Transcripts
1. Introduction to Part 03: Hello, my name is
Akash thing and I'm a senior character
artist at Ubisoft. This is the third part of the series that I have created the dancing
girl character. And in this one, we'll take a look at how we can
pose the character, will style the character
of a different meshes. We'll create
hairstyles, will detail all the hair and other
parts of the body as well. We'll add more elements
to the character, such as shoes and other
props like belts. Also finally, will be
posing the character. And we'll do Polly painting
to the character so that we can make it
more presentable. So without further ado. Let's get into the first
lesson of this course.
2. Preparing the Dress: Hello and welcome
to this course. This is the third part
of the course where we are creating the
time dancing girl. And if you haven't watched
the other two parts, I suggest you do that first, because we have created the base body and
then the second part, we have created a dressing
model of designer. So what we did, we just imported this dress in a
quadrangle late manner, and we have just
imported this grass now. In this video, let's talk
about how you can make this dress ready to sculpt or
ready to have a 3D object. For that, we might need to
put it on a polygraph first. For that we can use
auto group as UVs. Using UVs, it will auto
group it automatically. And why is that useful? Because you can have a certain groups which
you want to isolate. Welcome. Also, it tells you divide or automatically create
seams when we panel loop it, I'll explain that to you later. So for objects such
as this, you can, if they are not visible, you can use flip in the
display properties or double. Yeah, let's make this
a little bit better. Just move things around here and there if
you feel like it. Or if we can just go ahead
and give it some depth. The depth part later on. Let's make sure that the dress is I'll just this dress is
not going to be final one. I'll bring in the
final one after we sculpt this this body. Okay, so let's start
by moving things around and tried to have a proper silhouette
for the dress. And for that, you can
use smooth brush, which I'm doing right now. Make sure this is just a pre process of
preparing the dress. You can add more of the details, more of the folds, which will add in a bit. Now, your focus should be to avoid any kind
of intersection with the body if it's
happening or any kind of, you know, other things. If you see any kind
of artifacts or any kind of distractions which you don't
want in your dress. You can do this. And the first stage before splitting the dress
in two parts. So once you have created all the groups
using auto group with UVs, all you can do is do all
these little nets and bits of fixes that is
required for the dress. Also, you can, since we have
the groups, what we can do, we can just Control W
while if it's visible, to make it group visible. That is what I'm doing. I'm dividing it into groups
so that I can easily switch between the details or the
parts of the dress if needed. You have to do is make sure whatever you whatever the part you want to have one group
makes sure they are. They are visible
and hit Control W. But you can go into
polytope and hit Group. Once you have
everything grouped up, now you can start adding a
little bit of those details like smoothing or even adding
few forms which are Lu, I have this closed
scouting brush, which you also can use by, just by using standard
brush with a smaller alpha, such as this, which
is right there. You see the alpha
channel LFO section. So it's just data the **** with a little bit
of gravity on it. So if you want, I can just teach you to
make that brush as well. Oh, it's just you get
del just minor details. You don't have to worry or use any specific brushes with some
gravity or any big Alpha, use standard brush
and you'll be fine. Yeah, Try to, try to
imagine the silhouette that you want your model to have and try to stick with that. Also giving depth
using panel loops. Make the edges three
and don't use any bevel or elevation should be minus hundred and hit
the edge loop X0. Make sure your distance
is what you want. You can undo and test it few times if you think that
it's not happening. So at this point, I have grouped, splitted
it in several parts. So if you observe my sub tool, you will see that there
are multiple objects now. So these are the primary
preparations that you have to do once you bring in any model
from marvelous designer. So once you have
those groups fine. You will see that after you give panel loop
and you sub-divide, it, will see that it will automatically create
the themes for you. That's the proper workflow
from Omelas to ZBrush. Further video. In the next video,
let's see how we can create some hairstyle
for the character.
3. Creating Base Hair: Hello and welcome back
to another video. In this one, let's create the base here for our character. So for that, let's mask out the area where you
want your hair to be. So in this case, we're not
going to use fiber mesh. We are going to create an stylized here which
is made up of an actual mesh clay
that you can say yes, for that just mosque or you
can use symmetry if you want. Even if it is totally subjective
and depends on your hairstyle that
you are going with. For me, It's fine. I can change it anytime, so I am using symmetry for now. So after extracting,
I can go ahead and do the 3D mesh or it's gotten asymmetric
manner for extracting, I'm using a plugin
called extract rho plus I have bought
it on art station. You can also use the extract
which is under sub tool. It just seemed it does an
extra step of remeshing it. What I'm doing right? Also, it doesn't give
you the depth and other mesh so that it doesn't matter. We will create our depth, I will close holds and
it'll be one mesh. But my point is you can use the same one which we
already have in sub tool. You can use the extract and
Z remeasure it for soar. Once you have the scalp, he'll kind of thing ready, something which
covers the scalp. All you have to do is
fix it a little bit. If you want, you
can just go ahead and go to the panel
loops and set your edge loops to three and
z dimension if you want, if you want your hair to have equal amount
of edges that I said, you can use extract under
subgroup, that'll be easier. You don't have to
buy any plug-in. But once you have those ready, go to panel loops, set your edge loop
23 and distance according to your thing and you didn't give
the debt otherwise. Other option is you can go to Modify Topology and
close hold for now, I'll just say z dimension
so that I can have a better subdivided polygon or equal distribution
of my shoulder edge. Once that part is ready, I'll go ahead with my sculpting using claiming that for now. Also filling the color. Using Fill object,
you can find under colors and put whatever
color you want. I kept it a dark
value of the color, dark gray and sculpting
it a little bit. Also, using clay buildup mainly to add some volume to the hair and **** standard for the middle hairline
that we can use. Also, if you see the heads
calculus is when you can move the brush or you can
move the head around. Now have decided that they're, the hairline will
be on the site. So I turned off my
symmetry using x and carved into detail
using dam standard. Now using move to pull out the hair so that we have
some volume on head. And here, which is not sticking
to the skull or the head, looks way better because
it had some volume and it looks more
beautiful. Yes. You can move your hair, mesh outward and add some volume lab using limbered
up to build the forms. There is a certain hairstyle to the character with the braids. I'm just defining an area
where the bridge will go. It goes from left to
right all the way down. So yeah, let's detail, but here further
add more strands to the hair in the next
video, I'll see you there.
