Transcripts
1. NEW TRAILER VIDEO: Hi, I'm Kelechi John, a TD character and
prop artist with over five years of experience in the VFX and game industry. In this class, I'll
guide you through the complete character
creation process as we build a hyperrealistic TD
head of a young white girl. The focus will be
on clean forms, natural proportions,
realistic skin textures, and a finer polish render. You're aiming to
upgrade your portfolio or develop a studio
ready workflow. This course will
take you from sculpt to final image with
clarity and precision. What you will learn, you follow a professional pipeline
and learn how to sculpt a young female head in
zebush with attention to anatomy structure and
natural surface detail. Texture realistic skin in
softens with the painter, using sto tonal variation, core detailing and
colo verifyment. Groom believable soft
using eigen in Maya, focusing on natural flow, volume, and airline shaping. Set up lighting and
rendering Ar nood creating cinematic beauty renders that highlight your
character's realism. Who is this class for? This class is designed for intermediate to advanced
three D artist, student or OBS who are familiar
with basics of Zebrush, Mayer, Subton Spencer,
Marvelo designer, and Arnod. If you're looking to
take your character work to a professional level, this course is for you.
Why take this course. By the end of this course, you'll have a fully sculpted
texture groomed and rendered three D character head ready to feature in
your portfolio or show. Also gain insights to high end character workflows
used in games and films. You will create your own
version of the character, including a fully detailed
sculpt in Zebrsh, hyper realistic skin textures
in substance painter, natural egg grooming in eggin and a polish final
render in Aarne. This class is packed with professional tips,
practical workflows, and creative
guidance to help you build a portfolio piece
that stands out, right? That for that will do.
Let's get started.
2. 01 Prepping Base Mesh In Maya: Hey, guys. So in this tutorial, I'm going to be, okay, first of all, a
little backstory, though, little backstory. So found a reference
on my Facebook page. So actually, Scott M
did like two D art for this realistic character in here or this realistic
reference in here. So and I was like, why not
just recreate this in three D? So just to just to get the feel of creating a younger,
a younger character. I'm always used to
kind of creating more older characters. So I would like to
challenge myself by creating someone quite younger. So outside my comfort
zone precisely, though, it looks like it's kind of
a simplified feel to it, but it still its own
challenges also, too. So friend kind of
challenge myself to create something or
someone younger, so let's get right into it. So I've already kind of
gone in and then did some few a reference
grabbing from the Internet just to get a feel of a young girl character, and then I'm going to be doing my best of capture
the essence of this, maybe not the entire
likeness of the fast itself, but capturing the feel and
the essence of this character from the sculpting
process all the way to the rendering
process also, too. So let's dive into
this together. So close this. So I already have
a Bse mesh to use, so I'm going to
using a Bse mesh. I'm not going to be
doing this from scratch. I have a Bs mesh already, so I'm going to be working
with that base mash in here. It's going to recreate
this. So I'm not going to do I won't say quali though but just the
head sculpting itself. Let's put this all
the way around here. Okay. So now let's
just talk about some ground level
understanding of my thought process before jumping into the actual
sculpting itself. So that will be to talk
about the average head size of an average male. So let me just extend
this out first. Okay? So now, this
is in centimeter. So the average
length head length for an average male character, at least for the most part. So you can see the measurements
from the headline, roughly on the line all
the way to the jaw. Is for male, which
is for male in here, so centimeter inches
is roughly around 25. But for females roughly around
23.8 centimeter or 9.4 ". But for this are younger female character or gle character, it needs to be something
lower than this. It can't be this length, it's supposed to be
lower than this, so I kind of did like an approximation.
I kind of checked online. I couldn't precisely find
something that gives me precise measurement for looking at this character in here now, you can see most
likely she might be around the age of most likely my best guess would be
around seven, six or eight. So I couldn't find
something in that range, kind of get something precise
for the Ed measurement. So I'm kind of used
more or less like an eye approximation of what I feel the Ed length should be. So I'm going to
start by going on to This is May 2024 in here. So I'll go to the
perspective camera. Okay, by the way, this
Ed is gotten from three discosor like a base me from the dis three
discount store. So I kind of adjusted the general proportion
of the Ed also too before we kind of going into measurements in year
instead of Maya. So under perspective camera, and you said this
focal length with five millimeter length
to get something more that's like a portrait
portrait camera open here. And I'm going to import.
I'm also going to import my own eye based machine
here to kind of use. So this is the Ed. So yeah, you also gonna get this best match
from the discantor. You should find that in the
discant, a female head. Letting this out go to
the material in here, delete this past in here. Let's get a more darker shade. Slightly more darker shade. For this, something like
this, should be fine. Then all B. Let's
use these backdrops. That kind of creates more
contrast for us to see in here. So I've set up a camera now. So let's kind of measure
up the head in here. So like I said, I kind of reduce the
proportion of the head itself. It was roughly around
23.8 centimeter. So let's go into Windows under preferences settings
and preferences. Let's make sure on our display, No, that settings rather. Let's make sure units for measuring units in
a set to centimeter, so we can use that kind of capture the essence
of the correct units. So close that then I'll eat
space about on my keyboard, F to frame, F to frame
on this side, also, too. So let's get the space
about to frame this up. Let's do a measurement. Let's
see the length for this. So I needed this to
be roughly around maybe 17 17 or 16
inch centimeter for you just to kind
of get a close idea for a younger female, a young female
character, actually. Put this up here instead. So yeah, so let's
go over to Edits. That create instead, under
creates should be measure to. Distance want to start
by snapping in here, then we'll go all the way to roughly where the airline is. So roughly around roughly around here snap in there. Okay. So we're getting something
around 19 centimeter in here. But I would I would like to get this even smaller
than it is right now. So my best guess might not
be entirely sure, though. I can't sluge I can't sluge this to half of the cycle.
That would be way too small. Maybe I should bring up
my calculator in here. Let's move my
calculator in here. Okay. Yeah, like, so,
it should be fine. So if we kind of sludge this
average head for a female divided by two in her. So
that would be around 11. 11 would be quite too small for a younger female.
That's way too small, so. Let's say we kind of add, let's say we add
something to this let's say we add an additional
seven more inches to this, so it should be roughly around
18 inch around 18 inch. Let's get our head to be roughly around 18 inch
centimeter for this. So just a close approximation. So I'm going to select this now. It's this and then
let's frame Let's scale this down some more like so let's go back to
our measuring tool. So let me select the
top measuring tool. Where is my skill. Okay, let me get this down. I
see the measures. The measurements completely
dispelled or to be in here, so we can see this a
bit properly in here. So now I kind of move
this now to 18.5. It's around 18.5 " a
centimeter rather now. 8.5 centimeter now. I don't know if you guys
can see this though. So let's kind of size our head kind of
fit that measurement. So this is the airline. Okay? So probably scale
this down a little bit more let's roughly get
that around there. I think, somewhere around
there should be just fine. Some around here
should be just fine. This we can work within here. This we can work with
I need to kind of scale this out later on. We can. I believe I want to believe it's sentimental should
be just fine, okay? So now we can hide
this measurement now. Let's hide this now. Okay. So, one more thing I would like to do would be let's bring in let's bring in an
average female head in here, so we can kind of compare
and contrast in there. Let's get the feel of it.
So if you notice here now, this is like a main
average head size. This kind of scale down. We having 17 centimeters. Let's copy this average head. Let's copy this one instead. So I'm going to just
conclusive to copy that, and I'll go back to the dal file in here and I'll just space this in so we can kind of
compare them in size. Okay, so let's get this
roughly around here. Move this forward
a bit more. Okay? So now, looking at this now, we can kind of use
this also to kind of get a good ideas too. If this is a younger male. Since I cannot find an accurate
measurement for there. I'm not going to kind
of use proportion of my going to figure out how the size of the younger female
head she to feel like, so I feel like I need to scale this
out a little bit more. So maybe instead of 23, we can get this out most
likely 20 or so or 19. Let's scale this
out so more scale out some more and let's go
back to the measurements. Okay? The measurement for this, let's set this, stop one
to somewhere around 19. Let's get this up
to 919.5 instead. 19.5 is. Okay. Let's go back to the side. We can hide this now. Hide this now. And then lestr and scale the head gonna fit
something similar to that. Okay. Select these two. I'm supposed to be able
to move this forward. Let me move this
forward a bit more. I think something around this
side should be just fine. Let's let's bring this back out. Shift p to bring this out. And that group,
review this again. So we can see we can say this
should be roughly around the head of a younger
female character for younger female around the age of say seven
to eight, I guess. So this should work
just fine, please. Maybe this might not
entirely be it, though, but I think this
should work for us. So we can select this.
