Creating a Dancing Girl Part - 01 | Akash Singh | Skillshare

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Creating a Dancing Girl Part - 01

teacher avatar Akash Singh, Senior Character Artist

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro to the Course

      0:59

    • 2.

      Using Primitives

      7:48

    • 3.

      Merging the subtools

      5:47

    • 4.

      Sculpting the body

      8:53

    • 5.

      Sculpting the head

      6:04

    • 6.

      Detailing the Eyes

      7:15

    • 7.

      Creating Lips

      3:44

    • 8.

      Adding EyeLashes

      3:34

    • 9.

      Sketching the hairstyle

      2:45

    • 10.

      Addig Fingers to the Body

      6:17

    • 11.

      ZRemeshing the body using guides

      4:38

    • 12.

      Deatiling the forearm

      6:33

    • 13.

      Scaling the body

      3:13

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About This Class

Welcome to the class of Creating a Dancing Character from Scratch part 01

In this class I will teach you how to create a body of a cute character from scratch that is by using just primitive shapes. Also you will learn how you can create a female face from a sphere.

We will understand how the body is made up of and the basic shape theory around it.

We will also get in to detailing the base and learn some female anatomy along the way.

All students are encouraged to share their work inspired by this class.

This class is for the students who have some basic to intermediate understanding of ZBrush.

The concepts that are being taught in this class can be applied in any software if its Blender, ZBrush, Mudbox or any other software.

Meet Your Teacher

Teacher Profile Image

Akash Singh

Senior Character Artist

Teacher

Hello, my name is Akash Singh.

 I am a Senior Character Artist at Ubisoft with more than 7 years of industry experience.

I am passionate about creating characters and on Skillshare I would love to share the knowledge and skill that I have to become a 3D character Artist, I hope you also have a lot of fun learning them.

