let's delete what's inside
here and let's add a paint, and let's just put in the
pupil right at the center. Like this. Et's see. Okay. Nothing fancy so far. A thing that we want
to do is again anchor. Oh, no, we don't want
to call it Irish duck. We want to call this pup pill. We want to add anchor
on top of this. Now, on top, we want to
create a white layer, let's just take
this one for now, and we want to fill it
again with the pupil. And again, we want to do
basically the same that we did to the Iris. We want to add the babel on top. But now we want to
blow it outside. Like this Exactly. We want to add the pupil
on top again as a cutout, and we want to
change it to multipi but flipping it beforehand. So we cut out the
inside and have a white outline around it. We're going to set this whole
thing to overlay let's see. Yeah, we have this nice white inside before the iris
touches the pupil, basically. Now, the only thing missing is the graden around
the whole thing. So what we want to add is
a get rid of all of this. We want to add a black mask, which is going to call it AO. Can get rid of the
things inside. We're going to add a
generator, the mask editor. Let's look inside
the mask editor. We don't want the curvature, we want the occlusion.
So we set it to normal. We also want to invert
it, so we have this one, and we want to
blur it like this. So let's see now. Yeah,
that's exactly what we want. Again, maybe not 100%. Maybe let's turn it down a bit. Okay, cool. So we can leave
the eye like this one now. The only thing that
we should do is go back into the base and
let's make it more glossy. And make sure to turn off the roughness inside
those layers. Okay, cool. So let's
make it more glossier. Okay, cool. So that's the ice. Another thing that we can
do with our face to give it more detail is adding like a fractis mask.
That's pretty easy. We're just going to add a
red layer again so we can do it in our Reddish? In our red layer.
So another one. Reclose We want to
delete those guys again. We want to add a paint layer. Let's put it on 100% so
we see what we're doing. Yeah, we just want to add
some freckles around here. Best way to do it is turning off the symmetry because we
don't want it symmetrically. And just, put some freckles
in here around the nose, make it different size
variations as well. Okay. Maybe that's a bit
much, but we will see. Then let's turn down the
opacity of this one. Let's also add a blur. Let's see if we can steal on.
Yeah. Let's take this blur. Too much, of course, so
let's turn it down. Okay. Let's also not choose
a super dark red. Let's go for some right the red. And now let's go in with
a bigger paintbrush. And let's get rid of some
web painting it like this. So but So yeah, so it
looks more like freckles. He looks cool
though. Okay, cool. So yeah, if we look at
the face right now, it looks pretty cool already. So I would say let's keep
the face like this now, and let's quickly
add in the hair, which will be very
straightforward. What we want to do
for the hair is we basically want to do the same as we did for the other
for the rest of the body. So let's copy the mass
clair. Let's go to our hair. And let's just paste it in here. So control C control
instead of the gradient, if we look at the gradient, instead of the gradient,
we want to add a gradient inside substance. So we just got to add
a gradient map here. Yeah, one of those.
Instead of UV, we're going to say
planar projection. And now we just want to move this projection into
the right space by scaling it and moving it. So let's see we want it. Top to bottom, front to back, basically, something
like something like this Okay, so that's our
gradient. Rest is fine. And now instead of
redoing everything, we're gonna go to
the body again. And we're going to copy, for example, the plastic black lair because we
don't have black hair. So plastic black. Let's put it on top of the hair. Okay. Let's get rid
of those two guys. And then let's also copy the
top layer from our body. Oh, we didn't create that yet. Okay, so we don't need to
worry about it just yet. Okay, then the other thing that we want to do is make sure that those masks are linked properly. So this one goes in here. The gradient fill goes
in gradient. Good stuff. Now, if we look at delete. We're going to remove the mask. Now, if you look at
it, it should already. Yeah, I should look cool. That's pretty good already. Some things you might want
to change is the roughness. Maybe we want it
more or less rough. I would say, let's go for a
bit more closely for now. Oop. But let's, let's just leave
it like this one now, so we have it in there, and now we just need to
go forward and yeah, add some details onto the
whole mesh and also add our, like, final touch up layer
on top of everything.