Can delete that for now. Okay? I'll save this. So we can definitely use. I'm going to rename this to let's just name.
Let's give her name. Let's give her name. So we got to give your
character's name so it feels give a bit
more personality to it. So let's name. Let's name Cara. I'll send this down, delete this group. Okay. Import let me import
my I model in here. I'll need to impose
my model in here now. So I have an I model that I can use realistic eye
model that we can use. We won't need to recreate that. Well not need to
recreate that out, down here, so new main I. I'll bring this to the
new I and the minuscule. I'll drag and drop this in here. Okay? They are inside
of the head actually. So Shift B. Let's bring this out of the
group and let's set this up. So I'll select I think put
them back in your group first. Put them back in
your group first. Then let's center vote on them. This out. Scale them down. Let's try and get them in place. Push these back in. This actually this is
actually pretty close. Maybe temporarily hide
in minuscus for now, because it's getting
a bit distracting. Okay. Let's see. This is actually pretty good. This is actually pretty good. It kind of closes up
every gap in there. I'm not getting any major
gap in there, I believe. Not really. Yes, kind of, it's filling
this up actually, pretty much. Pretty much filling
this up. Okay. Let's scale this down just a little bit more
if that would work. Scale it down a little bit more. S just a gap in between. Okay? Yeah, I think we
can work with this. Let's look at this
from the side. Let's look at this
from the side. Let's see. That
actually rests well. That rest well in there. I need to undo the
scale a bit more. Let's go back to
the previous one. I need to push this
back in some more. Then we can compare this again. Let's see what we get. Look
at this from the side. Be trying to kind of see if this is kind
of sitting rightly. Yeah, this should work. Maybe out a little bit more. Just a little bit more like so. Yeah, yeah, this is perfec.
This should work just fine. It's going to make
some modifications later on, but this should work. This should work just fine. Tho work just fine for
what's needed for. Okay? Let me save
this. All right. And I'm going to give them
for the minuscule now, I think we can bring
this back out. So minuscule is just the
tear drop around the eye. We'll talk a bit more
on that later let's just do a little more
working there, actually. Then we'll come back to that. So I'll save this. Yeah, so I think I believe we believe we can
export this out now. So let's name to name this group to Cara yes,
this should be fine. Then we can put can name these two arabes
Bs, mesh, right. That is fine. All of this is working
correctly as it should. So the next step
will be to export them out now individually. Let's export them
out individually. So we also have an iris.
I don't know if fashion. Let me show you guys. So
there's an iris inside of that. We have an Iris mesh
inside of that, so we already have some
details in there already, so it should be fine. I'm not going to be
exporting out the Iris, so just keep that in mind because I don't want
to mess that up. I should all be fine the
way it is right now. But the I I'm not going to move. But the other part of the mesh, I can move and adjust
I ever where I can. So yes, let's continue on. So let's go and export this out. First, let's create a
folder for this in here. So I'm going to create a folder. I want to name this
folder to Z or up, A to Z, imports. The imports. Okay? So we
can copy the five parts. Let's start by exporting
this selection. Place the five parts in here, and we can name this
to cara Bs mesh. Okay. That should be fine. Let's
export out the outer eye. We need to export
the outer eye also. Export selection. Oh, mistake I supposed
to putting this out as an OBJ instead of an FBX. It should be OBJ, so I'm going to export out
the head again. Let's just name
this to outer eye. Okay. Save this. Let's export this head, copy this export out again. Phase this in export this out. I'm going to export the
minuscule also, too. Okay, so export
selection to be minis. Am I explain that correctly. All right. This should be fine. Yes, this will work just fine. Okay, so now in the next lesson, I'm going to start working on kind of importing all
of these into Zbrush and then start working on them and then
using reference kind of capture proper essence of the likeness of our
character in there. So I'll see you guys in the
next lesson. Bye for now.
3. 02 Camera Set Up In Zbrush: Look, welcome, guys. So now we're going to
be in this tutorial, we're going to
previous tutorial, we kind of set up a file
and expect them out. So in Zibo here, I'm going to input in files in here to start
sculpting the character. Okay, so let me just
create some space in here, and then I would go in and
then I'll just double click on I think we should
have a police in here. So this police fair let's
double click on that. You want to say no, you just need the default
project to start with, and this should be
pretty much fine. I'm going to turn off the
floor to turn off floor. So on the right side of your
screen just on the floor. Okay. I think, let me put it this way. I think this is symmetrical.
So this is fine. We have this
symmetrical in here, is fine. I will work just fine. Now, let's go in and start
importing our mesh in here. Let's make sure this does not have any subdivision levels. Let's go to the lowest
subdivision level, delete higher. Then let's start importing in. So imports. So we want
to replace this now. So Z Imports yeah, this is fine. So let's start with
the main head. So cara is mesh. Okay. And I'm going to
append Let's append. Let's append a cylinder
in here led the cylinder, ding out and slide the cylinder. Then I'll go up and
then import again. Let's import the minuscus now. So you can see the minuscus
imported India now. Shift F, so you can actually see the pul frame and ply
group for it also. So now let's go in
and append again. When the spare dots let spare. Then let's go in import out I Shift F. Yeah, this should
work just fine. I should work just
fine. So I'm going to temporarily hide the
minisks for now. Okay? So now so make sure
perspective is turned on. So if it's beyond the keyboard, make sure perspective is
turned on. Very important. I'll come into this
interface layout here. So I'll click on this to bring out this
spanner down here. I always like to work
with the default. Default zebrus layout
most of the time. I don't really have
a customized layer, so you just bear with
me working with this. If there's any customized
layer, that's completely fine. Completely fine. I'm
just going to sing the default to Zeni
for the most part. So now let's make sure
our camera set top is accurate also kind of matches
that we have in Maya. So in Maya, we have a
perspective camera, so we go to perspective in. Now they attribute ditto, we have the full car length at 85 millimeter length for this. So let's go back to Zbrush. Let's set our camera
something similar to that. So on that draw, let's hit 85 in, so we can kind of match
the camera and Zbrush. And we'd like to increase this crop factor to
somewhere around four somewhere around four seems to be a bit
more accurately, kind of accurately
matches that from Maya. So if you kind of compare,
let's kind of compare. So I'm sure you guys was kind of compare this, so
I'm going to do something. Let's do from the
front view instead. Get some space out of this. Let's say this
modeling standard. Make sure you're on the front. I think I kind of
messed things up. Okay? Oln space but drag
this to perspective. Old space will drag
this to front view. Okay? Let's maximize this. Turn of the grid for now. Let's get this
framed in, like so. Then let's go over to Z
brush, put this to the side. We can act do something
like see through in here to see through
then let's try and match tra and
march this with Mya so we can kind of get so we can kind of march this as accurately
as we possibly can. So I'm going to be using the eye as my kind of anchor point for this So you just basically
need to get a rough estimate. So based on this,
now you can see, let me think I can
snap out of that. Let's get that back in. Okay. If we should use
yes, we can use this. So if we kind of
draw over this now, if you notice we're
kind of getting roughly around roughly
around the same size. So if we do all the
way up here also, you can see how we're
kind of matching the camera reference from Zbrush all the way to Maya using the see
through inside of Zbrush. So you can see, yes, we kind of match the
camera as closely as we possibly can. I see. I'm just trying to
check for the leap, check for the lower
part of the ear. Up out of the just
trying to merge that. Same here also. Okay. Same also, too for the tip of the head. This roughly in there, so we're in the place
the right place. So we're kind of marching this as closely as we
can, which is fine. So this would work. So let's go back to ZBrush
and then take this down so we can see only Zbrush
in here. All right. So yeah, moving on. So yes, we can
carry on with this. So we're kind of
average in between our camera for Maya
and for Zbrush also. So we can start working
a bit more on this. Okay. Checking, make sure
everything is in order. Shift F, select the head. Okay, let's go down
to pull the group. So you want to always kind of check your model
properly in Zbrush before starting this
sculpting process in there. So basically, I'm
kind of checking and making sure everything's working accurately also to in here. So let's do auto
group with UVs. Okay. So it seems like we are
really just one single before the entire
outin which is fine. So we can't see this can't
see the back also in here because we are not have not turned on
double sided in here. So if I go over to
display properties, we can turn on double sided. So we should be able