4. Creating Hair Strands: Hello and welcome
to another video. In this one, uh, let's
create here stat. So the brush that
I'm using right now, I'll attach that in a zip
file and send it to you. It's a free brush that you
can download from bad game. So it's a hair brush
and it's just, you just have to have a surface which doesn't have any
subdivision level. You can also add a sphere if your scalp yet have
any subdivision. So all you have to do is just
drag this as easy as that. Also, if you want to
create it from scratch, you can use any sphere
or mask out the area, such as this one, anything, and extract it and make
it similar to this one. It's an easiest to matter
that you can use to just have a brush such as this one
and go along with that. So yes, Right now,
as as you can see, it's sticking to the it's
sticking to the head. Attached two types of brushes. One will stick to the mesh
that you are painting on. One which doesn't
which we will use now. Yes. After this one. So some of the hair if we want, we can have the flyaway
hairs secondary years where it doesn't need to be
always stick to the surface. Then in that case, you
can use that brush. So now in this case, all you have to do is
create single stroke off that brush or hair strand and adjusted using more
pressure calling tune it. So yes, that is a
proper workflow for creating stylized hairstyle
for why your character. Let's speed up the
process a little bit. So now I'm using
that same brush, but I'm just pulling
it away from the surface so that it gives
me the floating hair look. There we go. Place
it in place using your gizmo or you can also
use your brush if you prefer, and move it according to
the shape that we want. Now you can also auto
groups so that you can mask using Control and click on each hair strand
while pressing W. Auto group can divide you here into multiple groups so that you can Moscow each strand and it's called
separately, give details. So what I'm doing here, I'm giving more
volume to the hair. Also a coloring the
strand in the same color, dark gray in case
it can be black, but black will not show you
details which I'll suggest. You also keep it
dark grayish tone. Otherwise you won't
be able to see any details if you
go with black. Again using move topology so that I can move
strands separately. So that is one of the best way. If you have closer objects, one object close to other, you can use Move Topological
brush to move single-part, which is touching the brush. In this case, it's trapped. So yes, it will move that strand which
you are working on. It will not move at this time. Instead of mood, brush, my brush works on radius. This Move, Topological works, works on the object. Moving things around,
duplicating the hair mesh using control clicking and
then dragging it along. So while holding control, if you drag using value, gizmo is active, you can duplicate it within
a single supplier. Make sure you have
Auto Groups so that it's easier to select. Now moving and using clay buildup to build
volume to the hair, creating good hairstyle
which suits the character, is coming on the forehead
and one part gets splitted into some
30, 70 hairstyle. So yeah, that's what
the aim is here. And on top of that, we can build some details. And the more strain you have, the bus brushstrokes and
the more detail it'll look. Let's make the bricks and next
video, I'll see you there.
5. Detailing the Hair: Hello and welcome back
to another video. This is gonna be a quick one. We will be using the
brush to make a braid. Breeds. And yeah, a little
rotating the brush to you. Does it will be attached
with this course. So, yeah, let's load
that brush real quick. Once we have the brush, It's the same with
all IMM brush. You will surface should
not have the subdivision, otherwise it won't work. You can also append any fear and use that as a base to
sculpt this braided hair. Brush. That means you will get a curve
which you can manipulate. It's similar to what we have
been doing with the strands. All you have to do is figure out a way to keep it at its place. That means whatever
you want to create, figure out a way
that it meets that this region that you have and the end and the
beginning of the brush, you can just simply hide
it inside the hair. Here, as you can see, I'm
struggling with the sheep, the actual shape I want. And I am just trying to avoid the twist that is happening
that is making this. My braided hair looks weird,
which I don't want it. I want it to be
in straight line. No, I kinda getting it. So I'll just in the end, it just breaks it. But I will keep something if I find it all the way consistent
from right to left. So yeah, make sure you have all. Also, if you want to
make this easier, you can use sphere and draw it on top of
that or a cylinder. That's the easiest
way to do that. And you can see if
some of this trouble. So yeah, once you get
the final shapes in, if you are happy with the
braids that is coming along, all you have to do
is move it in place, make sure the ends
and the beginning of the braid is hidden
inside the hair. It'll just look weird. And that is what I
am doing right now. I'm just moving it a little bit. I'm just trying to
averaging it out, making sure that all
the braids is equal so that I am moving it from
all the places from Yeah, so that it all looks equal. Also increasing the
inflict a little bit so that I have less gaps
between the platelets breeds. And yet again, moving
a little bit and trying to make it more natural. Yes, it doesn't have to be very complex or
something like that. Also, you can add more
details on your base. And by doing that, your hair
will look more integrated. Whatever parts you will add. Strand or these breeds, it look integrated if
your base is fine. I am just trying to
innovate a little bit, trying to create
a different kind of hairstyle for the character. So I'll also attach the
reference that I'm following. But I don't have any
back view reference. So this is where
your creativity, you have, oh, stand out
from the reference. You don't have to use
100% of that reference. If, if it, if you like
it, you can use it. But I would say whatever
you are creating, put your input as well. If it's something
that you can't see in the reference or
it can be anything. You can easily see that, yeah, I did something for the peace. Do that. That's also practice
for your creativity. Just refining the shapes again
and again till I feel it's pokey and making sure that I can see the braids
equally from front. Otherwise, it will look
weird like it is right now. So yeah, Making sure that
shape of the brain is more rounded and it's
visible from the front, the whole brain to, to hear the black color
solid on the dark gray one. And using dam standard
enclave build up to basically adding more
details around, all around. Doing the same at the front, using clay buildup
with smooth to smooth out some of the unevenness which
clearly the drinks. And adding the
details which denotes the flow with dictates
the flow of the hair. Clay buildup is a
really good option. Also, one other way you can
go is use **** standard. That is also you can use
by carving the details and dictating the flow first and then
adding more details. So these are two methods
that you can use to create. I'm here, I'm Mish. Yeah, just moving it
around and trying to play with the
strands a little bit, duplicating the
first drag on Friday and making a little bit
of more variations to it. Making it more interesting, also more engaging,
more intricate. So that the more here
strands you have, the more detailed it look. So that's the basic
formula here. Going with also, you can
make it more random. But it should be, it
should be logical. You can have it all haywire. You cannot have it go the
hair in all directions. Make sure even if it's
flowing in the wind, even if it's still
whatever the case may be, some hair can go right. But decide the bunch can
go in only one direction. Some can go left,
some can go right. But it should denote a topological hairstyle
otherwise, look back. So focus on the hair
strands more than the base. Because you'll be, it's gonna be covered with the strengths. It just doesn't make sense. Sorry, I focused on
the hair strike first. Once you have all the strings in or whatever they
do, want to put n, we can go ahead and be dealing other parts of the
model in the next one.