See full profile

Level: Advanced

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Transcripts

1. Intro to the Course: Hi, my name is like I've seen and I'm a senior character artists that I have in creating characters since more than seven years now. And in this course, we'll learn how you can create a cute female character in a dancing tools. So this course is divided into three parts. First part will be, will be creating a base body of the character. We'll look at some of the anode or requests and we'll create a cute looking face. For the second part, we'll get into the marvelous designer at Gator, Victorian style dress for her. And in the last part, we'll add more parts like shoes and here, hairstyles and other teams like fools, the character as this course is for someone who have interest in creating good-looking characters, especially female characters. And you have some prior knowledge of 3D sculpting software such as ZBrush. In this course, we'll look at how you can create a base body for your character. Just look into some part of the anatomy. So before further ado, let's get into the video. 2. Using Primitives: Hello everyone and welcome to the first chapter of this course. And this video, we'll be taking a look at how we can create the basic blocking of our character. To do that, we'll use some simple primitives for that. Like we used to pass fear for her head will be shipping that shape off and helmet. In this case, you can use Move brush. The more practice you will do more brush. It will make your life easier and in the journey of ZBrush. So yeah, have a good practice of using move, mood, clay buildup, these basic brushes. So in this case, we shape the more brush will take cylinder up and down and use it in a place of neck. Since we are blocking the character will be using simple and primitive object for creating the body. Once those are in place, you can again use my brush to make head like sheep or a helmet looking sheep and try to replicate what Dusko can look like. And you can also use clay buildup in certain cases if you want to skirt some APIs like chain or eyes or anything. Mostly in this, for this stage, we'll be using more and using all the parameters, whatever we want, square cylinders, spheres. And by duplicating, we can again take the same sphere and convert it into chest area to omega torso or to duplicate. You can just press W to get the gizmo and you can hold Control and drag in any axis. You can then duplicate any object within that same sub two. So after shipping that in the form of a chest, you can again duplicate with the same technique and form it. Scattered in the form of pellets. Have you referenced to the 3D view? And I'll be sharing my references in the project resource section. You can refer to that and you can again find your own references as well. So for this, we just didn't define whatever the area of the body looks like that perimeter, like neck look like a cylinder. So you surrender arms again, cylindrical so we will use the silica fall back. Again, the same technique you can hold Control and drag in any axes have so that you can have a duplicate an object. This way. We got the elbow and an arm. So they're not going for a proper T-pose because if you go for it or property pose, that will stretch some more parts, some parts of the muscles from the back and front as well. So we are going for more relaxed course, which is a, and this case. So that to avoid older or another extra stretching of any muscles, shape up your arms, you can also meet at it. If you want to use this interface, you can go to the project section. Again, I will be attached with the same interface if you like. Or you can go to Tools and sub tool master, you can bet your object. Here we have, again, duplicate it the same part of the arms and created the legs. Yes. Make a habit of using the Move tool so that it'll be easier for you and have your references already shipped them. Well, move the legs in place. I found it a little bit smaller, so I scaled it up a little bit. They use mice. You can hold Control and drag. On any surface. You can use mask. Moving the arms, moving the legs, knees in place. Trying to match the proportions of the body with the proportions of my references. Any question you can refer to. If you How are you can find some images of muscular echo shake and on Internet. It's been used that as well. So try to shape up everything from all angles. I'm sculpting the back part a little bit just to get an idea of how the body will look like. Because on the bag it will be some bulge and on the front it won't be that much. So we're blocking it. Simple shapes. Again. For ships, we fought for bomb. We can use the cube if it's hard to append it. Finally awarded. Move that in place. Scale it up, scale it down. Rotate it in place. Like so. Which is blocky, robotic. But you can use mode to get a smooth, smooth surface and sculpted. Move that a little bit better. And machinery. Once you're happy with the shape, you can again use the mirror tool, which you can find under supplier master. And you can meet them in x and in the same. So now I have just lost everything in one sub two so that I can shape them a little bit better. Like an mosque. To avoid modifying the idea which I don't want to change, then I can just move them around freely. Back here, the back area, and the front pelvis. Going for a ship since she's a female, the chest will be smaller than the hip. Hip will be a little bit more variety quality. And in males, it's reversed. The chest is wider than the hip area on the pelvis. Here. Adding this sphere, since we are using the primitives for, again, for blocking up. So identifying the objects, whatever, like the breast is, looks like a sphere. So we will use fear for that. And we can just move them we want. And in that case, we had to Donald's to my tree and then he got this. So that's it for this one. I'll be dealing it further in the next quarter. So in the next video. So I'll see you there. 