to see everything now. Yeah, awesome. What else? Let's kind of check how
much resolution we need to kind of f skin detail in here before creating layers
for this very important. That's also very,
very important. Okay, so let's do that. So we'll go over to geometry. Go over to geometry,
subdivide this. Let me put this
aside so we can see. So now I'm subdividing this
nu you can see the have 3.9 at roughly almost at 200 k. So I keep subdividing I would
like to get something up to 15 million. 12 million seems to be
just at right, I believe. Let's test this out. Let's
test. Let's test out. Let's test some
skim pose in here. I'm just going to just go
into Dame standard already. Let's see. Okay. Then
standard already. We'll go over to Lightbox, and I'm going to test the
Kemp Alpha N. So let's test the flip normal skin
alpha in year. Maybe not. Let's test the actual Alpha,
we're going to be using in. So texturing XYZ. Texturing XYZ be
somewhere here in her. So we cl open this up. Okay. So I'm just going to try
this female face in here. Basically just use anything, any random one in here. Let's do we think we have
there's a mapping for it. Let's something for
the fod instead. So let's use three instead. So double click on this three, and I'll go over over to
the Alpha, modify Alpha. Mid value should be around 45, radio alpha should
be around ten. Okay. And let's go in. So make
sure this is on drag dots. So we can drag this out here. Then we'll do a closer
view in there so you can see how clean that is Let's see if this is clean enough if
something we can work with. Feels a bit noisy though. Let me turn off
symmetry for now. Let's just do this over Okay. Getting closer yeah, this will definitely
work. I definitely work. If it's increase
increase the intensity, you get something a bit more
intense, let's zoom in. It's obviously too intense,
though, but this is fine. We're basically not going
to be looking at this all the way, close up this way. We're going to start seeing
some issues around there. In regards to the
noisiness of dim pus, for the most part, if I clear can do that,
for the most part, if I take this back to something lower and then I do
something around here, so so the closest ring you should have to this
skin to the face should be somewhere around here. If per venture, we're
getting a bit close up, it should be somewhere around there and we can actually see good resolution
detail in here from this distance from
this distance, we should definitely work
for what we needed for. We're still going to be
blending it down with some mod skin posing in
between later on so. This will work just
fine. Let's go back and set this back to dots. Set the back to the A in here. I think Let's go back into this. Set this back to zero, set this back to zero. Yeah, so back to
the default, right? That is fine. Okay. So now let's create let's create a layer for this that we
can start working with. Let's go to layers because
you want to make sure everything you're working on
separate individual layers. So kind of work in a non destructive way instead
of Zbrush for your scope. So in case you want
to go back and then change some few things, you can always go back
and do that quite easily. Okay? So I would create a new layer in here
and I'm going to name the two primary Let's
use all caps for this. Primary Ed forms. Okay, I should work just fine. Check this again. I believe you're
good in your Okay. Yes, so that's fine. So
now in the next lesson, I'm going to start and then
go in and begin to make some sculpted details based on a reference and other
references we have in here. It's going to capture something. I'm not really going for outlook likeness
in here, though. I'd like to go for
something that feels more similar to what in terms of the facial features of
a young girl in here. So we'll do that in
the next lesson. I'll see you guys in the
next lesson, bye for now.
4. 03 Neck Forms In Zbrush: Okay, O comber, guys, so let's get into the
sculpting proper for it. So this is going to
be a main reference of capture the silhouette
of a head a bit more. But also keeping in mind keeping in mind the anatomical
structures of the head also, so we can get things a
bit more accurately. So I'll go all the way. Let me just use this instead. So there's a major
features to keep in mind why scopting or working
with it and head scoped, see if we can get some
space in here, okay? Yeah, for example, regions, you need to kind
of keep accounts. There are a lot
of regions around the kind of keep account, too, but since we're
working with the base mesh, we already have a base blockout of most of the shaping there, so just need to kind of modify those shapes based on the
reference we have in here. So we need a bit more space. Think I tried shrink
this a little bit more. Set this around here. I think around here
should be just fine. I don't really have no
space to work with in here, anyways, let's carry on
get this up a bit higher. Okay? So I'm going to come over. Let's take this down. Let's go to geometry. So I can't show you guys who subdivision level
I'm working on. You maybe get this somewhere
around here instead. So you can see the values. You can see the active
points in here. I need to go to lower
subdivision level. So Shift D to go to the
lowest subdivision level. So she will need to go to the lowest subtlbution level for it. So the lowest subtlbution
level is at 12. Now, let's also try
something else in here. Let's see if we can get this to be even lower than it
is right now. Let's see. So we need to find a p
delete layer in there. Let's see if we can
get this even lower because we construct this and it might give
us something lower. It might if it doesn't, then we have to work
with what we have. So I'm going to copy
this name first. And I'm going to
delete this for now. Then go to lower
subdivision level. Unless you reconstruct
subdivision. Let's see. Unable to reconstruct subdivision level
operation council seems like we won't be
able to do that in here. So let's see if we can undo and get back
our layer in there. Yeah, we do and then we've
got some back our layer. So Chi D to go to lower
subdivision level again. Let me just keep it in
here so you guys can actually see what subdivision
level I'm working on. So in lower subdivision level, we need to kind of do
the blockout for this. Let me set this
to them standard. So in here in the lower resolution
kind of move things a bit gently in here, so don't kind of make or
rather break things in here. So it's X on the keyboard
to go to symmetry. So one thing you keep in mind is the general major features of
the face that you can see, more or less like tale
bigger shapes in here. So look at this n bigger shape for our face would be our jaw. So you see how we get
or rather we have a slimmer jaw to
our general face. Also, too, we have
a smaller leap to our compared to this desk, a bit too wide, kind of, so and then also to a smaller shape of
nosers in here also. So these are features
we just kind of keep in mind by
blocking things out. So let's start with
the major organs. We can see. She also has a
smaller neck to her, so why? Because if you go
over to if let's say, let's say I'm using
this for example, you can see a slimmer
neck size to. Let's look for something else
in here we can work with. So the neck should
be a bit slimmer. Neck should be a bit
slimmer for her. So let's get let's go and get similar simmer size for this. Okay. Let's reduce this. Then I
would like to use the pdside. Let's use d and control. Let's use the max last so in your I like to max out
this part like so. I'll blow the marks, down control and tap on the
surface to blow the marks. Come on. Come on. Okay, so with the
move brush now, I'll just come in
at an angle like so and then reduce
this some more. So you want to be
careful, though. Let me blow this out a bit more. I want to reduce that where
is absolutely necessary. I don't go too
much unless you're going to more or less like
break the shape, sort of. Okay? Maybe I maybe I went overboard. Let's extend this
back out a little. Okay? Let's look at the
lower part of the neck. Let's see where we can
get in the let's see, shoulder shoulder
seems fine for this, shoulder should
work fine for this. Clear this out. I go
to them standard. Let's block out some regions for the neck just to get
some shape in there. Okay? Like for example, we can see a shape in here
for the neck region. So let's just get this
similar similar angle, and then we can start
blocking in shape. So you can see this extending
loop around the neck. So this most around the neck, it's going to create
that also in here. So it goes around
somewhere around here. Let's create this depth in here. Similarly also in here, we need to kind do this
a bit more acreately because kind of thins
out at the edge. More less kind of taper in around this part,
something like that. So go this shift
to go to smooth, take down the smooth
intensity for this. Take down this intensity, then soon this down. Okay? All right. Something like so
should be fine for now. We're just trying
to get something in the smooth down a bit more. Create a bit more depth
in here, so smooth out. Let's accentuate the bone
around this region also, too. So let's dig this
in, smooth this out. Smooth out some more. A's it depth in here
smooth that down. So just blocking the
shapes in for now. Let's do something a bit
more here, small down. So you don't make it
too aggressive though, but just enough to be there just for us to know that
something's actually in there. Let's look for other
reference in here. Let's do this from the side. Let's use the same
viewing angle for this, go a bit closer. Okay. So the depth is roughly around these parts,
prezzi bra size. Okay. Smoo this down. Okay? Yeah, something more or less
like that should be fine. That would work. You can see the structure in here.