44. 42 Final Texturing: Let's continue with the texture. One major thing that we are
missing is our top layer, where we add details to the whole model and not
just sections to it. So let's start by creating a
group on top of all of this. We can call it, for example, inside, we want to
create a filler, where we only use
metal color and rough, we want to have it full
white in the color, and we want to have it full
black in the roughness. So it's superglossy. Now we want to add a black mask to it. We want to add a
generator to it, and we want to get
the mask editor. What we want to do with
this one is we want to brighten up the
highlights, basically. So we're going to use curvature. We're going to set it to edges, and we're going to get
rid of the big ones. We just have the small fine, the small highlights, basically. Si, let's call this. Highlights, Highlights. Color wise, if we check the base color, it's
way too much already. So if we pull this
down to, let's say, like eight maybe or
something or ten, this should be more
than fine already. If we check the difference. Yeah, maybe it's even too much. Let's put it down to
six maybe. Okay, cool. And in the roughness, if
we change the roughness, we can pull this down to, let's see, maybe 20, 30,
something like this. So if we go into the
roughness channel, you can see just adds a slight Slide black
outline into everything. Okay, cool. The next thing we want to add is
basically the opposite. We want to add cavities, so let's just duplicate
this layout. Let's make it black in the base color and white in
the roughness. Let's call it. CVT. Let's go into the mask. And now let's check out
our curvature again. Now we want to do
basically opposite, right, so we want to just
change it to cavity. We want to maybe
bring back some of those soft soft cavities. But not too much, I would say. Because we're going
to add an AO anyway, so we just want to
have those lines. If we look at the
base cutter now. See can we go back to the Well, let's check out the
roughness first, but, roughness looks fine with
30. Let's go to base cutter. Let's see. Oh, yeah, we have to pump this
up quite a bit. Maybe 20. Maybe even more than 20 to 30.
Your 30 looks fine. Next thing we want
to do is an AO. So again, layer filer, let's call it AO,
color rough again. For the color, I would say, let's choose something brownish and roughness full white again. Then again, we want to add a
black mask with a generator. We want to choose
the mask again. And now instead of curvature, we're going to use
Emlecluson and we want to set it to normal and invert it. Okay. Now on top of this AO, because now it's very
smooth and everything, we can break it up by
introducing a texture. So if we add a
filer, for example, and we choose some branch map, let's see, something
like this, maybe. Let's change it to triplanar. Let's bump up the
tiling a bit like this. Now if we set this
one to overlay, you can already see it
breaks up the whole thing. Now if we turn down
the opacity a bit, and maybe the tiling
as well a bit. You can see it breaks up
the whole am cclusion. Okay. So let's see how opaque unit is, maybe again, like 20, 30%, something
along those lines. S. Yeah, this should be enough. And the same again
for the roughness, 30% should be fine. Yeah, it should be fine. Now, another thing
that I like to do is I'd like to because if you take a look at the roughness, now it
looks very flat, right? So what I like to do is
introduce a overall breakup. And the way I do it is
I use fingerprints. So let's add another fi layer, and now let's add this
fingerprint layer to it. Add the fingerprints
texture to it. Let's also call
this fingerprints. Now, if you change
the blend mode to overlay and then the
opacity like to 2030 again, you can see it just adds
this slight breakup. We can actually see pretty
well on metals, for example, you see, it breaks
the metal up a bit. I just adds this noisy pattern on everything.