3. Merging the subtools: Hey everyone, welcome back to another lesson. In this one, we will try to simplify the fingers a little bit better. Try to transform from a stick figure, two basic body. And in this case what I'm doing, I'm merging everything by Merge Down button in one single sub tool. And then I'll do dinosaur that it will become one single mesh from top to bottom. Like this because there's DynaMesh on a lower resolution so that it's easier to manipulate objects. Make sure you start with a loop solution and then move your way up by your detail. And when you get the proper shapes, proportions are ready, you can just increase the resolution. So once everything is set up, once everything is DynaMesh into single mesh, what I will do is I'll just shift everything up by using me. And sometimes clay buildup, make forms. You smoke and do not hesitate to use any brush you want. But in this case, you will primarily be using Move Boss Mode and clay buildup brush. I'm just trying to simplifying the shapes a little bit more from stick figures to an actual body. Moving everything in place. And I will be taking a look at how our body is made up of eight heads. So this is what the comparison looks like. It's similar to the proportion of polio humans. Can be a little bit less in height, but yeah, I adjusted the legs a little bit longer. Now, which looks more sexy. Longer legs are always good for female. Remove the temporary head that I created from this session. This way I got an idea of how the body is made up of and the height and everything of the boy is playing online. You can also do that one. And now I can use inflate to integrate a lot of ties, make it more natural. Moved them everything a little bit in places, making shape of the head more like a head. Once everything you have in a single mesh, you can start smoothing it. So you will get an idea of where you want it to be. Putting the body posture, which I want the head is looking up for. I will be fixing that liter by inflating some parts where I want them. And they are very thin using played brush. And that way you can get the proper shape of that object. We'll be fixing everything, will keep on fixing it once we get the desired form or we get what is desire by looking also at the references, collect as much as you can. So yes, as I said in the last video, she's a sheet, so a sheep. Remember that and detail according to that, killing the knee but the the leg part as well, everything touching it up. I wouldn't be creating feet. She will be veering shoes. Flight as green shoots for her in the later part of the course. So right now I'm just detailing the calf area, trying to make it a little bit curvy since she is a female body. Goes are important. But block everything. Daily News. Using dam standard to cart and the details. Big forms work on lower subdivision or low-resolution DynaMesh. And the beginning, it will be easier to manage and smooth everything. It looks pixelated, but that's fine. We will any vehicle into detail in later. Not sculpt on higher subdivision. That's a bigger device. You will learn. You will see how it is to handle on now because I'm making the neck Alicia much longer. It might look weird right now, but we will ship them better. So trying to get her to a more relaxed for sure. Mainly using Move brush to move everything to parts of the forearms and the back as well. Once I have the base body, I will start detailing everything. So I'll start with a little bit more details on the next one and I'll see you there. 4. Sculpting the body: Hey, welcome back to another lesson, discourse. This one made it, try to shape it more like an actual human body. Mostly working on the body. And after that, I started working on pet. That I'll just use mostly the claimant who brush to build up the forms. And whenever I feel like there is some work necessary to move the surface. So **** standard enclave in these two brushes are gonna be my bitstream or this video. You will see me using them more. In this case going the black box. I see some bigger a little while making it stylized. So it can be a little bit more pronounced as well. So don't be shy to make it a little bit more stylized and more pronounced than working with a global leader to refund the forms a little bit if you want, you can also add this point of time, increase the resolution of your DynaMesh so that you can have a little bit better and better the resolution to work with. And it needs to best-case. If you get the basic blocking, fine, then you can increase it. Muslim Melians, which I don't want to move. Then I just isolate parts of the arms where I wanted to focus more. You can also call liberal them and then use control shift and click on it, it will isolate it. That's what I did. I just created a polar group of the arm so that I can sculpt them to be in a focused manner. You can also isolate certain part of the body. Hello. But make sure you, you go away from the isolation mode and work in a big picture so that you get a better idea of how the rest of the body, you'll see that I'm shifting from one part of the body to another part very quickly because I want to maintain the similar kind of details all alone. I don't want to detail the arm fully and then go to the legs and detail that. I'll just keep the details similar in all parts of the body. So I just moved here and there. And that also keeps me busy and interesting, possibly. Using your impression to certain parts of the body and using clay buildup to the back, the shoulder blades, everything. There's no Vandals. The chest, the lungs area, the ribs. You can use Clayton did for them and then you can smooth that area, which you would see that it's protruding too much or it's looking sharp, you can smoke them. Building the shoulder muscles and the form of shoulder, little bit wider. But gallery so that into nodes that just by looking at simple stick figure or the body that you can see that she is a female. Try to maintain that to that fizzy cold, that concept of creating a female to male. They both have a very distinctive body type. So yes, by first glance, it should feel what gender she is or he is. It should be