Let me show you guys. I think I need to show you guys. Let's see something
for a female, it's a male rather. We can see the depth in here,
we're trying to recreate. So if I come to this if I come to this angle,
zoom this out, come to this other
angle instead, you can see us blocking out you can see blocking
out the depth in here. So it's the depth. We have
a depth around these parts. Okay? So now, I want to
keep in mind that for a female is not as deep
as that of a male. So if female has something a bit more soft
and kind of shallow, why for male is a bit
more it's quite deeper, actually, so I want to
try to keep that in mind. Also using realistic
reference kind of capture the essence
of that also, too. Let's go over. Let's
look for something. Let's get something more something like this
should be fine. So it's more or less like
it's more or less like this. Let's look at this from
a similar angle, too. So you can see how we
kind of blocked out this ones like this
thickness in here, similarly to what we
have around here also, then there should be a depth around there. So
let's clear this out. So we can see we can see
the depth we have in here is what we also
have in here Okay? Like, so all these features are something kind of
keep in mind while blocking out your
reference so we can get something realistic
or believable enough. Then put it back to the side. So let's kind of figure out
how to kind of get this in. So you can see this
part is a bit slimmer. Just below the neck. It's a bit slimmer around this region. This region like this is a bit, let me do this a bit more. This region, so
it's a bit slimmer. So ours looks like it's a bit
stiff is a bit too white, too white based on more it is like a Bs mesh for hold
out female characters. Let's run shrinks in some more. Let's shrink things
in some more. So I would like to
max out this region, so get smoother
transition in there. I so with the move brush, increase the brush
size a bit more. So do both for the back
and then for the front so. Let's shing this down. Okay. I think even
the size also too, would adjust a little bit more. So get this in. Try to avoid going overboard in very important.
Don't go overboard. I need to get this
down also a bit more. Let's see what we have. Let's look at this
from this angle. Like, so shing come on. Shing this in a bit more. Let's clear this out. Let's
look at it from the side. Let's see, so this should be fine. I
should work just fine. But I'd like to send you let's
go in and then find that. I don't know if it's a
better reference to use, though, or maybe there's
something else we can use. Is is the closest
one we have, though. So I see this bone around this region
close to the shoulder. So it's more or less
like poking out for this young female
character a bit more. It's a bit more
slightly a bit more obvious to see. Can
see that in there. So let's try and get
something in here also, I would like to use I'll use
the standard brush instead. We want to be careful
though, don't go overboard because we
already have something in there that kind of captures
the essence of that boat need to slightly
accentuate it a bit more. Like, so yeah, something
like that should be fine. This we can work with. Yeah, that should be
fine. You can see how we cannot get a
separation around here more less like where that
this extended clav carbon. I don't know if I'm correct
though. We kind of ends. So there's like an ending
point around here, and then we have this
modul structure boing out, so we can just put a stopper it use them standard brush and just create like a
stopper in here, something like so, and I'll
blend smooth that down. I blend smooth that
down, like so. Okay. Then create a depth
here, smooth that down. So we don't need to something, making this a bit soft and
a bit lighter in here. Let's go over to the
back of the character. Let's see what we can
block out in there. So we can basically use basically use this reference
in here to do that, but it's going to be quite soft. Going to do something
quite soft in there. Let's soon this down
a bit more, okay? So we can just do them standard
brush also so we can do, that's a bit too wide. Okay? Something like so. Since I went down with too
much, let's get this back out. Then we'll blend
smooth this down. So it shouldn't be too
obvious in there but just something light
and around those parts. So we can basically kind of
pick through and then see that sort of then Oh, no, then standard, create
a separation around here. You simulate more or
less the starting line of the back and do that,
that correctly enough. Should be directly
in the center. Okay. I'll do that. Let's do this again. Okay. Smooth that down. The moon is like some
neck bones at the back, so it's a bit slightly a bit more
slightly obvious in there, so let's capture that. So basically going to
let's use the clear brush instead basically going
to elevate some more. Like so I'll just
smoo this down. Shouldn't be too obvious, but just enough to kind of give us an idea that something's
actually in there. Maybe I should go
a bit more I Okay. My smooth intensity a bit more
and then smooth this down. Okay. Okay, something like
that should be fine. Though, we're not going
to be sandy bag, though, but just to get
something in there. Okay? Them standard brush. Give them standard brush. Let's create
separation in there. Okay. Yeah, that should be fine. Let's not spend too
much time there because we're not going to
be in those parts, so it should be fine. Then we can continue some
more blockout in here. Let's go in close out for neck. We need to have a depth in here, supposed to be like a depth
in here, smoother down. Shouldn't be too obvious, but just enough to get
something in here. So have something that kind
of cut cross in here also. Smoother down. Smooth
this down some more. Yeah, that should be fine.
That should be fine. Okay, that should be fine for
the lower part of the neck. That should be fine to
lower part of the neck. Let's go proper now to the head itself and then go back
to our main reference. The other reference
is in here also, too. We can use IC good
one. It's a good one. We can use this to kind
of capture the essence of the jaw and the proper size
of the lips also, too. Okay? So let's capture
this jaw some more. So let's push this in a bit. Let's go for a good
angle for this because this so greatly contributes to the angle
you're doing that move rush. So depending on the
angle you're doing this, it kind of or give you
better results in there. So you can see pushing
this in kind of creates the illusion of having
some depth in it kind of looks similar to this in your so let's push this in
slightly a bit more. No, I think we went a bit
overboard in smooth this down. Okay. Extend this out a little. I feel like I'm not
using the move brush to, but I'm actually
using the move brush. It's just let me do
that as a bit much. It's just moving it like gently, gently pulling this out gently. Like, I want to be as gentle as you possibly can for this. Smooth this down. Okay? S mood this down a little bit more. I just feel like I'm not doing anything, but I am, actually. Then let's let's get a
smaller lip size to her. Okay? There's something
around this seems up. Feels just about right. But the note also, too, let's get let's
reduce this a little bit more scale this
up from a distance. You can see I
cannot get any more younger feel to right now. Use the move brush,
extend this down a little bit more,
just a little. Not too much. Try not to
go overboard in here. Okay. Yeah, this should be fine. So the general structure
of our school, so let's reduce the size
of the score some more. Okay, so I'm just
going to slightly push this down a bit more. Yeah, something like that
should be just fine. So we're kind of getting
something younger in her. Let's look at other features so we can implement kind of get our feeling and looking even younger than
it is right now. Kind of capture the essence of a younger female character
in here. Let's see. So par parts and basically
looking at right now is somewhere around
the size for this, how much depth we
need to get in there. Let me reduce the
broad size some more. Look for a good angle
in here and then I'll push this
slightly in some more. Okay? Something more or less
like this should be fine. We're capturing the
essence, some more, I can use the clay brush and get some depth in I think
that is too much depth. The right brush,
but too much depth. Let's take down the
intensity down some more, and let's create undo that. You need to be on o instead. So basically what I'm
trying to recreate in here, let's look for a better
reference in here so we can kind of show you guys in here you can see you can
see the depth in here. You can see these depth in here. You can see this depth
we have in here. So basically, I'm trying to
recreate that in our sculpt. So let's put this to the side. But I want to be as
careful as I possibly can. So I'm going to o out instead, and then I'm just going to
keep in mind this eyebrow also to so deep in this a bit more. Smooth that down. No, no, that's still a bit
much. That's still a bit much. Want to go as soft as we possibly can smooth
this down a bit more. Okay. I think something pretty
much like this should be roughly around there exactly where we want it.
Yeah, it should be fine. So basically what we do did now I should I've shown
you guys ready but just so we use like a
reference s reference. Basically, this depth
also we have in here. So that's what we're trying
to kind of block in now. So that's why I said previously, we're still going to
be working with reward and atomica reference just to get this to a bit more realistic based on human
structural Musle structures that we can find based
on our reference, can get something looking realistic because
all of this kind of adds up to making your character feel and look a lot
more realistic, right? Okay, I think we can I think
we can stop here for now. So the next lesson,
we just want to carry on and then
continue to make her feel a lot younger and
believable, also, too. I see you guys in next
lesson, B for now.
5. 04 Facial Forms In Zbrush: Okay, welcome bad guys. So we're still on this. So let me bring
out my reference, and we need to kind of work more on the facial structures now. Kind of examine
this just to figure out major landmarks
around this and compare this to the
reference we have on the side and then
blog those features in. Before we move on, I
would like to add some more take down the
bro size a bit more. Also add a bit more depth
around these parts. Okay? More or less like so.