Just in roughness. The next thing we
want to do is add those two masks that we
anchored before in here, the bright and the dark mask. Through that, we're going
to create a fill again. Pull this one darker. We're
going to make it darker. Like this. So rougher and darker. Again, we want to
change the texture. Basically what we did
to the highlights. So to the cavities, we want to make it
like 30% rough. We want to make it only a bit visible or
like 20% visible. We want to add a
black mask again. Inside this black mask,
we want to add filer now, and inside this filer, we want to add the darker
mask anchor point. So if we go to a darker mask now and we start
painting in here, you will see it gets um
moved up to this mask. So let's, for example, paint out this element here. So that's something
I normally do, paint out elements or fill in elements that have
the same material than the underlying material, so we can differentiate a bit
and add some more interest. So let's just fill
in this element now. We could have also already done this in the ID map process, but normally, when
I do the ID map, I just focus on
different materials and not change
within one material. So I normally do
this in this stage. Okay. Let's do this
fairly quickly. Okay. And as you can see, it already adds some difference
between those elements. You can do the same
on the other side. We can do the same
on top of this guy. Basically, everywhere
where we feel like it's too often the same material on top of each other
or next to each other, and we just want to break up the overall look
or the overall, the overall color of everything. Okay. So that's something I
do with the daka mask. Another thing that I
do with this daka mask is so let's rename this paint, for example, to flat
surfaces or just surfaces. And then on top, we can create a new paint and call this
one dirt, for example. Now we can start
introducing dirt. What I normally
do is take one of those textures that I like, like I know, paintbrush,
for example, and then I can just go
in and, for example, add a dirt splotchy, like this. Then I just go in and clean those materials where
I don't want to have it, maybe add a little fade to it. And we have our dirt blotch. That's something
I normally do to the whole model like Oop. I find elements where I
would like to add some dirt. Here, for example, then
we're going to clean it up. Will be sewn up like this. Okay. Exactly. So that's
what I normally do. Do those two passes
with the dark one. With the bright one, we're going to do something very similar. We can I acids overlay and you feel like one should be brighter
than the other one, let's say we want this one to be brighter, we can just go in. Exactly, and brighten
this thing up. Looks like it's not
actually doing anything. Let's check out why. Oh,
I didn't say it up yet. Makes sense. Okay, let's
just duplicate this one. Let's call it. Right vana. We're going to do the
complete opposite, so we're going to go for
white and reflective. You can also change this around if it doesn't fit
your mold, by the way. And inside the fill, we're
going to pick the right mask. Like with the highlights,
we need to tone down the opacit in the
color way very much. And then we want to
start painting again. So as I can see, we can introduce brighter
elements like this. Maybe this doesn't look as good. Let's get rid of
this work. We do it. Let's see. What
about this guy here? Yeah, I just brighten the sleeve up a bit,
as you can see. It's not a whole lot, but it's enough to make
a difference here. So that's what we can do. And again, go surface. Again, let's add a paint layer. Let's call it dirt. And now we can start introducing dirt botches again, but
not as we did before. Here, I wouldn't
use those alphas. What I would do here is
just use the paintbrush, and we want to introduce manual cavities edge lines, basically. So something along those lines. It's getting a bit thin here. So just using very
straight lines. S again. Very straight lines here. Like this Taxi. To fake this manual,
stylized breakup finish. So some chipping or weathering or whatever
you want to call it. Okay. Let's cut this. S. Yep, exactly. So those are the two
things I would do with this bright
bright, um layer. Let's the one more here. Then let's continue
with the rest. Exactly. Okay, cool. So those are the layers, right? And on top of all of those, we want to get two
more layers in. First of all, we
want to get an HSL, so just put the HSL in here. Let's find it with it. Click HSL. We want to drag and
drop it in here. And all we want to do is pump up the brightness
of all of it. So if you see, just
pump up the brightness, but not by that much, 0.55
or 0.6, something like this. Just so everything gets
a bit more saturated. I was do this at the end,
and then on top of this, I'm going to add a sharpen. Exactly. Again, it's too much
if we keep it to one. So it's just 0.5 maybe or point. It's
too much, let's see. 0.50 0.3 something like this.