clear. So focus on that detail in some parts of the body were **** standard and clay buildup as well. Again, following the reference a little bit more. Once you increase the DynaMesh resolution, you can again use smooth brush to smooth some part of the body to make it more natural. Because what DynaMesh does, it just returns the shape and the details. Hey, it makes it block here. So you can smooth Dr. Diana machine at any stage with a back reference open. I can go in the detail of back. Read, starting with the muscles and smoothing them are a little bit, even though it's not gonna be visible. I just wanted to cover basic anatomy of any stylized character. Even if it's Tyler's, you cannot keep everything smooth. It's better to have a good practice of Anatole when you can divert an idea. And I. I wanted to do it or show it. I just did using the same base mesh. And we'll build the character upon the space and the shelves but making the abdomen area? Yes. Tried to focus on the areas of bag because it's not proper round or two spheres joined together. They have a certain shape, they have a certain angle. Those you have to focus on doors, plane changes, not just for face, for the whole body. Those plane changes are the key to your sculpt and they can break or make your body. So yeah, Like an angle that you can see on the back, even if it's any shape body here, tap to the back is another sheep and the whole torso. It's made up of several shapes. You have to identify the two shapes, the balloons of chest, like lungs, and the back, but it moves like buttocks. So yeah, all those shapes mapped to identify by yourself, Scott, pure Bay alone. But at this point, there's all all is left is detailing everything one by one on increasing the resolution gradually and detailing it. But they turned the elbow or the forearms, whatever. Try to do details using clay buildup and then smoothing a little bit. If it looks too thin, you can use smooth brush and make it wider. Like in this case, the forearms looks very thin and place them in place. It was a little short as well. Now, we're getting closer to the body that we wanted. Now it is again, we got to the point that we can add more details on the body like muscles and some forms of, you know, some forms of loans that every phone died, he got the bone protruding out. We can build that in our character. So here I am separating the head because I wanted to have, so I wanted the head to have a little bit more resolution than the body. If they both will be most anyone, we don't have enough resolution to work on. Rotating the head in place, making the head look forward instead of looking at Upward. Also damaging the body as well so that it keeps automatically. And we have two objects right now, which will work separately. That way, we can have a lot of subdivisions and details. 5. Sculpting the head: Hello and welcome back to another video of this course. In this one, we'll take a look at how you can sculpt a face, a coupon. For that. What we'll do, we'll just carving the details you in clay buildup, cardholder details using keyword at the scene and some part of the face using dam standard. It's corrupting the full URL, putting them in proportion, and smoothing them a little bit. So you can also move the nose out, punched in the eye sockets using clay buildup as well. Using move to shape up the head will run. Shaping up the jaw line, shaping the part of the neck which connects to the body. And now I'm asking, my ear can come out from and moving that from gizmo, rough shape. You can also, again up in any other sphere shape it like it's like an ear and merge it using DynaMesh. But in my case, I just monastery out and it outwards. I missed it so that I can have equal distribution meshes on at all. And then moving everything using more brushes a lot here than there. To make this tomato gear looks smaller and in line with the eye sockets. That's where the placement are usually. And if you want to meet with you here, you can just pull it out a little. Now. I am just trying to build the eye sockets coming in and then those as well. I'm only using clay buildup and move at this point of time. You don't have to go any fancy, go into root of any fancy brushes, can use these primary brushes and appending any sphere to have a sense of eyes. And I'll be converting in isolated. I can mirror it so that I have an idea of how the mesh around the eyeball. I can sculpt my way from there using that ball as pulling the mesh on top and bottom as well, using the face that I wanted to take it a little bit more, matching the background. I think the dimension. You can load the image using your best things. You can make it appear. Again. Pressing Shift Z, you can make it disappear. So yeah, you can use your reference as well. This reference is just two for the placement of my nose and mouth and some part of the eyes as well. Once I got the hint of where my placement or I can start building the forms and more glucose to make small cube. So for that, I have to work mostly on the eyes. Eyes. You can also focus more on ice because ice can have sold and they represent the beauty of characters. So we're focused on how we organize more. I am just did here as well. A little bit. Come back and front part. Right now. It's looking a little bit longer to be fixing them soon. Like right now, I just took a small brush and made them more Ian Lake and made them a little bit smaller. Shifting our focus from other parts of the face, which is very important. You want your face to look equally detail as well. Using dam standard to carve in the detail for the year. Again, using clever enough for eyes as well. So if I wanted to do size, I was just figuring out the size around or are shifted my focus towards lips as well, a little bit more curvy, Catholic lips. The best way to go first, I'll ask character also from site should look like a female character, which right now it is not the case for me, which I will be fixed. So once doing a lot of adjustment, movement here and there, then the machine again and again. Holding everything in place. Shaping the nose, making it more stylized. Not, not very weird-looking knows, but we can also have a bolt at the tip of the nose. It looks cuter. I might do it later. But what it is or better yet? The nose. So finally I went with the eyes, which looks something like this. But again, I will be shaping them a lot more. For eyeballs, what you can do, you can have Blake between two eyeball. There should be a one eyeball that should fit together. So a combination of three eyeballs make two eyeballs. Oh, yeah, that's pretty much it for this one will be detailing it. Look further in the next lesson. And I'll see you there. 