Now smooth this down. Okay. Just smoothen out the house
to reduce the tension around those parts. Okay. Yeah, this should
be fine. Alright. So we can see some landmarks
around around the bot. One major thing,
I would like to. I would like to get in
place would be figuring out the slimness of the face compared to a more
chubby facial structure. Now, the main reference
cannot fusing is not giving us a very clear idea because
of the arts in near bots. Looking at this, I can obviously tell that she has more of like a
rounded face to her. But we can actually use, I think we can actually
use this instead. I'm not entirely sure
if this AI or some photographs actually photographic image.
Actually, that's fine. So we can use some
of the features of this pace and then introduce
that into our scopes. Okay? For one here's more
wider eye structure and then it's a bit more
defined around these parts. Let me use the blink material. Blink material actually true, but let's take down the stick down the shade down a bit more so you can see more of the kind of shadow of shadow
depth in here also. Try to see try to figure
things out in here. Okay? Let's go back to Matt cup so you can see the shadows
kind of faded out on this side because I kind of like to kind of get some
shape around this part, so there's no specification as to which part you
should tackle first. What usually work
is kind of tackling any part you immediately see in there's any part that's
a bit more obvious to see. You just go and then fix
that in there and then keep, you know, grades and do that. Suppose we want to move brush. Use this in a little. I'd like to get
better transitions around this part
also to put that in. Look at this from the side. Okay. Get this down
a bit more. Right. So once I kind of capture the general shuett for the edges, then we can move on
to something else. Okay, now let's start rooting
some separations around it. So one separation I
see in here would be this separation around here. Then we have another
separation around here. So I would like to
block that in my scope. So let's use them standard
brush instead for this. It's quite low intensity, so don't intensitize
way too high. So let's take this down.
Reduce my browsize a bit more. Let's start from the top. You can see a shape
around the nose. So let's block out
the curve around. Let me get this closer. Get this closer, put
this around the air. So let's create that
landmark around those part. With them standard brush, I'm going to let's create let's create two
depth in here first. A deed in like so.
Let's zoom out. Let's see what we
get. Yeah, that is fine. That would work. We need something in there Okay. Then I'll come in
closer a bit more, create another depth
pass around here, then get this down so more. Zoom out. Let's see what we get. So when I use the I think if I
use the blind material, I see that depth a bit more. But for now, let's
just kind of capture it from this part with
the mat cap divisible. Smooth this out a
little bit more. Okay. Let's accentuate the
nose and going to do with them standard brush. Get some tighter edge
around the nose. Okay. Smooth that down a bit small. Let's go a bit closer. Undo that. D do that
accurately enough. Like so should be fine.
Smooth that down. Okay? That should
be fine. All right. Let's get depth also
around these parts. I want to be careful
in here, though, because you don't
make it too deep. Making it too deep,
make her feel a bit holder. You
don't want that. So once you introduce that, you want to kind of get
a smoother transition in there by smoothing
it out some more. Okay? I think let's get out of this. This is another reference
Zemo closer reference. You can use this kind of capture the essence
of the lip structure in here so we need to work on a
higher resolution for this, but for now, let
just block this on the lower resolution and make sure this is
working correctly. I can see some depth
around these parts. So it's majorly what
we have in here. So let's strat that depths
with the dem standard brush coming closer and then I'll
dig in here some more. Okay. That should be fine
to begin with. Out and elevate this part out. We need some IR resolution to capture that a bit small
but for now that is fine. Okay. Let's go in and then figure out some
other parts for this. Let's use this in
here. It's going to figure out what
we should lock in. So you can see
this region around the just below the region
just below the lower eyelid. So these parts also have other parts in here so it's
more or less like two. So we need to kind
of separate that. So let's go in a bit closer. Let's kind of figure out
how this is in here first. Because this will
be like this is a main reference for this. Okay. We also need to make
the lower part of the lip a bit slimmer. So let's use the move brush. I'm going to E W
on the keyboard. Put tap out in control and
drag this all the way up. Let's get in a bit closer. Shift F, Control W, do that. Not doing that
accurately enough. Drag this out. I'm trying to kind of mark so. Just the lower part of the lip. Control W, undo that. Control W again, something like that
should work just fine. So Control shift, click on this. Max invert the max. Blow the mark some more. So let's use the move brush. Still on the move
brush. Let's thin out the lip some more. We use the brush size some more. Undo that. We use the
brush size a bit more. Okay? Let's thin this out. Okay? Bigger bro size and bring
this up a bit closer. Okay. Let's create the marks.
Let's see what we are. Kind of making her
feel a bit too sad. Let's do this a bit more do a bit more Grizz your brush size, get some fuller leap to her. Okay? Leave this up some more, invert the marks,
bring this down, kind of close that some more. Undo that. Invert this, get this up a bit, invert that, bring this down a
little bit more. Okay. So I will need to leave
this upside up a bit more. I don't want to feel like it's
kind of sad or something. So let's increase the blow
size a bit more again, leave this part up some more. No, that's a bit
much. Take this down. Do that. You want to be extremely careful
though you don't want to break things in here, blow this out some more. Okay? So I'm doing this and repeating
this again in the max. Use me bro size. Leave this part up some more. Okay. Yeah, this is way better. This is way better, so don't be afraid of undo that
if it's not looking right and then you can redo that again. That's completely fine. Ese brow size a bit more. Leave this up slightly, bring this forward a bit more. Undo that. Okay. Let's move
one step forward again. Yes, better. Yeah, this should
work just fine. So let's move on. Let's go to the high. So based on the separation
we have in here, let's do I think I'm still trying to figure out the cheeks in here some more. IT I'll need to fill
this part up some more. So let's use the clear brush, I guess, increase
the brush size. Let's figure out how it
looks in here instead. So let's add a bit
more flesh in here. The smooth that down.
Let me zoom out. Let's see what we get.
That was a bit much. That was a bit much. Let's do just one stroke and
smooth that down. Okay? Yeah, I think this
should be fine. So moving on, I need to
add the same signal, around this region, start to move flesh in here
now smooth that down. I'm not sure I did that
accurately enough, though. I don't to kind of feel a bit distorted. So
let me undo that. I wasn't I wasn't
looking accurate enough. Yeah, this
should be fine. So I do that if you
step, it should be fine. Increase moon intensity or
more, smooth this down. Let's get a proper
blend around that part. So this is the blend material. We can see this a bit
better now, this is fine. Then let's go in under the eye. Let's work on the
eye a bit more now. Okay. I think the length of the eye in here
is actually okay, so we just need to create some
more depth around the eye. I can use let's start with the deem standard brush and create some depth
in there first. So I know there's one
let's look at this. There's one there's a depth
in here to begin with. Okay. Zoom out. Let's
see what we get. Let's see what we get in here. Okay. We do the broad size
some more, go a bit up. Yeah, something like this
to begin with. Okay? Then we can increase
this a bit more. You can see another extra layer of depth around these parts. That connects this
way around there. Let's zoom out. Let's
see what we get. Something like this,
but it's kind of making her feel a bit older, so we need to kind of fill
up this part some more. Let's use the clay
brush instead. Let me zoom out some more, get a good angle of a good angle around
somewhere like so. Let's look for a
better reference that kind of captures the
depth a bit more. Let's look for something
that will kind of capture that depth some more. Let's see this Not
that one seems flat. Let's come. Can see how there's more flesh
around this part, so we can leave
that up some more. But it's transition table. The transition is more or
less like these parts. Let me use this instead. This region around here is a bit higher compared to
this region in here. So one can keep that in mind
before blocking this in. So let's go in close this
for now with the clay brush. Let's kind of fill this part up so more kind of bleede
down around the air. Let's zoom out. Let's
see what we gets. So you always want to check this also from an angle just to be sure you're doing this
accurately enough. Smoo down. Okay? Okay. Let's look at the
side profile view from one of the
references in here just to get another idea if
you're on the right track. Okay? Check this. You can see how it's going
to fix this path in here. This part needs a bit of fixing. He's like his way to bogus, we need to kind of add
some get some angle to it. So let's start with I think let's start with
the H polish first. I'm going to do
one sprook polish first the smooth this down. I'm going to fill that
up later on though. Let's just do one pass first
just to get an angle to it. Just to get an angle
to it so now I can use the clay bed brush now, kind of fill that part out and then just to get a smooth
out transition around there. Okay. I think the angle is maybe
slightly too sharp now, Smoo this down some more. Okay. Let's use the standard brush and try to get an angle to it. Smooth that down.