Maybe it's even too much. That's 2.3. Yeah, that's better. So just a sharp, sharp
mod details, basically. And that's basically
it for the texturing. So what I would do now, I
will go over offscreen, add more of those brightness
and darkness breakups. I will check again all the material ones if I
missed something. And that's about it. What you can do if you want to improve it more, for example, is a surface, noise or
surface height details. The way to do this is
let's go to our fabric, for example, and let's
say we introduce some height variation
on our fabric. Let's create a layer underneath.
Let's call it height. We just need the height. We're
going to add black uskgan. Let's add a fill, and now
let's just choose fabric. Substance comes with a
lot of fabrics already, but you can add
your own as well. Like, those guys, for example, I created some time ago. Now, as you can see, we see nothing because we
don't have a height set yet, so let's just pump up this height a bit so we can
see what we're working with. Now let's change
this to triplanar, and let's just like pump it
all the way up until we have a size that we feel like
could fit our asset. So yeah, let's just keep
it like this for now. Yeah, this would fit, actually. The height, I guess, is
way too much right now. It's just very subtle. So 125, very subtle
height difference. But as you can see now,
it's on everything, even though it's
inside this layer, this group, it's on all
the other groups as well. A way to fix this is changing the height in all the other folders. So what I always
do is I go through this metapla enable height,
but don't change anything. So you look for the
If you look for the height map that's
how it looked before. Now I enable the
height on this one. Now it's actually
filled with something. But as you can see, it
still doesn't work, right? So let's go to our fabric now, the fabric base, which
would be this one. Let's change. Let's put some
height in there as well, and it still doesn't
change anything. The reason for this
is that if we go to our height layers, you can see the group itself is set to add to linear Dodge Ed, which doesn't work for the height if you
want to do the setup, so you want to
change it to normal. The whole group, let's go. Normal. As soon as
you change to normal, we can see it doesn't
affect this group anymore. So what we want to do now
is we want to go into every group set the height to zero here and change it to change the whole
layer to normal. Okay. So height and normal. Let's do this very quickly. A Exactly. So that's basically
what you can do now. Add those details on the
different materials, add brighter and darker
color variations and yeah, finalize the whole
model like this. As I said, I will do
this off screen now, and I will get back to you as soon as I'm done
with the text.
45. 43 Posing: While we are still texturing, we can already start
preparing the rig to see the texture
in the final pose and in the final
render at the end. The easiest way to get
our pose and our rig done is to use a website
called Mixamo. And let me show you how we could get our model in there
and how to animate it. We're going to start
off by choosing the parts of the model
that we actually want to be rigged with Mixamo because it's a very
basic rigging tool, so it wouldn't allow us to add, for example, this metal detector or the PET and give
us a nice result. So we just want to choose parts now that are easy
for them to rig, and the rest we're
going to do manually. So let's hide what
we don't need. We don't need the PET. We don't need the
metal detector. We don't need this
whole thing here, we could keep the headphones. So let's hide those guys. We don't need those guys. Okay. The bag we don't really need, the
cup we don't really need. And those guys we can
place manually as well. So let's help those
guys as well. Okay. So that's basically the model that we want to
rig now. So let's select it. Let's press on Export, and let's just export as an FX. I'm going to call it rigging
so I know what's going on. Okay. Now let's open Mixamo. And then let's just drag
and drop our FBX in here. So this takes a while. Okay, now, it's pretty easy, so we can orient it in case
it's rotated or anything, but it looks fine for us. Now we need to set those points. The first one goes to the chin. Those go to the wrists. Those go to the elbows. Those go to the knees and
this one goes to the groin, and we're going to keep symmetry on because it is symmetrically. We're just going to use
the standard skeleton, and we press next. So now the website rigs
our model basically. And as soon as this is
done, we are able to choose all kinds of different
animation the website Heirs. We can download
the animated file. We can place it in Maya and
still continue to animate. So this is going
to help us a lot, getting the post down that
we want from our concert. So as you can see, I
already kind of works. As we can see, it
has some issues, especially like the
chin area right now. So it's not perfect, but it is a start, so it's press next. Next. Okay, and we should be