6. Detailing the Eyes: Hello, Let's start with creating eyeballs. And for that I just masked out in a circular manner and scattered them using clever little bit and smooth them out for an hour a day just for eyes. I really do. I plastic is one of the best material can use, which is preexisting. So we don't have to go here and there is that. So to use that you just set it on m and you can just fill object. You can also Polly painting using standard. Just make sure you have Ziad off and only RGB on. So for eyes, I easily paint black, that first layer of black. And then I go ahead with domain color of the eyes, leaving black borders aside. So there we have a decent black border and a black eye responds in the center. So that's how I bring the eyes usually. And then in the end, I can just paint the eye shadows. Which makes it a little bit more believable. What I'm doing right now is I'm just adjusting the shape of the mesh around eyeball. It should be circular and wraps properly. It should obesity. The eyeball is fully spherical, so don't mess sure. Graph properly. You have to make sure I'm masking the idea which I want and not to be transformed or deform and work on it. We'll make sure you also use mask. Do not hesitate to mask out the areas which you don't want to get affected and then work on specific reasons. So now I this I wrote that is missing the bulge that comes out to be making that as well. Using dam standard two-carbon. Some of the details for the eyes, because the eyelid folds up and the muscle goes inside the deck for now, I'm just adjusting everything according to the shape of scholar, also detailing the area around the eyes, eyelashes and eyebrows. Welcome. Trying to keep her in a neutral pose or neutral expression because the posts that I'm going with it, she is dancing in a very natural, very serious, but not at all to my link. So it's a neutral, neutral expression with eyes half-closed. That's what I'm trying to do here. I'm just masking out the areas which are warned not to get affected, but with my mood or any other brush. For eyes or mouth, It's very important. I'm currently detailing the little girl here. I don't want the air to look very realistic. So I am detailing it a bit of scale there and keep shifting my focus on ear, eyes, mouth for lips will go into detail in the next one. I'm just detailing most of the part of ice and I'm just trying to establish what is the base shape of my eyes will be. We have our muscle tissue forming about eyes envelope the eyebrows, which should be there. It is very important and mix. Your character looks more cute and it gives a natural feel to the character. Even if you are creating stylized, you should have that much in tissue. At the bottom of your eyebrows. Here. I'm just shaping up here so that will be better using moved brush, mostly. No masking or the area where I want my eyebrows to come from. So I have a plugin called extract plus. I'll use that. You can use the normal extract with chicken tenders or two. So this one, I bought it on our station. You can search for it and use it, but I wouldn't recommend it because it just does extract. It just does a 3D mesh on top. So you can just know, you can just use the usual extract from subgroups and you will get the same mesh. All I have to do, I'll have to give depth later on and extract. You would have to give the depth comes whenever you extracted, shaping it a little bit better for the eyeballs and still single plane. So I will be giving depth using loops or panel under Geometry, come under loops. And here we have the ban a loop experimented a little bit if you want. If you have any plain surface which doesn't have the other side, you can use a loop to give that some depth. So I can go crazy with this more flushing. Shape it a bit better. It's hard to scarp in single phase. One-sided mesh. Again, sculpting the detail, making the surface around the eyes a little bit more rounded. Using clay buildup, mostly to scope and move brush. Along with that. Round and smooth. That's the way. Also a line using dam standard that will go on top as well as at the bottom. Maybe a little curvy. Here is that line that I was talking about. And at the end of the eyes you see that the curve is coming. It's just to denote that there is some eyelashes which will come on top, but even I am keeping it in the mesh looks good. A little bit of indent on the bottom as well to denote that. Yeah, It's the eyes dark. The muscle that comes on top of the eyes that happens in the real world as I can just mute it more. Looks a little bit too dominant, which I'll do that later. For now. I just moved the eyes and shape in place and I'm pretty much done for this one, detailing the eyes. I'm trying to figure out the shape, how I my eyes expression is going to be in the end. So yeah, I'll figure it out and detail the lips and other particle, the face in the next one. And I'll see you there. 