Smooth that down. Just need something that
is a bit fided around those parts that would work. Then, no, undo that them
standard brush instead. Smooth down. Okay. I think this we can work with. Let's see if there's
something else you need to block out in here. Now, our reference
is not extremely super linear, but that's fine. We can still very
much work with this. Once we get our major
blockout in here, we should be good. Okay. So let's go in and work a little bit
more on the nose. Getting up close on the nose, redemptdar brush, creates
some measure of depth around. Okay. Now we need to
flesh that part out. Let's use the clay brush. Flesh this part out
some more. Like so. Okay. Let's do something similar
in here, smooth that down. All right. I need to get some more flesh around
these parts. Smooth down. Okay. Yeah, this should work. Let's compare to what
we have in here. Let's see. So let's add a little more feminine
features to this. You can see some
depth around here. So I think we can use the Dam standard
brochure to do that. So let's use a
bigger brooch size. It's more or less like this
indentation we have in here. So I'm just going to try to
capture the essence of that a little bit more in the Okay. Smooth down some more. So should be quite
light in there. Something light in
there. Let me feel the spout cup some
more smooth down. Okay. Something light, but
still very much in there. Okay. Most of these
shape actually going to reiterate them a bit more and then work
on them a bit more. It's kind of capture
something better. Hope now this is
working just fine. You can see a shape around. You can see a shape
around depth around here, which is similar to what
we have also in here. So let's repeat capture that the essence of
that also in here. It's all of these separations
that kind of gives us that a bit more that believable
look kind of going for. So two changes or
there that gives that interesting,
realistic look to it. So let's get it depth in here. Zoom out. Ska price
ranki for that. Now, let's use a smooth
brush. Smooth that down. Okay. You can use the clay
buildup brush and build some more or less like some thickness in
there, then smooth that down. Okay. Smooth this down more in
here, smooth this down. Now she's looking a bit old, so we need to kind of smooth, get some more flesh
around these parts. I think the depth we come on, the depth we
introduced was way too much but too much
depth in there. So I want that to make it look
cold. She don't look old. So let's flesh that part out some more and
then smooth that down. So we get better smoothed
edge around those parts. Okay. Let's add some
more flesh in here. Smooth that down, smoother
transition around the edge. Smooth down a bit more. Okay. I need to compensate for
it around these parts. This part feels a
bit disjointed. So let's use the clay brush and then fill that part
up, smooth down. So sort sort of fleshiness
here and there, depth here and there is what you is what you need to
actually kind of sell out this image a bit more. Okay. I think this is
coming out quite nicely. Okay? Let's see if there's
something else we can do, at least for the forehead, precisely for the forehead. Let's see an obvious
detail in the yeah, it's not too strong,
though, but stay in there. So let's go in and
then recreate that. So it's more or less like
using them standard brush. I'll go like, quite
light handed in her more like smooth
that out by lots. You just need to
kind of just sit sit sit on those p but not shouldn't be too
obvious siting there. That should be fine. So
carry on your next lesson. I'll see you guys in next
lesson. Bye for now.
6. 05 Eye Forms In Zbrush: Come Burger. In the previous
lesson, we kind of work on, I would say quite a lot of
the facial features in here, but there's still a
lot more work to do. Smooth this down. There's still a lot more work to
do in here just to get this to look right. Smooth this down. So more. Okay. So let's go on jump writing so I'm going to be
tackling more of the nose now, and I'll do this
on one sublution Before going on
sulution level here, I'd like to kind narrow
my nose in noticing here in her nose feels a bit more narrowed
down at the top part. So let's just arrange this. It feels more or less like this thought slant
to it, though. But just looking just straight. Feels just straight, so
that we need to fix. I need to kind of add
that with some measure of slanted curve to it around Slanted curve is more or less around
these parts, right? So let's go in with the move brush on
the move brush in here. So what we can just do to
start by shrinking this in, more or less like so. Then reduce the blow
size a little bit more. Then we can pinch
our curve in here, we can pinch our
curve in something more or less like that
should be just fine. Okay. So moving on. So there see some more
features in the nose, you need to kind of block out. For one, there's a
separation in here, you can see this
separation in here. Then we also have a flat edge
around this part also, too. So that we need
to introduce ours cope so I'll start with
the dem standard brush, and I'll come to an angle
around these parts and then create that
depth in there, okay? Something more or less like, so should be just fine. Smooth that down a
little bit more. This not too sharp or
too of you in there. Then reduce my brush size. Holding down all, I'm going to create an edge around this part, so it's not going
to be too obvious, but if you go on
subdivision level higher, you should be able to see
something slight in there, something slight
difference in there. So let's accentuate this on
a higher subdivision level. So I'm going to out go in. Let's accentuate out a bit more. Okay, something like that. But I'm going to smooth
this down a bit more, increase intensity
of the dam standard, reenact that shape a bit
more in the smooth down. So it shouldn't be
too sharp in there. Use the move brush,
leave this back up. Smooth this down
again. Let's get something soft
around those parts, so should feel a
lot soft in there, elevate this a bit more by adding a bit more flesh in here. Okay. Smooth down. Let's see
if that looks good. If it doesn't, you can
just clear that out. Let's see what we get.
This should be fine. Okay. Us the clay brush, add a bit more around these
parts. Smooth these down. Let's see what we
get smooth down. Okay, go to lower
subdivision level. Let's use the move
brush instead. Smooth brush give us
better transition now pull around those parts.
Use the brush size. Okay. I don't want to do
that too much, though. I kind of feel like I did
that way too much, though. There's a bigger
brush size for this, find this at a good angle and then push this down back again. Okay? No. Smooth this down. Okay. I think we
can work with this. Let's see where we get in here. I would like to elevate
this part a bit more. Let's use the more
brush instead. I don't want to mess things
up. Look for a good angle and leave this part up some
more bitmre smooth down. Alright, I think we
can work with this. I feel like I should
flesh this out some more. Let's do the clabid
brush. Smoo this down. Let's see what we get. Now is entirely not entirely
there, undo that. Undo that. We need
to kind of fix. There's too much gap
in here actually, we just gonna fix that. Let me declare bid a brush instead with a
smaller brush size. Okay? Smooth down. Smooth down some more. Alright, I think this
should fix that. Yeah, this should
work just fine. I should work just
fine. Okay. I would like to add some more
fleshiness around the parts. Smooth down a little. Yeah, like so should be fine. I'll use them standard
brush also, too. Let me show you guys
a better example of what I'm doing in here, so we can be on the
same page, too. Let's find a good one. It is a female
should be a female. Okay? I need a separation. I'm basically trying to create
this slide coat in here. So just a small at around there. It's a little coat around there, so you're supposed to kind of create that around
there also, too. So of doing that with
the dam standard brush. Dam standard brush
should do just fine in there. Reduce the brush size. So more let's use this from
the other angle instead. So you can capture
the essence of that a bit more accurately. Okay. Yeah, precisely that, but to smooth it down some
more so not too sharp. Just barely in the Barely in there like that
should be fine. So let's go. Yes, I think it should be fine. Okay. Let's go on subution
level higher in here. Hold outs, get this out, smooth this down. Okay. Let's sent you this detail
for the lip some more. Dig this in a bit more. Yeah, just about
that should be fine. Let's get the lining around
the edge of the lip, Oto, read something like
so this should be fine. Smooth this down a bit more. Let's do for the top
part of the lip also. So we should come down here. Like so. Yes. That will work just fine. That works just fine.
So this is nice. Okay. Let's accentuate this
a bit more to the edge. Let's see how that is
that that is fine. Okay? Do we need to elevate
this a little? Okay. Look at this from this angle. I feel like we one
subdivision level lower with the move brush. Let's extend this out
a little bit more. Alright, that feels
more like it. Now let's do a bit more
correction for the eye. I would like to I think I
was still on the marks last. I like to mark so
this lower part, so invite the marks,
blow the marks. So with the move brush. Let's silt this down some more, reduce the bro size, go in and push this
up a bit higher. Okay. Just basically trying to
get some slantedness to it. Maybe I went overboard in. Let's just leave this
back up some more. Okay? Yeah, I think
this should be fine. I be fine. I like to undo that.