able to see here exactly. Now what we can
do is just choose different animations,
scroll for them. And now we want to find one that's similar to what we need. I already looked for them, and there are some idle animations. For example, this
one. Let's see. Standing idol sounds good, yeah. Let's go with the
standing l one. Let's use this
character arm spacer to get the arms further
away from the character. Exactly. And we don't need all
of these frames here, so we're just going
to trim it down. We just need one
frame, basically. Okay. Also, we want to
mirror it in this case, because in our concept, she has the left leg for
it and the right one back. Let's see if there's some
bit of frame, maybe. But they're all
pretty much the same. Okay, so what we want to
do now is we just want to download this file. Okay, now that I don't know it, I placed it into our Miocene, and now it looks like this. So what we can do
now is, for example, use our reference camera again to place all the bones
in the correct position, or we can just go
in manually and rotate them how we think we
want them to be rotated. So let's just selt
his arm, for example, in the object rotation, we can just go in and start
manipulating our character. This is a very easy
process, I would say. Let me just show you arrows you can encounter
and how to fix them. So let's say she has
the cup in here, right? But we want her, for example, to look down here if
you look at the riff. Yeah, we want her to face
this direction and downwards. So but as you can see, the chin is not properly
rigged to the face, so it's like um, all scushed. So how can we fix this?
Easiest way to fix this is to press on a model, go to the rigging tab inside skinning to
paint skin weights. Let's double click
this tope made up. And now we need to find the face or the heads boone
which is this one, as you can see, those
parts are black, meaning though we are not
bound to the face bone. So what we need to do is we're going to go in
and just replace so we can either add value
to the current pulley, or we can just
straight up replace the value with one, which
we want to do in this case, because the chin should
be completely part of the of the headbone. So what we can do is just go
in and paint in this area. Now, as you can see, it's kind of wonky, so you can use shift to smooth
out this painting. Same on the back, this
shouldn't be at the head. Maybe we should rather add it
to the spine, for example. So let's try this. Let's
just paint it in a bit, smooth it out a bit. Okay. So that's just a back and forth. Then, for example, the neck
should be here somewhere, but not in here, so we're
going to remove it here. Going to add a smaller
value painted in here. Smooth it out again. Exactly. So that's one way of
fixing our rigging of our skinning if it's
completely broken. Another thing that you will
see a lot is stuff like this where it's not completely
broken, but it's kind of wonky. One way to do this is just selecting the words around here and going to the
Hammer skin weight tool. And as you can see, it tries to smooth out the area so it's not
stretched anymore. As you can see, can do this. All of those guys that
are stretched. Let's see. And most of the time, it actually gives you
a really good result. Just don't go too far with it. Don't select too many polygons, but as you can see right now, and you have to keep in mind, we don't want a fully
animated model. We just want to have one post where we can do a nice render. So it just needs to look
good in this one post. Okay, so let's say, we're
happy right now with this. Let's add the rest
of our assets. So, for example, the PET, the staff, the bag, we're
going to duplicate them. We're gonna duplicate
all of those headphones, but we're going to
get rid of those guys we have already on the
model, which are those. Let's show this now. Yeah. And let's continue. So the bag, for example, we just want to make sure
it's nice position here, so we just move
it into position, rotate it, make sure it's
aligned with the belt here. And we're just going
to move it into place. Actually, this is too far up, so let's here again, hoop rotate it into
position. Okay, cool. Next guy is maybe, this headphone piece, so
we just want to make sure. Oh, now the things they were Where were those
metal pieces? Let's see. Looks like we lost them
along the way. Let's see. A part of the chest,
of course, yeah. So we want to duplicate all
those chest pieces as well. Okay. Now, let's unhide them. Exactly. Let's get
this one back, and let's maybe move those
guys into the headphones. Not those guys, I would say. Then let's just as with the bag, let's just try to get
this nice and positioned like this, exactly. Exactly. And for the wire, we can just work with
a soft selection, a big one and just try
to get it into place. It won't really
change anything on our normal map anyway because
it's just a long tube, so there won't be any details that are missing now a squashed. We're just going to