7. Creating Lips: Hello, Welcome back to another class. So in this one, let's start by detailing the nose a little bit. For that, I just use the paintbrush and pinch the pins along x-axis to give it a more stylized look. Moving the nose nostrils around. And I just have to put in the liver. Also detailing the nose bridge. And don't have to be very deep. It's fine. Just it should give an indent that that is your intention to be using dam standard to give little details on the bridge of the nose and the edge as well. Touching up the nose a little bit, then making it look natural. And there's a, there's a good balance between natural and style. That's, that's what I wanted to achieve here. Now, the lips are looking really bad. Address that masking the area which I want to adjust. I had to move the lips a little bit up, adjusting, moving small parts and undo it. I don't feel like it's going good. So yeah. There we go. Doing and building up on top because I did not have enough space between nose and lips. School yeah. I'm doing is filling the upper lip. First, pulling that out a little bit, making it feel like natural. And using clever depth and smooth. Going slow on this one. I can't go rough because we already established that love shape on top. Now it's time to detail the lips. And it's a bit of trial and error. If you are not going to form what shape you're going that I had a couple of references open. Oh, but it's not clear cut. So I was applying my taste as well on the lips. So here we have some results. But I still have to make a balance between the freaking original lips for that. And I have still make sure that ellipse looks cute. Nobody telling. No extra painting here and there. I just have to shape it a little bit more. And still the upper lip looks that in this case, I'm just building the tissue around that. That looks cool. Rebuffed cheek, cheeky effect. What it gives. Kind of getting there. It's slow, but there's looking decent. For now. I keep touching the areas around the eyes as well. Whenever I feel like that's it for this one. And I'll see you in the next one. 8. Adding EyeLashes: Welcome back to another lesson. In this one, who mainly creating the eyelashes and adjusting the neck a little bit to get the proper pollution. So to do that, let's just mask out the area we want our eyelashes to be. Like so. And you can use extract mask properly. The ship should be put. In this case, I'll be using the Extract as well. So extract the values according to your Meet. Not too high. Churn protrude out. Next up, Shepard up. And you can also DynaMesh it. What I didn't do that I won't do that. Hurts fine as it is. And I can just make it black. Pop a feel for the eyelashes. I just see remastered for proper flew off all the polygons and proper distribution. So after a little bit of polish, just go ahead and make it black. And I can duplicate that, or I can just extract another one for the bottom eyelash, which I'll do right now. The duplicate. Duplicate. A friend like, it could be a lot of work, so better to just mask out and extract again. I can see the mesh and append them to both of these approaches in one, to have a proper management of. So cool, you can have unlimited amount, but the management will be very hard for that. So have a proper practice of margin goes up to speeds. Don't have much much details on much subdivisions in but just Marsden, similar box like these eyelashes against even mention this part. So again, we can have a proper edge flow around it and we can make it black as well. Like so. By adding eyelashes, you will notice that the face is already looking wavy pattern and it had so much definition to it. Now, it's all about adding more details all around. So I'll just adjusting a little bit of neck, putting the neck line and the next looked way too long on this one. So Moscow and push the body side a little bit. In future. In future I'll be monitoring the body as well as the head. One store that we have a seamless character base body, which we can work on that simulate working on the shoulder, pushing them here and there. And we have almost almost ready. So after this, I'll just test out the hair hold the hair style. You're gonna be in Photoshop. It's artists that I do sometimes to get an idea how the character will look after she will get the hair. I'll see you in the next one. Is going to be fun. 9. Sketching the hairstyle: Hello again and welcome back to another lesson. We are here in Photoshop with the screen capture and the reference of how the hairstyle gonna be. So we'll just take a look at how we can give some character by adding hair style and some hair to the ball that which, which will completely transformed the way our character looks. And that's to get an idea of the scene. We have come here in Photoshop. This step is not mandatory. If you want, you can just experiment. I sometimes have to get some idea of how the certain hairstyle will look like all the character for that before adding them in 3D and doing a lot of work. Experimenting in theory is kind of hard work and it can consume some time of u. So it's better. You can just come take a screenshot on a software where you are going on, in my case, ZBrush. So I took the screenshot and gaming Photoshop. I can just add few strokes and get an idea of how does hairstyle will look on her. Even in 2D, it's not certain that it's going to look like that, but you will get an idea, basic idea of how uncertain workflow can be. And it's called pre, pre production. You can continue to consider it as a pre production. It's not actual production, but to get an idea of how your character will have here, you can do this step. Sonata thinking process. It's lot of light, so back-and-forth process. But again, this is important for me because it gives me a clear picture of the head, the proportion of hair, and everything else. I quickly remove that hair strand. I wanted some negative space to have the head to be then. Yeah, it's just to get a basic understanding of how it's going to be. So after that, we always get into the e-tailing part, into the exciting stuff of creating this character in three as well. I hope you're learning something, kill this now. And I will see you in the next one. Cheers. 