6. Adding Flyaway Hair: Welcome back to another lesson of this course and this one, let's create some flyaway hairs, some tertiary here
that will give more natural look to the model. Even if you are going with
stylized or realistic here. The more detail or some adding some tertiary here
can really make your model look more believable and it'll
appeal came a little bit. So yeah, you can also auto gravure whatever
strand you have. Control, click on
it to select it and drag it to duplicate
it while holding control. And while duplicating. You can add as much as you can. And once you duplicate,
you will see, you will notice that
the duplicated here is only unmasked part so that
you can easily work on it. So that's the fastest way to duplicate a bunch
of extra strands. For your hair. Again, add some more
strengths to the hair. Here, I have just flipped the hair strokes in
horizontal the brush, so that while I drag it out, it gave me the strength,
incorrect manner. So here I am adding some
smallest strands on the back, which has some flyaway hairs, which can go in
random directions. And it looks even cuter. So you can add
them to their sum. You can kind of hear that happens on the back of
the neck or for girls, it happens mainly for long year. There are some mini hair that goes haywire,
that looks cute. Make sure that you
add some among 2345, not more than that. Otherwise, the bunch
will look bad. It might look interesting. Make the slurry here, rather than still all
straightened here. Flowy hair tends to give more, you know, more streamlined
effect to the model. It will give the hair
more natural look. Make sure that here rests on something even if it's sore
shoulder or somewhere, if it's short here, it rests on the gravity. Right now I'm trying to make one strand rest on some
part of the dress so that it looks interesting and it actually breaks the
monotony of the model. It gives a little bit
of twist, nothing else. So yeah, we have
added few things on the right will add few
things on the left as well. Again, I'm going rotating
and the models are on, making sure everything
looks fine. So yeah, you can also, if if the area doesn't
look more complex or if you want to add more strength to the
repeat the same process. Again, duplicating one strand. Once you see the
E is filling up. I'll also add variation. They should not be
flowing in one direction and B in straight line. If you watch it from the side, from front, it might look good, but make sure if you
watch from the side, they have some zigzag pattern
or some variations to them. That is important,
very important. So yes, view your
models from all angles. Now, what we can do is we
can just simply Moscow the areas which we
don't want them to edit and we can edit it. So you get I am just trying to figure out there
was a matter it happened. Some extra parts of
the mesh was coming so you have fixed
them using what? I added. One more strand on
the right side. More interesting, look. If your hair is going to turn, you can use inflate brush to give some volume
to the strand. Otherwise, it'll be
easier to move around. Sorry, it will be harder
to move around at one. Nice to handle it. So once you have hidden all
the layers, what you can do, you can split them so
that you can mirror them. And other axis. So I have splitted them. What we can do, we can
just measure them like so. And then you can watch down. It'll look exactly the same. Now what you can
do is you can fix one site or any site you
have fixed one side, so I'll just fix the left side now. I'm happy with the right. Just to add some variation and remove that
butterfly effect that happens when you sculpt our view the models in
say my critical way, the model, if the
model is created from scratch, n-fold symmetry. We'll see it's looking it
hello, butterfly effect. That is, that all the details on the left is
reflecting on the right. Also, you can use the
mirror effect image. So yes, I'm like dad and add some variations on
left and right side adding black color. That's it.
7. Painting the face: Hello and welcome back
to another lesson. Let's add some olive green to
the model so that the face looks even better and we have some idea how the
model is gonna look like. So for that, let's start with our base color of a
touch of orange and something for skin filled object in RGB mode and start
something purplish. For ellipse. Since she is wearing
Victorian style desk, she is visiting any
place, any fancy place. So I lipstick is important. It doesn't have to have
those natural lip color. Make sure you add
some makeup to it. Nobody denies that. That looks cute. You can add more
variation to left swipe, adding more darker ones on the edges and on the lighter
tones on the center part. Make take a pink, pinkish color and blend of
skin tone and add it on. The areas where you seem. They are thin edges
like those are thin surface like nose
and ears or some part. To add some blush on the cheeks. Take some pink blend of orange or something
like that and try it. Try different colors.