Let's bring back the max. I like to create let's get this in in a
bit more down a bit more. Invert this, leave this
up a bit a bit higher, so that should be fine. Let's go to the deem
standard brush and then accentuate
the depth in here. So if you should
zoom, you can see now this lead there's some more
depth around this part, so I need to recreate that depth in there some Let's go to one
subdivision level higher. Biting the on the keyboard. Then I would deem
standard brush is fine. Take this down some
more. Let's go. Let's do this from around here. Okay? No. I need to be as no. I need to be as accurate
as I possibly can. So it should be fine. Like,
so it should be just fine. Okay, can smooth these down to get the smoother transition
around those parts. Clear the marks.
Yeah, that is fine. Yeah, this is fine. We're
basically pushing this now and then capturing those details
that we need in here. Okay. Let me zoom out a bit more let's of smooth
it out though. I wouldn't like to completely smooth out this
eyelid, actually. Try not to smooth
out way too much. And I referencing
here, that should that should somewhat Okay. I think we need to make
it a bit more obvious, so we them standard brush. Okay? Something like so. Let's mood this down. Right. I think we can work with still
on the I still on the I, let's grab let's grab
these parts a max Shift F, Control W to get
that ape poly group. Let's look into that on the Shift F. So we're kind of working on secondary
forms now actually. So I'm going to out. Let's solo this actually. Let's solo this out. Okay. I we need a thick edge for the eye. There are a few of
doing this. Let's start with the He polish, actually. Let's start with he polish. I think my brow size is way too big increase the bro size. Then I will just come and
then flatten this out, like, so this should more or less, create a sharp flat edge for us that we can
accentuate later on. So the dam standard,
let's go back to this. Let's do for the top
lead of the eye, increase the brow
size a bit more. So basically doing
something like so, to capture some depth
around those parts. Maybe you can go one more on the lower
part of the eyelid. Okay? Let's go to lower subdivision
level with the move brush. I feel like I need to push
this down a little bit more, get this up some more. Let's increase subdivision level with the dem standard brush. Wed the brush size
getting close up. I would like to sharpen
this holding out Nah, that is not smooth enough. Increase the bro size. Go on subdivision level lower instead. Put out. Okay. Yeah, that's more like it's Okay. Yeah, that should
work just fine. Let's do for the
inward part also. Now, that doesn't look right. Let's use the broadside some more instead, capture this. Now, that's off,
getting a bit closer. Stop there. Go to
the other side. Perfect. That should
work just fine. Let's see if there's detail
we need to do create in here, so I should like some fleshiness around this parts that need to accentuate so we can use a
standard brush, I believe, increase the brush size, let's create some measure
of depth in here zoom out. Yes, yes, yes. This we can work with. Smooth this down
the standard brush. W d in smooth that down. So just be light in there, bring everything back out, go out of solo
mode. Smooth down. Okay. Yeah, that's fine. Okay. Slow that out again. Slow this out again. Control Shift click on this. There is some measure
of fleshiness on the edge come out here. So basically, there needs to be some fleshiness
around this part, so it is very similar to
what we have close that. Let's see if we can find
an eye reference in here. So basically what
we can find here, this fleshiness
around this part so. We need certainly
to block that the clay brush.ccentuate
that some more. Let's go on subution
level higher. As the clay bed brush and
fill that part up, like so. Cree some variation in
there, smooth that down. Go out of solo. I
think, come on. I think we need to make
our eye a bit bigger. Slight needs to be a
bit bigger, I guess. Or we can do CvD more brush, crease the brush side or
more can bring this closer. Like, so let's bring everything back out.
Let's see what we have. I don't think let's get this out back, so
it should be fine. I think this should
more or less fine. So we still on the move brush. Okay. Then we go to the club do brush and fill this part up. Let's go on subution level
higher, fill this up, part out some more,
smooth that down. Okay? With the move brush, we can move this
back in a little. E the brush size,
smooth out some more. Let's get in, close up. Smooth this down, increase
the subdivision level, smooth this Can we smooth
this down some more? Okay. Let's just fill that up. Randomly fill that up and get some measure of
texture in there. Okay? We them standard brush, creates a bit more depth around these parts,
smooths down. Okay? Okay. Sm this down. Let's go to lower subdivision
level. Smooon this down. Okay. I think this should work? I think we can work with this
bring everything back out. So I need to kind
of average look at the eye again just to be sure if my if the eye size eye
size is accurate enough. The original that
comes with the base mesh is good enough. I don't know if I'm just
trying to make sure if I if I need to shrink is
smaller or make it bigger, you know, move brush. Okay? You don't move adjust that way too much than
you need to, though. So don't break it. Okay? I think I need to
select the I now. But I think Okay. That's fine. We can always adjust
that. So let's move. Let's move this
forward some more. Up a bit more Clay the marks Shift F. Let's do Auto group
instead, so we can get them. So just to get them
separated and then we can adjust them as we necessary? Let me look at this again.
Let's see if it's necessary. I need to adjust
this a bit more. Okay. Yeah, I think I think I
might need, so Shift F. Let's done Auto group.
Let's done Auto Group. Click on that, hold center this. I'm just going to push
this this way, a little. Go to the other side, hold
get to the other side. F to frame into that. Move this this way. Move the slightly this
way, a little bit more. So should be fine. Clear the
mark shift F. All right. I think this we can work this we can work
with, I believe. Let's go back to the
main body on main head. Okay? And I would like to max out this lower part of
the eyelid blow blow. Okay? With the move brush, I would like to
move this closer. I want you to kind
of rest I want you to kind of rest more
on the eyeball. You rest more on the
eyeball, like so. Okay? Play this out. I think we can move on with this. This is
working just fine. Yeah, so this is
working just fine. So if there's something
else you need to do or block out in here. Let's see. Let's see if there's something else
you need to block out based on the reference
we have in here. Yeah, we can do something
slight on these part. Just around this part. Just get a little more depth in there. Just a little more
depth in there. Let's just standard brush
instead holding out. Smooth this down. I don't
want something too sharp. Something quite light. It's not too sharp
and obvious in there. Smooon this down. Let's see what we get if it's good enough for
us to keep or not. Okay. Physically, bio brush. Feel this part a little,
smooth that out. Yeah, yeah, I think we
can work with this. This we can work with. I think there's still some more
work to do in here, but for the most part, this seems to be coming
out quite nicely. Okay? This we can certainly
work with, right. Let's create a
little more denton around there smooth that down. So that's a bit
too much do that, reduce the brush intensity. Let's do something quite light. Something quite lights
in there instead. Let's go in, get
something light in there. Let's see, undo that. Maybe old out instead
of accentuate it a bit small smooth down. Yeah, this should be just fine. I don't want to go overboard, so should this should
be just fine, right? So the next lesson, we're going to carry on and
then keep working on this. I'll see you guys in next
lesson. Bye for now.
7. 06 Secondary Forms In Zbrush: Welcome bad guys. Previous lesson we
kind of worked. We're still working on the face though but we tackled more on the nose and the
lips and the eye also. So let's carry on and then
continue blocking out versions of features we can see from references and then
getting them into our sculptor. There's one major one
I saw on the nose, so I would like to
similar to this, though, quite similar to the features
of this nose in here, so let's try and replicate
something similar to that. So this is the ship
in there. I don't know if you guys
can see that then there I think we can find
one in here also, too. So I would like to implement
this shape on the nose. Mo less like let me
show you guys in here so more or less
like we have you separation in here
and separation in here and this part is kind
of coming out some more. So basically, I'm going to try and extend eco year
and year also. Then just add some measure of
thickness around this part. So let's see what we
have in there first. We already have the
blockout for there already. So we just need to kind of add some more fleshiness to it. Maybe I should use
the clay brush instead and then go in there
use the brush side or more, go to the lower
subdivision level. Let's go on subdivision
level higher again. And let's do this
in here instead. Okay. Something like
so smooth down. Let's see what we get. Look
at this from the side. Yeah, that will work just fine. That will work just fine. Okay, some other
wrinkle detail on here, but that's going to be more's
for the tertiary detail. I was going to be more
for the tertary detail. Okay, checking this
just to be sure we have this working correctly. I
can see something in here. I need to adjust let's go to lower subdivision level
with a move brush. Get this part out
a bit more so we can see that
thickness some more. You should be fine. Okay. So I'm noticing
some major Let's see. Let's see, there's something
I need to do on the nose. You know some structural
differences on the nose. Like, for example, I can see some light in here based on shadow depth around these parts. So I would like to get that in. Let's use the clay bed bro. Let's go down subbtion
level higher and just add some lifting around these parts
and smooth it out, like so Smooth some
more around the air. Let's see, no, no,
no, not looking. Not looking good enough. Let's smooth some more. Okay. Let's see what we have
around here. Smooth down. I think this should
smooth down a bit more. That should work. I've seen some weird shadowing in front. Smooth down around the air. Let's see. We have breakups
in there already, which is fine,
precisely what we want. This is them standard brush, add, like, a dense
around these parts. Smooth that down.