10. Addig Fingers to the Body: Welcome back again. So in this one, let's have a look at how we can add bomb. And something goes to her. Carving in the details using clay will have remembering the shape of a pump. It's not straight, it's a little curvy. If you look at the bottom, you'll see the transaction cross sectional area is cross-sectional area is a little curvy. It's a C-shaped, not great. Appending a sphere so that I can make it along it and use it to create my thumb as well as other parts of the fingers. So that's true that roughly shaping them like a thumb, removing all the subdivisions from that policy sphere because I added twice here. And DynaMesh it so that we get little low resolution. Putting that in place, using inflate to make the area of certain parts a little bit inflated. And then I can just duplicate the same thing and use it as a, as the front part of that comp. And I'm using DynaMesh constantly. Don't want to merge the box and distributing the body bonds in equal manner. Shipping it like a head or excuse me, shipping like a tongue. How it should be working on the hands more. And once I get the final or as a basic idea of how the TMS can be. I can just move on to other part of the fingers turning the handle to get inside because that gives more character to my character. It's more aesthetically pleasing. Now, duplicated the same time using control and dragging on any axis using gizmo. And that way I can have a thing moving it, making it longer, smoothing it DynaMesh and with it being repeating the same process again, I wrote a little pointy fingers, which I will adjust in a bit. So it's a three step process. So the fingers divided into three parts. You just have to break them and pulls it in a way so that you have an idea of where is the front. The second and then the last one, which will attach to the lockup. Again masking out the area which I don't want duplicate and using control and dragging it on the other side to duplicate the finger. Using inflate per car option, which you can find under deformation. Understand the tools section. Under deformation can find inflate which you can use to integrate everything which is in the subgroup. Or you can just mask it out, use all the functions and the deformation. Paul duplicating the fingers one-by-one. Once we have the finger, I will, in the next video, I will imagine everything including the head as well as these fingers and creating the one body, one uni, body structure for this character. Whenever in doubt, for hands, look at your hand and treaties at it as a reference. And you can go to go from there, that the middle finger should be a little bit longer. The front four fingers are shorter and the pinky is the shortest. Make sure you keep your fingers a little bit apart. Oh, you should have a little bit of space between them. Otherwise, if you DynaMesh along with the character, they may emerge. So that's one coin to look out for. I'm just merging the body down and I just merged the body with the finger, the animistic so that we can have one single object. Now, I can go ahead and detail the fingers a little bit. So using in fleet to give whatever part the finger is to Tim, I can give them some volume using enclave brush and using clay buildup to detail the hand, the fingers spot by media. As I said, move brush is very useful, very crucial part of sculpting. And you cannot run away with more pressure. They'll get to get in a habit of using it a lot. It's going to be your best friend. So in the next one less moister, head to the body. And we'll go to there. So I hope you are learning something and I'll see you in the lecture. 11. ZRemeshing the body using guides: Welcome back to another lesson. In this one, let's merge the body to the head and try to have a good remastered body. But we can put more details and properly. For that. I'll just duplicate everything because I'll have to project the details later. Duplicate whatever you want to get merged. And then I have just like this head is there. What I'll do, I'll just 3D mesh for now. I merge it and animate it for the animation to merge on the neck to the head. Now it's most I can use smooth smooth the surface since they are two measures now. And as you can see, it has lost some of the details. So I undo them and Mozi it on a little higher resolution. Once I'm done with that, I can again go with the more brush and smooth out the smooth out some of the surface or the section where it's connecting. Trying to look for errors by rotating the model here. There. Whenever I see food, I can just adjust the model according to my. Once that's done, let's go ahead and let's see how it gives the result. When we do measure of that, what I did when I changed the model, I duplicated it once again. I said resolution of polygon of what I want my 3D mesh. Toby, speed up this process and see how the living God now, this 3D mesh model, which gives you observe closely. You will see that there is no definition on eyes or lips. They just go on because they are just flat and weird looking. So we'll need some loops to get them working. Well that we can use mesh, guide, brush, and we can draw the loops that we wanted to retake, like our eyes. Two lobes are nice. One going from four nodes and 11 denoting the ear and one for lips, maybe two polyps. Like so. This way we can retain some of the bladder. And we can have a better score than we can here as eating mesh, again, you can double-check and put wherever you want. You can put it for me. That's good. It can just be my shipped. Now it's the ZD meshed. And as you can see, the difference from earlier, it's way much better. We have some details on the lips reading. All we have gloomy can just project whatever we have on top of what we had earlier. This one, what we had, the z diminished. After merging the neck. We duplicated it Z, Z remeasure, and now we can just project it, go to Project and increase the distance if you want. Otherwise just project. And it works just fine. Now the model have been projected, you can just go ahead and delete the model, which we got the detail form. Because this is the new model that we can again, it's more the part of this neck. Yeah, that's it. That's it for this one. I will see you in the next. 12. Deatiling the forearm: Let's start by detailing the head and part of the arms as well that just use mostly dam standard brush. I keep looking at my reference. And my hand it as a reference will be