have a nice shape at the end. Okay, looks cooler. Same thing with the metal
detector and the cup. Cup is still missing. Let's
see where we have it. I hide it. So we duplicate
the cup as well. So again, we can check
either, move it a bit, we rotate the arm a bit, and we just try to get it into a position
where it makes sense. But. In. And then we're just gonna go in and rotate the
fingers around the cup. That's like this. Text. Next one, you might want to rotate
this joint as well. Exactly. So that's basically the work so there's not much
to show, actually. We just want to make
sure all those bones, and all this model is nicely put into place. We
just aligned this one. Use the weight her if
you have stretching, those guys again manually. So yeah, just use the
tools that you have basically to get the model
nice and position. But
46. 44 Final Render: Okay, so off screen, I
finished the textring. Let me just show you what I did. I added some patterns
on the letter, like some patterns on
multiple materials. I added this little
coffee symbol here. I also added an emissive
map for the screen, and generally just went over the whole model, ddt more dirt, added more scriptures, as you can see, dirt and scratches. And that's basically so I didn't do anything out of the ordinary. So now all of this is done, we can export those guys. To export them, we want to
choose metal and rough. And for the size, we want to export the body
in four k and the hair in two K. And we want to, want to export it to my local
folder and click Export. As you can see, on the body, we have an emissive
map as well now, which are enabled in here. And the only thing in this
emissive map is He's this guy. So we can have an emissive on the display in the renderer. Okay, so that's how
my texture look. The other thing that I finished
off screen was my rig. As I said, just rotated
everything into place, used the ring here, and then just move those
guys into place by hand. Now that this is done, I want to assign I want to assign
different shaders. So as we did before
for substance, we have at least two
different shaders. We have the hair, the
hair and the body. But now I want to do a
third one for all the skin. So a third one for the
face itself and the arms. And the reason for that
is that we can add a different material onto
those regions inside Mmosit. So let's open Momoset now. Let's import the model. Okay. Okay, cool, let's
input them well. Now, as you can see, it imported multiple different materials, but as you can see, those
are the three that we need. Okay, so we can
basically get rid of all of those materials here, create a new one, call this one. Let's start with the
body, for example, move it onto the body and
start plugging in the texture. So let's just click on this one. Now we need the body nmalTec. Let's also change the skylight
so it's better visible. Let's just go for
this desert road. And as we can see
the normal body looks different or wrong a bit. And we can fix this by flipping the white
channel on this one. You can see way better now.
Okay, so we have the normal, we have a roughness. We have a albedo
might take a while. We have a albedo, which
is the base color. We have a metalness
and all the way down, we can enable the
emissive as well. So we have an emissive now. Okay, so that's basically
our first chatter. Now we can duplicate
this one, call it, skin. Nope. And we can apply
this to our skin. The only thing we want
to change in here is, let's make this a bit bigger. We want to change
the diffusion from lambertation to
subsurface scatter. And as you can see, if we get a little closer here on the face, when we change the depth
of the subsurface, you can see it, it just fakes
the subsurface scatter. Let's fix the subsurface
scatter here a bit. Something like this.
That's great. Okay. Now let's do one multiplicate,
and let's call this one. Here. Let's apply our hair
textures. It's the wrong one. Here, roughness. Here, base here. Oop, wrong one here, metallic and no emissive. And let's just put
this one on choose the wrong base color
No roughness telling? Looks like our color looks a bit off, so let's
check the settings. Yeah, I disabled SRBici so we're going
to enable it again. And now the hair look fine. Okay, so all the shaders
are set up already. So this is working out, great. Now let's talk about the basic light setup
that we can render. First, I would add shadow
cast on the ground. Then let's add some light. So you can either go to add object lights or you just go into the sky and
click somewhere here, for example, it will
automatically create a directional light
exactly here. So we can take that
direction, move it out of the sky, so
it's independent now. And I always like to change
it from direction to spot. Move it out here,
somewhere, exactly. So we want to have I
would say one light, one main light that
just illuminates the whole thing from the
front. Let's just make it. It's distance taller,
exactly like this. The color, I would say let's
go into some yellowish tone. Basically. Exactly.