Play with some color. It's best practice to add detail or some
variation on the face. Flat color, face doesn't
look interesting. Add some variation and
experiment with them. Or add some blend
of pink or some purple for eye shadow
or something like that. You can do that. I am
adding a purplish, dark blue tone for my eye shadow here,
which looks appealing. Normal eyes are kind
of marine scene. She is on a heavy dress. The makeup should be one point and it
shouldn't be overdone. It should be subtle, but there should be
some makeup too. Support the character,
support the look, that she is going good. That is the plan here. She's a blend of cheerful, dark character that
we're creating. So that is the basic idea. That's wear dark lipstick. So your colors can really tell about the character
that you're creating. So pick your colors wisely. Adding a bit of a
detail on the eyes. Putting in some
darker values around. Did not want it to
look all brown. So some darker tones they're trying to look
at from a distance, making sure the color
is making sense or not. Otherwise, I can remove it. Now, adding that depth
that I was talking about, taking the darker of the scene and how do you get on the inner side of the
curvatures of the lip? Which looks good. You can start with the
dark color and paint tool and paint over the lighter
color for the lips. If you are creating
the base as well, you can go that route as well. What I have done is also fine. Now, adding a little bit of
those specular highlights, faking it on a distance,
it looks fine. So why not buy lighter color? You can also do that. You don't have to go in a
little bit in a lot of detail. If depending on your shot, if you are creating
something which is not going into the skin, you are not showing
those pores or texture XYZ details don't have to
go into too much detail. Can, if you're creating
a stylized character, make sure it is meeting
that requirement. That's all. It doesn't have to
be hyper-realistic. That's why it says stylized. Zooming in and zooming out
plays a really effective rule. You should also do that. Do not zooming and
paint everything. Otherwise, it,
whenever you zoom out, it might not might
not look good. So make sure you zoom in
and zoom out consistently. To avoid any kind of mistakes, which happens when
you focus too much on one idea or zoom in on
one area at the back. Let's keep detailing
this character in the following videos. I hope you are learning
something or you are enjoying the video that
I've been creating. I'll see you in the next one.
8. Detailing the base hair: Hello and welcome back again. Let's add some more
details to the hair. Let's make it more believable. Right now we have kept just
the base skirt on top. We used clay buildup for that. We just defined a flu how the hairs going to be for
the head I'm talking about. We don't have to
detail the strand. We will have to detail the scalp ear right
here that I'm doing. So to do that, you can use **** Standard. And when you press Alt, a dam standard works
in a positive manner. The detail that it is
supposed to carve in. If you press, the
retail will come out. It'll work in a positive
way, how it's supposed to. So yeah, to the easy, easiest way is to press Alt. Also, if you see on
top of your interface, you say z and z. So that's the same thing
if you switch yes, if you observe I have been switching it in
between the islands, the sub just by using the
finding the same flow, refining it using dam standard, not using any other brush. Just flattening a little
bit using flatten brush, making it look more stylized by removing
all those big Gleaners. That happens sometimes
if you are trying to be a little bit active or you want to make any piece and not very careful with the speed that
you are going with. You can, you may end up with
some wiggly lines somewhere. So you can fix that by using the Move brush or by
using just a flattened. If you want some surface
to be in a flat manner. That makes sure you
decrease the brush size. You have some thin
lines going around, which just helps
with the visuals. Because even shapes or the size of the brush with
equal-size all are everywhere. Doesn't look so boring. So at some variation by
changing the brush radius, ending density as well, if you do that. Make the flu, if you
want to push in, just do not work or use standard or dam standard and pulling out the retailer
will pay pressing the oil. Being the same everywhere.
Nothing special. Claim not to overlap any line. Otherwise, it looked weird, dry. It it might it will look
weird if two lines or two hair strand will cross in
your **** standard canvas, which is this one right now. Because you won't
be able to tell a proper depth for that
and the proper flow. So yeah, make sure
your lines cannot overlap and have a clear goal of what you're going to achieve. For the big blobs right here, I'll do the same as well
as add some details. I had a bigger details. Don't have to go
into much details. Here. Already looks me
how the flow ready, we just need to add some sharpness and
some of the details. Just to show the bun is there
and some stylized bunch, some interesting looking
one which goes around. So yeah, that's pretty
much it for the hair. We will repeat the
process where we see fit to be here we see that
we have missed something, go to the same
genus. We're here. Let's touch the
nose a little bit. If it's looking weird, You don't hesitate to touch
your model wherever you want. You can also smooth your
poly paint using Shift. It'll smooth both if you have
the ad as well as RGB on. If you want some smashed
poly paint, you can do that. Adding some freak
freckles, maybe. You have to decrease
your flow of your spray. Inside the spray. Pattern will find the
flow and decrease that to get the space more between those spray
patterns happening, make sure you select the
sharpened and smaller Alpha naught as much as you can. Because it might not look good. With big, big spheres are
big circles as an alpha. To make sure to use
the small bowel. Again, coming back to the hair and smoothing it
out a little bit, making sure that
hello is proper. Also making sure they've kind of makes sense How the **** is happening and avoiding
those overlaps. That's the main key here. You have to divide the
parts of here and make sure you do not cross those
platform with another line. That is the main focus. And then the next one, let's create some shoes for the characters and
make cool, complete.