detailing the bomb as well. Just a little bit because she had already complex poles, which we'll do in the third box. So in this part, we have just are, in this course, we have just created a bee's body for the character. In the second part of this course, we'll do aggressing Victorian style dress for the character. And in the third part, we'll pose the character Andy, deal out some of the parts of the character like shoes and everything else. So I'll just move them in place since we don't have to DynaMesh it anymore. We can please fingers as close as you want. And also we can do posing if you want. But I'm putting it later. Now. I can just go crazy. Making could put more details on the fingers back an engraved and defeat them, move them around. Also, I can put subdivisions on the model, which we already put. If you are following along, we have already mentioned, we have added few subdivision and we have deep rejected then the projected older teens from the mesh to this new one, which have a proper topology, make sure your fingers are not of equal length. The first finger, which is a little bit medium-sized, the middle finger is the most prominent and more angular and taller, all-to-all. And the ring finger, a little bit shorter than the forefinger. And the pinky is the shortest. And thinnest. Also. Make some adjustments like giving proper angle to the finger because they can be viewed like they should do need a proper edge. Guts from there, each finger is bending. So focus on that details there as well. What I'm trying to do here is I'm trying to set a proper proportion for the bomb. For me, it felt like it was a little bit too long. So I adjusted it using scale and now I can add a little bit more detail on the farm using clever and **** Standard. I can use downstairs to Godwin rebuilds, which is the fingered carts that comes up in each finger two times. And for thumb piano as well. Adjusting the terms a little bit. Well that you can also mask it out and move along. Masking and moving is the best way to adjust quickly your shapes and your parts of your model. In this case, we are really going to detailing over the thumps, moving them around, making sure that the proportions are right. Keep in mind that your proportions are fine. Look at the reference. Look at your thumb or your your bump. Not just the hand, you should zoom out of your model. Do not focus too much on the minute details. You can zoom out firstName the proportion, then go into the details. That's the proper formula of creating a 3D character, namely VC proportional language. And then go into the secondary details and then go shoot details. You want any. In this case, we are creating a stylized character. So there won't be any minute details. As I said, the palm and the hands Parker, they are not straight. They look fake. So make sure you give some naturality. The tibia and fibula. All those all those bones. You should keep in mind how the hand push your forearms, tuition, and then shapes into keep in mind and post them in the initial stage as well. So what I'm trying to do is I have a smooth mask, which lets me scaled or object properly. In this case, we are scaling, bomb very aggressively. So to avoid any kind of distortion, I can smooth out my mask by using Control clicking on the object. Now I felt like it. Let's oppose the hands a little bit in a relaxed position. So I am just posing it using masking and rotating it, moving it. That's all you have to do. You have to work on each finger one-by-one. So have some patience and work your way through. You're almost done with our base body. I hope you learned something. Oh, domain thing to focus on is to focus on your proportions, your base. More than, rather than detailing. This course was about that only when the next one we will be creating the address for it. There's two, again, less than left. So I'll see you in the next one. 13. Scaling the body: Hello and welcome back to another video. So since we started this model with the sphere, I'm sure the scaling is completely wrong. So let's append our open this tool, which is Julia. She's already there in ZBrush, which it seems like he's off good height. I think she is 55 or 6 ft, around 6 ft, but she is of proper height. Why do we need to scale our model according to her? Because if you compare, it's like this and we cannot simulate our clothing according to real world. In this case, the particle distance will be off and it wouldn't be according to the centimeter, all the motivator case. So what do we have to do? We have to scale our complete model according to the one which we showed this one. So what I did is what I'll do, I'll just use the transpose depots to sub t, the usual posing method. And we can just scale it up. And then again, depots to somebody using transpose master. If you can't find it, you can just go into Z plugin. There's your transpose master and you can use that. So as you can see, the model is very, very low in height. We have to do is come to our model, append that to for our reference. Since we have more parts. You can use the same picture. We want to scale this model according to that. So I am deleting everything, not everything, whatever is useless from a model. And I'm just keeping only the body and everything related to the body like eyelashes, eyebrows, and eyes. Make sure you have a separate file saved as you can hit on people's. When you hit on T-pose, it will append as a new sub tool, and it'll append everything in one sub tool. Now, you can center your Gizmo and scale your model. Then append Julia as well for proper reference. In the same sub tool, but before hitting some depots to sub t, before hitting the final scale button or T-pose button, you have to delete the Julia model. Since she is a little under 18 or somewhere around that. She had a little low hype. So I am keeping there and then hitting the T-pose sub T button, which will scale all of my sub tools according to what is desired. That's all in this course. And I'll see you in the next one where we will get into marvelous designer can create a good press.