The brightness, yeah, we want to pump
that up as well, I guess. Let's say, 2.7 or something. Oh, 2.77. So we have a nice light
here. Now we can see the shadow catcher is
already creating our shadow, so we can just lower this a bit 0.5 maybe or something
so it's not as harsh. Okay, looks great.
Now the next light I want to have is I want to have one from the back
and one from the side. So I have this free light setup with a rim light and filler
light from the right, so that's just duplicated
one or either duplicate it or click in the sun
and sky system again. So we want to have one
somewhere here, I guess. We want to have it
in blue this time. You can choose any
color you want. I just like to go with
something bluish. Let's see. Yeah, exactly. Now, this is, as you can see, it's too strong, so we're
just going to tone it down. And we want to change
the distance as well, because I don't want
it to show up on the floor, something like this. Also, the angle. Okay. Okay, cool. And now we want to add one more other
light from the side. Et's do this one
in yellow again. Exactly. We should go a
bit lower go like this. Maybe same for that guy, bit lower and upwards. But, yeah, you can
change this at anytime. It's just what I normally do. So we have this
free light setup. And now what I want to do is
put some cameras in there. So normally I just
choose a frame that looks roughly how I want the render
to look like this. Then I go to edit scene, a add object camera because it creates
the camera one in this example, exactly
the same position. And now we just want to
change the camera itself. So let's enable the save frame first so we see what our
actual render would look like. Then let's change the
foc length to 50. So it's more of a
portrait camera, like more of a um, yeah, more of an
autographic camera. Now let's try to position
this camera roughly cool. Okay, we can always jump out
to the other camera if we want to change stuff because I feel like this could be
a little closer, maybe. Let's see. Okay. Then there are settings in the camera that we can
actually change now. So not just the fork
length, but we can also do some post
processing now. For example, we can sharpen
the whole frame a bit. We can bloom the
whole frame a bit. We can, green is
already on there. So we can already do some stuff. Let's maybe increase this
brightness as well a bit. Also that one back a bit again check the front one. This maybe. So yeah, you can change all
of those things on the fly. Another thing that we can
do now before we press render is we're going
to add a turn table, and we're going to move
our aset in there. This allows us to do is
just rotate the whole mesh, and we want to position the camera because
I guess at the end, we want to do some turnaround. We want to position
the camera in a way that it doesn't cut
this guy too much. So let's just move a
little bit down here. So on our turntable, he's
always on there like this. Awesome. Okay, cool. So the last thing that we want to do
before we press on the ranger button is
change the renal. So we want, for example,
reflections, of course. The shadows are already
on high, which is good. We want to enable the GI. Now let's take a look at the aux ligrid itself
because we don't want to like we don't want to use the aux for things we don't need
because that's our scene. We don't need to be
super big, we want it to be just in the scene, so we're going to
change the size. And with the
brightness, we can say, how much the GI brightens
up, so's to a bit. And, yeah, that's about it. We can use Ember
occlusion, as well. Let's use this one as well. To pump up those numbers, maybe still turn this a bit brighter. Okay, cool. But
that's the basics, and now we basically
just want to, press the render button, do some different shots from
different rotations. And yeah, that's it. That's how we get
all our renders. Okay, and that's about it
with the whole tutorial. I hope you liked it. I hope
you learned something. If so, it would be great if
you could comment or rate it. And if you have any questions, please don't hesitate to just
drop me a Leon art station.
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