9. Creating the Socks: Hello and welcome back
to another lesson. In this lesson, let's see
how we can create socks for, for, for the atlas
happened sphere. It can be anything, we will
be z remeshing it later. So since we don't
have any feet or foot to extract this
from me will append it. Once, append lead shape, as close as it can
be like a fork. Because since we
don't have a phone, will be keeping the socks
and shoes in place. Using DynaMesh to make it more, have more of those subdivision and have some of the details. So later on we measured. But for now, DynaMesh
will place it in place of where it was left. The fourth part, because it was just empty,
so we'll just place it. Any part which needs flattening used proper
brushes if you want. I used to flattening for
that top surface and moving my way using our brush to lay in place according to
shape it more like a sock. Have some references
ready for the foot so that you can visit it. Otherwise, it will be a
little bit hard for you. If you don't know basic
anatomy for that, you don't need to have an expert to be an
expert for this one, but just the basic shape of the foot will work
something like this. Make sure you give proper
weight and all the proportions. Otherwise it will look fake, which we don't want
at this point. Also, we don't want
it to be super realistic because that's
not the goal here. We're just looking for something that works for
stylized character. And 11 thing that people do as mistake
is they keep the foot too long or
they just ignore it. So yes, these things you
have to keep in mind. Don't make it too
long or very short. Making it like a shoe. Know. Just increasing
the little by little, the resolution for DynaMesh
and moving it at all, smoothing it a little bit
and flattening it from the bottom so that we have
a flat surface to work on. The bottom. Up like the
meshing of stretching, just Control and drag on the outside empty area of
your Canvas so that you get a proper distribution
of some division or mesh because we are
using that image right now. Also, if you want to set the stroke got four,
isolate any sub. Select, control shift, click on any of the lake
launchpad and C button, which is behind me,
and set the shortcut. There. I have decided to
place the show for now. All leading meshing it too, so that I can do I eat and have a better
details all at all. I have just duplicated that same mesh and I will
be using that as a sock. So first I created the base for the shoot and then duplicate
it the same thing. Dynamesh it. And now I would create
this sock insight. You can go either way. I thought I will have a
base for the shoe ready so that it'll be easier for
me to create the socks. And I don't have to work on the internal
part a lot for that. That's why I went with
the eyebrow of creating the shoe base first, then socks. It's all personal preference as any work can be
achieved any way. And there are
thousands of ways to, to get to one point in ZBrush. So yeah, no method
is right or wrong. Whatever you feel
is best for you. You can go with that. Shaping it up a little
bit like a foot. Don't have to create fingers
since these are socks. Mostly if you have
seen I have been using mostly move and clay buildup
sometimes move smooth, leveled up, or flattening
the lower surface or the feet flat and is the one
that you can use as well. That's it. Sometimes you might have to adjust
the body as well. You might have placed the leg in a wrong position like I did. It's coming in front. It should be a little bit of back because the ankle
should align with the cuffs. In this case. That's fine. Somewhat, somewhat. It's not perfectly, but
it aligns somewhat. So make sure it's
not too forward. It should be on the backside that your character, in any way, if you looking at it
from the front or side, it should not look
like in any way that it's falling or it's
out of balance. It's something that you
have to keep an eye on that you don't miss out those
center of gravity lines. Once I have the basic
shape of the socks ready, I can put in those bone
landmarks that is there, the angle points and everything. So here we go. Using a little bit of flavor
doubled and with the blend of mood brush and smooth it out so that I can get back those two points
which comes out on the ankle area
where the leg bones attached to tax and shipping it out to make it feel like yeah, we're creating some only making the Gulf surface
flat as it should be. Measuring it inside tool. If you go into plug-ins and go into sub2 master
where you can find mirror along x within the same sub tool so that you
can work on say, my tree. That's up to them.
Also, if you're interested again
in this interface, I will be providing it
with the project files. So don't worry about it. If you like it, you can use it, otherwise you can
create your own. It's very easy. Now, our socks is ready. Let's move on and
dealing with the shoes. So I'll see you in the next one.
10. Creating the Soles: Hello guys and welcome
back to another lesson on the course where we are
detailing this character. And for today, we are
detailing the shoes. So let's bring in the
base shoe that we made. Scale it down
because it was huge, like a clown, clown shoes,
which we don't want. We want to sleek,
stylish looking shoe, which we're not going
for heels here. But we are going for some
teenage girls shoes, which is a combination
of party ads for shoes. So that's the focus
here. For now. I am just readjusting. Since the shape is looking
a little bit weird, it was looking from
the opposing tooth. So what I did, I kept it on the opposite type and mirror it. Now we can work on mayors on both the shoes
at the same time. Subdividing it so that I can get better resolution further
and shaping it more. Creating some gaps for
some larger gaps for the food and making sure that
it's flat from the bottom. Now what we can
do, we can Moscow day where we want our
mesh to come from. So what we'll do, we'll
create a part for the soul, will extract a part for the
soul from the same shoe. So to do that, make
sure you don't have masking any part other
than the bottom part. Take your time and Moscow
the areas properly. And then what you can do, just extract them from sub two. Ones must you can go to you can just extract it
from the sub to Laswell. I have that extract plus I said, yeah, now I can just pan a loop. So when you extract from me, you don't have to do this. It'll automatically do it. But again, you can keep the bottom face and delete
other parts as well. Fucose, subtract
and go this route. What we are doing, we are doing the panel loop and
adjusting your Taconic. I see that the soul is to, you know, it's very deep so
we can adjust it later on. That's fine. I'll show you a neat
trick to create that gap. What happens between
the front end, back part for that, you just have to append
square, rectangle. For that matter, a cube
or a rectangle, anything. Shape it off, whatever
you want the shape to be. I want it a little bit slanted
and got it in this way. So I'll just
imagining that shape. I'm imagining that
cheap, all this cuboid. So that is what has,
what we are doing. They're just creating a shape
or where we can make code. So using that cheap yeah. Created or once again, I just did the same thing. Using our cube. I just initialized it and make polymers 3D,
had the shape ready. We can append it. And now we can just scale
it down, move it down. And then we can
start editing it. How we want a shape to be. Only using moon. For now, we'll be using
a Z modular Stenovec. Let's switch onto the
brush called Z model and make some bevels
for the edges. Be Zeta M is the
shortcut for Z modular. What we can do, we can select, delete and read
the center lines. For this one. If you do that, you will see that your
face will also disappear. That's fine. We have a solution for that
and we can project. So yeah, let's find something
which is applicable. This sometime it can be hard. Let's use. Which it works. So that's fine. What we can do, we can just scale it down a
little bit because we want this shape to
have that gut for. I'm just using again
some Move brush, making sure I made
the shape that I want it so that we can extract,
subtract the shape. And we get the soul
which have this detail. In this week. We have it, we will just use the same z
modular brush to bevel it. Let's elongate a
little bit right here and subtract it and see how it is
looking by using libor. Yeah, it's looking
something like this. Which just means that's fine. That's what we want. We can adjust it a little
bit and it'll give you nice libraries or you can make changes according
to whatever unit. Now, let's switch
on to be Zed m, that is z modular. Selecting edge and bevel it. Let's select the edge press tab, hover over the edge press Tab and you will
get this option. And then lift. Make sure you experiment
with other options so that you can get grindy results. And sometime it
can surprise you. Sometimes if you have
enough practice, you know what to
do, that's fine. You can also use Q mesh to add subdivisions or even
insert just the answer, that's fine. You
add subdued. Yeah. And when you press
Control D are subdivided. It'll be fine. It won't
default too much soap. Add subdivisions
using your mesh or insert or what preset.
Supporting edges. Pulling out the soles
a little bit more. Now once you are ready and you feel that the whole is fine, you can go to Boolean
and make Boolean. Make sure you get that. Everything else is hidden. But what I did, I did a mistake. Everything else is unhidden. All the objects to make sure the soul and just that object, which is your whole, that is only hidden. Everything else is an oxidant, so yeah, I got everything. Let's just delete that
and do the same thing. And here we go. I'll delete extra parts which we created this message from. This is our final mesh. Which weekend? Zigbee mesh.
11. Adding the Straps: Hello and welcome back to
another lesson of this course. In this one, let's
see how we can add simple straps using IMM brush. So for that, you have to just append any
sphere because all of my model or sub tools have some kind of
subdivisions to it. So for that, what I'll be doing, how we're doing the easiest way. Because all you can do
else if you want to do, you can create the straps
by extracting the piece. And if you know Maya, you can go there and
Maya Max and build one for yourself using a box, extracting them, extruding
them again and again, or using a cylinder. What I do for that, what I do, I have
some IMM brushes. Simple one. These are simple straps
that you can use. You just have to search
for straps and brushes, for ZBrush and you
will get a lot of them for very cheap
one or two bucks. And you can just
drag them, use them. It will be very
handy to keep them because in almost all kinds of characters you
will need them. So why not just buy them? You can also go ahead
and create them. So very easy to do in ZBrush or any other software which if you want to do
some poly modeling, you can go ahead and do that. These are just some parts, little parts attached to it. I didn't want to I
did not want to waste much time showing
you how to create such simple objects
like these ones. So let's, let's
save some time by using what is meant to be there. Brush and which
increases our workflow. And why do we time when we
can have it in one or $2? So that's, that's
fine. That's there. You can just search
them and download them. They are not expensive, but they do can save
you a lot of time. If yours. You can
adjust them later on. What I'm doing is just using
moon and trying to fit it according to the shoes that I have created
in the last video. So not very realistic. I do not want to go with all
the scenes and everything. So this is the basic, the basic thing that we can place on top of tissue
to get the desired result.
12. Detailing the Braids: Hello, once again, welcome to
another lesson in this one, let's detail the hair further. So let's start by
detailing the strengths. For that. I'll use **** standard. And by pressing Alt, I can make the brush
behave in an opposite way. And this way, it will bring out the screw that I'm creating. So we just that what
do you have to do? Just creating some
simple strokes to make here look more sharp. And that's one style that
you can go with for hair. Stylized, This works fine. Also, you can use
flattened a little bit at coalition called the MCA. So what I'm doing, I'm
doing the same thing for every strand. Using dam standard to create
a sharp edge like this, which gives it more
stylized look. For here, it's not rounded. It kills more people that you've kind of effect and which looks
more interesting. Cleaning out some artifact that happened during sculpting. Bad accidents might happen. So yeah, sometimes. So I will do the same for each of the strand
present on the head. Isolating one by
1.2 in the scene. Whenever I feel
like I do some of the smoothness as well as some
flattening there as well. Like so. Let's cut it and
Let's move on to the bridge where it is basically the same
technique with that, I'll follow for that as well. Now we are at braided
for the camera, which is facing the part
which is facing the camera. I'll do the same like since
it's the turning point, I would use the dam standard and and make a stroke which is how we just pulls the mesh
out, not the inside. Like so make sure you have some lazy mouse on in stroke unless you
can find laziness, turn it on and how the laser
it is to around 1110 to 15. Not more than that
otherwise would be hard to adjust because it's not a big surface and
to take some time. Yeah, Also if you
don't use lazy mouse, your strokes going to be
little bit warm lead, which it's better to avoid that. So usually it's not something that we can
or we have to do, but it just gives the good
result we are making. Stylized. So I'm just fast-forwarding it because I'll do
the same thing. I'll just use **** standard
as well as some parts. I use flattening. If it's to me or
I see some bugs, I'll just flatten it out
to make it more stylized. Make sure to sculpt your
models in all the angles. Keep rotating them, keep
zooming in and zooming out them so that you can have a proper consistency
all around the model. You will want to stick to one angle and detail everything. And then when you turn it, you see that everything is here while and they are not
properly proportionate. So to make everything
proportional in the detail all
around consistency, make sure you rotate the
models and seed from 5D, Zoom in some men to multiband. So yeah, that, and we really do this character
further in the next one. I'll see you there.
13. Posing the Character: Hello everyone and welcome back. Murder lesson of this course. Let's start by posing
this character. Let's hit on T-pose mesh. Send every receptor which is visible to one single sub tool. And then if we change that, there'll be able to pause
it. Take some time. Since we have a
lot of substitutes and with a high
subdivision levels, the dresses heavy as well. Now we have all the supports emerged as a separate sub
tool in a single file. So everything, despite of being having separate
poly groups of the body, it works in Brings there. It brings their own SAP
tools like as a polytope, one sub tool as a polymer. So our body will be one poly group and
our address will be, and it'll be easier to mask if you control take
your decimal is on, control-click any part,
you can mask it up. What I'm trying to
do is I am trying to rotate the model from the waist up to make our dynamic couples dancing, something like that. So yeah, I have just masked out the area which I
want to change and just rotate it and make changes according to
whatever you want. Whatever the pose
you're going with. If you're going with
the same foods, you can do the same as the control plus shift plus clicking on the model
will isolate that part. Whatever part you click
on to isolate it. And then you can go ahead with the masking and do your mask. Just have to figure out a way. How do unmasked certain area, what do you want to move or
what do you want to pause, and how to mask? In this case, I have
to mask the body and dress everything
apart from the right hand of just I unhide the body and most right-hand
and then masked out everything else other than the
light that you can do that by Control Shift and clicking on the empty
canvas to invert mask. You have to spend some time learning how you can
use masking techniques. For that. I might go ahead and make
a special video for that, but not in this one. That's easy or easier
when you just have to make decisions based
on your comments. For now, my requirement
is just to move the hand. I don't want to
distort anything else. I'll move dresses later. And I can pose the
dress according to what pose or hand
pose or leg, pull them. For now, it's just a
body that our tools. I'm being very careful masking out the part which
I don't want to move and placing my gizmo there and rotating
it from there. Let's speed up the
process because it's gonna be a repetitive. I will just mask
out everything else and I'll keep pausing it. You can also do some Skyping
like smoothing and moving. It will reflect
whatever you do here. It will reflect
everything on your face. Model which you are
coming from your actual. And do not save this as a zip file because it
doesn't work like that. You have to press the
pause to sub T button and while after processes
everything, you save your file. I have seen many people
do this mistake. Save this version of the file, which is, and they thought
that this is post. So it doesn't really let that it won't retain all the
detail that you have in your previous file that is a
separate sub tool section, ends up, do you have that file with a high
number of substitutes? And this file is just
what I was trying to do. I was trying to figure
out how the hand will rotate or twist
when the arms go up. I'm trying to do that. So slowly and gradually I
am rotating the drum parts. I'm breaking it from
elbow and the shoulder. Don't have to post
everything otherwise, the twist will happen
in shoulder and local. Halfway from shoulder,
halfway from the elbow. It'll be fine. That's how it happens
in real life. So mimic the polls
that you are going to going with between four and you can try
that in real life. You can try in front
of a mirror and see, observe what changes are
happening in the body. How the muscle is stretching, how the bones are rotating. Here, you can try
that and it will be, you can be the best
reference for your model. So this is the way how
you can follow it. I will go ahead and speed up the process and I might not
sure how I post the finger. We're going to do the same
thing, just masking it. It's a diary. It might
take some time to adjust, but the more time
you spend on it, the Lord he find your
result will look. You will see some distortion, you will have to fix it. So yeah, if you in future, if you are creating
something else and you have detailed a
lot in T-Pose and if you have to pause it
in high poly and no, I'm sorry for that. You have to detail it again after pausing because
that's how it works. That's how the world is. 3d. At least. You will find some error or
a lot of errors when posing. And then you have to go back. Pose, even after putting all
the details in new T-pose, you will have to do them again because the details might be stretching or they
might not look good. It will happen a lot. I'm just trying to refine it a little bit from
all the parts for that. You have to have some
knowledge of anatomic. But otherwise, it'd be
hard for you to take up certain reference from indirect because this is something
that you can't see, the gross and which is hard
to follow from certain angle. So it's where some knowledge of anatomy will come in handy. You can just pull
out some references. You call this, should pull out some references
from Internet. They also make osha muscle model or images with all the muscles information or
something like that. Bullet out and see how it works. Also, use meter. So for the dress in word selected so that I can
unmask just addressed. Then I'll just mask out the area which I don't
want to receive. Whatever you want to unhide. You can drag the selection by using Control Shift
and dragging it and then press Control Shift H to show whatever is
attached to that mesh. It will show everything. Now, let's start pushing and pulling the
dress a little bit. I might just go ahead
with this pose in marvelous designer and
bringing the post dressed. You can do that by
loading the model as a morph target that we'll do a quick animation and
you be addressed. Let's simulate according
to this problem, I will do that if I want like the visual of
what I am doing because it's distorting the
dress a lot and I will just leave it
like that later on. So yeah. I'll let you take
it further in the next one.
14. Re simulating the Dress: Hello, hello, hello,
and welcome back to another lesson of scores. Let's quickly just
the base model. Whatever we have sent earlier. I just have to figure
out what I sent for simulating the glute because the same model will get overridden by this one
as an morph target. And for that, you should
have the same model posed in another by sea model. The model with the same
amount of water disease at the same polygon. So this is the
model that I built, work on a little bit and I will send it to marvelous
designer again, just to simulate the dress
according to this one, because I did not like
that move stretchy field of the dress tools that were happening in the early reduce. So I plan to make it
more streamlined. Why not go ahead with another simulation since
we are here to get a professional look and ease this refining the
bones a little bit here. And then we will send the same amount of object we have sent earlier
for simulation. Oh, yeah, making it a
little bit more dynamic. Like she have in the reference. And I have paused the legs
as well a little bit. It's across walking
kind of pose. It was not visible. So
went with creativity. You can do that as well. Let's stand up those
two marvelous designer. We are here. I have sinned OBJ, OBJ, and import the file, choose morph target as a
morph target and okay, it will take some time. It might crash for you
if your system is slow. So yeah, it will
deform the model and pose it accordingly. So I'll just pause
the recording here and I'll show you
the final oppose, how it looks like. I hope it doesn't crash. It will be slow, so hang on. I'll just skip this part and
show you the final result. Here we are again, ZBrush. I have the simulation ready. Let's switch windows. And here we go. This is the marvelous designer. And here I have simulated it according to what?
According to the pose. So I bring eroding
the dress as well. And she looks good,
but rest looks good. This is the way that you can do. You can quadrangle it. I just did that. I got
triangulated the dress, make some changes
posted here and there, and made some poly groups
and just give some loops. I've already taught you all
of this in earlier videos. You can follow that. That's it for this lesson. I hope you got something new. I will see you in the next one.
15. Creating the Belt: Hello guys and welcome
back to another video. In this one, let's create
the best for her. For that. I have used cylinder. I went to the cylinder, initialize it and kept it. Whatever. I find it a little bit less on. The gaps of fusion also
tapered it a little bit. You can do that as well. Just yeah, I was searching for a plug-in that I had a cylinder but
it's fairly easy, just bringing the cylinder
shaped, scaling down, Shift bit more like a belt
and make a copy of it. Create greater
variation in height, and then just
subtract it to make a key that's the target here. Just want to make a tube. Now Live Boolean it and
really get the object, append it and delete
the layer measures that we had to know the
mesh is ready. All we have to do is use a
radial symmetry for this one. Since the belt is
made in such a way that it's better and quicker. Use radial symmetry. But the measure was
not working for me. So I did a Z remeasure pass by and deleted the part
which got copied down. Now occur because of
the symmetry it was on. So yeah, the foot
to delete any mesh, you just have to
isolate and you go to Mesh modified topology
and you can delete it. So that's the basic
shape of her baby. What I'll do, I'll just quickly add the drag rectangular alphas. Use them, whatever I have, you can download them for later and whatever you can find free. Or you can just
go ahead since if I went this way because I wanted to save
some time on this tutorial. You can sculpt your Ruby
since it's really old. So all of the details
that you will sculpt in one will appear in all sections. So yeah, I am trying something
simple just to see if some of my time you can just go ahead and do
whatever you want, designs. Some Timberland, some
simple alphas might work for you as well. I had some other firms
that I will use, just simple ones like so. After a couple of
experimental trial and error, I've got the bench
to almost done. I guess that was not working. I'll just go ahead
with another dry. And it's going to be
distorted anyways, because there's n
be bold manner. So this part will come out. I'm using my brush to do that. Scaling it up, putting it down. Make sure the bank
sticks to the model. There is no clear gap or
anything of that sort. Makes sure the baby
is integrated. It doesn't feel like it's
kept it from separately. Yeah, that is basically
what the idea is. Creating any any character or any product for
that character. And at this point you don't
have to use the symmetry, otherwise, you won't be able
to achieve that result. Because we created the
body and the dress is not properly made in
radians electrical. Let's just adjust this grass. I will see you in the next one.
16. Posing Right Hand: Hello guys and welcome
back to another video. There, just to radians
are meaningful, this one and this one, I will be posting
the hand real quick. So since it's attached
and I'm just manipulating singles up to my I'm
not using depots, mesh or the Z plugins
transpose master. I'll just pause it right here. So I'll pose the right
hand first and then the last one will be posing the left-hand and will
complete the character. That. It's just the same formula
that you have been applying. Posing all the model,
all the characters. And this one as well. Just masking it out and
posing it correctly. For fingers. I'll tell you one thing. Fingers are divided into
two, into three parts. And you will have candy the
best reference there is. And for that, make sure that your fingers are not equally divided
into three parts. They are somewhat equally, but the middle part
is a little bit longer than for the front part. And the back part is the longest because it is attached
to the knuckles. And you have to keep in mind
about knuckles as well. Make sure they are not directly
attached to the finger. They are a little bit away
from there, little bit behind. And so I will
suggest you to draw all the landmarks for Australia's got all
the landmarks first, the bony areas, the pointy
areas for the fingers. And that way you will get
an understanding of where the bone is starting. So yeah, you can
do that as well. Or else whatever you feel like, just follow the reference, whatever you have or
follow your hand. This is the best way
that I can imagine, and I have been using it to make fingers simplified for me.
You can do that as well. Using Move Topological
frequently in, in arms and hands. It's the best way to do not unmask or mosque
and EAB off that. Because it can move and manipulate the part of the
mesh based on the topology, like the part which is attached, since fingers or the fingers are far away from each other, like they are not simply
attached as of one mesh. If you see that way, they have some distance. So you can use Move Topological to
move them a little bit. And again, I'm using
flattened to flatten the top surface of the finger if you observe
your finger as well, right, to bend it, it'll flag and try
to meet that pose. Cheese making. Sure just trying to produce a clicks on
from our right hand. So that is what the
post seems like. Some sort of downfalls, some random things
happen when you're down. So real quickly adjusting
the overall shape as well. Make sure the proportions
are right here. I have just shortened
the forearm a little bit because it felt like
going too long. When you pause it,
you can not always maintain the T-pose
or proportions, because the more
dynamic pose you have, the more hard it will be to
maintain that proportion. So you have to go ahead and
make the proportions right? Tweak it a little bit. That's how it works.
That's all you have to do. You have to put in
some effort for that. You can't just get away with, just pause and move. You have to make the proportions right after you pause it. Let's move on to the last
video of this course. After this, I will just
pause really quickly on a time-lapse the left hand and talk about the
ending of this course.
17. Conclusion: Hello and welcome back
to another video, which is going to be the
last video of this course. And for this one, Let's
oppose our left hand. While we pose, Let's talk
about something else. So I hope you learned
something from this course. If you haven't watched the other two parts
of this series, I urge you to do so. Where we started
making the base. Then on the second part, we started creating the dress for her in marvelous designer. And in the last part,
which is this one, very detailed it poster and
create some props for her. So you have the same room
that I have told you. Four fingers in the last video will happen for
this hand as well. Since fingers have fingers, they are on both hands. So it makes sense to nobody. I hope you learned
something. In this course. Let me know, do some
exercises to practice a lot and post somewhere tag me. And there is a project
section as well. You can download the files, references that
I'll be attaching. Follow them. Have fun. Most importantly, while it's creating any
character, Have fun. If you ever feel like you don't want to create something.
You don't have to. Just make sure that you have some realistic goals in mind
while doing the character. Make sure you set with genre
that you are going with. The style, art style that
you're going for, detail, your character
according to that, that is the most
important thing. So, yeah, that's pretty much it. I had a lot of fun creating this course and this
character as well, inspired by a web
series from Netflix. Yeah, whatever you feel
like you want to create, if there is some movie
was at any of the series, some comic book
character, superhero. If you feel like doing it, you do that as well. You don't have to follow somebody else's
work or anything. Just go with the flow, go with whatever
you wants to do. There are some techniques
that I showed. You don't have to create
the same character, but if you want to,
you are free to do so. If you want to create that
dress, you can do that. So I will be creating another course for
z brushes as well, like the beginner course.
What do I need to try? And three, you can
follow me for that. You can join me and I will
see you in future for sure. If you like this,
please let me know. Share some work. That's fine. Take care of yourself
and I will see you in the next goals probably. In the end. They will
be the final render if you stay for that
yesterday, that's it. That's it for the course. I'll see you. I'll
see you in future.