Basically introducing some more distortion
or slack distortion or breakups around the
structures of the nose, just make it feel a
lot more believable. Okay? Them out. Nowadays,
think if I can find actually in here though. I like to accentuate some
of the depth around here. So it's more or less like this similar structure
we have in here. Same similar
structure, we having that kind of bends
down this way. So I'd like to introduce
that also on my scope. So similar to what we have also on this is a
painted reference, but we can obviously see
a breakup difference in here so I'd like to introduce slightly
of that in my scope. So let's go to Day
subdivision level instead. And we can do this with them. Let's try the standard
broach instead. Let's do this from
this angle instead. Pre brush a bit more. So I'm going to be
holding down ads to dig that in. Let's see. Now, it's not
looking good enough. Let's do them standard
brush instead. Increase intensity
so more. Okay. Something pretty much like this. Let's compare. Let's see. Let's go on abdtion level higher and then
smooth this down. So just to introduce a little measure of
depth in these parts, smooth down some more. Okay. So you should kind of see some highlights some shadow depth in there
just to illustrate some measure of depth in here. Maybe I should intensify it
a bit more smooth that out. Trying to compare and see. I think this is way too intense. I was way too intense. Smooth down. So this is
a younger character, so we don't want to kind of
get too much depth in there, still needs to kind
of feel smooth. Let feel this part up some
more smooth that down. Et's look at this
from a distance. Let's try Mat cap in here. Let's see what we have. I think I'm having an
issue in here now. So we need to undo
that. Undo that depth. I think the previous
one we did was actually undo that
them standard again. Go do that. Let's use a smaller bros intensity
for the moons. You can get something
soft around there. So just to find the
right balance for it. It's all about finding
the right balance for it. Once you capture
the right balance, look a lot better catching
shadow depth in there. Okay. Let's see. Let's elevate this part
some more smooth down. Okay. Let's see what we have. Reduce my bro size, smooth down a bit more. Compare this from side view, smooth down a little bit more. Okay. Let's use the mark cap. Let's see what we get in there. I think this should work. This should work, right? So let's go just
down the jaw line. Let's go onto abibtion level higher with the dam
standard brush. Right now, I'm kind of already working on second details now. I'm already working
on second detail now. Okay. Smooth down. Okay. That should be fine. Let's add some more
fleshiness on these part. Smooth down. Let's
see what we get. Reduce my bro size, smooth this down a bit more. Okay. From one of the references,
I notice some kind of cuts just on the jaw. So measure
of depth around there. It's actually in here, but it's not too obvious to see though. It's actually in
there. Let's look for something that is a
bit more obvious. I think I have a reference in
here that is slightly more obvious to see. Yeah,
this is the one. You can see some depth
around these parts. So let's go to the lowest
Sobluton level instead. Put the dem standard brush. Let's just add a dense in there. Like, so let's see, go to one subdivision
level higher again, smooth that down. That should be fine. Okay? Let's go to lower
subdivision level. You can see some line just underneath the
neck. Let's see. I think I have one here that's better yellow straights
not clear enough, though. I think there's one add
one here is quite clear. Just basically
rink on nedy neck. What did I see that again? It's in here, but
not too obvious, so it's similar to what we need to create in your something
that's not too obvious. Yeah, yeah, this is in here, so you can see this
line on nd the neck. So I would like to I like to create that also. So
we can do just three. T should be just fine. One, two, three,
this should be fine. Let's go on subdivision level higher just to get
something in there. Doesn't need to be too obvious. So this should be just fine. I should just sit underneath that parts, smooth this down. Okay, we're almost coming to a close for this for most
of the facial features. I think this should be fine. Some weirdness in your let's
smooth that out some more. Okay. One very distinguishing
factor I kind of see for younger female characters for younger younger
characters like this, this dancing is quite
it's a bit more obvious, so let's get it a bit
more obvious and, you know, that's way too much. Let's go to lower subduon level. Make it a bit more obvious. Smooth that down. Let's use
the pinch brush instead. B PI. I'll tighten
these parts some more. I'm still going to break that. I'm still going to
break that though. I think I need to
use the move brush. Let's push this down slightly, so I think of I think it's kind of smooth
some of these edges out. I'm going to do that when I'm
breaking symmetry for this. I think for the most part,
this should be just fine. Let me save this file. Okay. Let's look for something. Okay, I see some other
major features for the lip is a major
feature for the lip. Let's go on subdiviution level higher. Let me put this here. Let's open the
geometry so you can actually see which subdivition
level I'm on right now. So I think if you can find
do you have it in here? Let's find a leap
detail so we can better better illustrate
differences in here. So, it seems more like a
separation around there. So I need to capture the
essence of that in here. I think we can use the Let me
the standard brush instead. You should work just fine
with the standard brush. So I'm basically going to
elevate this part, so Okay? Something more or less like so. Let's use the clay
brush and then add some extra layer in
there, so should be fine. Yeah, something just about
that should be just fine. Let's go on sublui level,
let's see what we have. Then we can use them
standard brush to add an actual coat in there
and smooth that down. Lets create another extra
level of separation in there that should look and
feel a bit more unique. So something like
that should be fine. Maybe extend this out a bit
this is a bit extended, so maybe we can extend that
out to the clay brush. Undo that. Need a bigger
brush size instead. Extend this out, smooth down. Let's see what we have. Yeah,
this will work just fine. This we can work
with. Yeah. Awesome. Maybe even flesh out. Just trying to see if I need to. Let's go go subdivision
level lower for this. Then we declare build up brush, increase the brush size. No, no, let's use
inflates instead. BI Nflate these parts. Flat these parts,
smooth this down. A get smooth out transition
around those parts. Smooth this down. Yeah,
yeah, that should be fine. Let's see if there's something
else you need to do in here that is important. Going to start looking at
all the references in here. You can see depth around
these parts of the nose, just around this region in here. So let's go to lower
subdivision level. You can use the
dem standard brush for this increase
the brush size. I would like to be a little
bit more subtle in here. So let's just not
that accurately. Let's create a dense in
here, something like that. Let's see this out again. Smooth that down, so
it's not too obvious. Go on subduction
level, let's see. Smooth down a bit more. Yeah, so should be fine. Okay. I think this
working just fine. What else where can
we blocking in here? Let's go to the lip. Let's see if there's something else need
to block out for the lip. There's something you need
to block out for the lips. Basically, I was going to reuse the dam standard brush actually to create I thought I
had this separated out. Let's separate that out again. So Control W for darts. Bring back degrees more control. Click on this to max
that out, Shift F, ChivD, Shiv D, blow out so more D to increase
the subdivision level. Maybe let's even
completely that. So basically, I'm going to
use DM standard brush to add another extra layer
of depth in, so. Something pretty much like
that should be just fine. Let's get some more depths in. I do that. Let me get a
better angle at this. Okay. Yeah, this should be fine. So that should just sit about let's increase
ablution level. Reintroduce that a
bit more. Let's see. Yeah, I need to lend
smooth them down. Okay. Well, that should work. That should work just fine. I think I need to smooth this out a bit more on these parts. Get this out a bit more. Okay? All right. Let's see. I think we need to
accentuate this a bit more. No, I'm not doing that
accurately enough. Okay. Okay, that should be fine. Yellow should work just fine. Maybe for the sake
of just getting something extra in here, we can go to lower
subution level with them standard brush. On subtion level higher, I can create a cat in here. Okay. Now smooth that down
a little bit more. All right. I need to smooth
it out even more. Let's use the pinch brush first, pinch and tighten it out first, then smooth that down. Yeah, this should be fine. Let's see what else we
can What other details you can introduce in here. I'm just looking at
the size of the nose, not the size of the nose. I feels like the size of
our nose, it's quite big. So let's reduce that. Let's get some smaller
nose structure in here. I'm going to be on
the move brush for this instead. Seving up. Okay. So I'm just going to shrink this in
a little bit more. Similar also. Let's look
at this from a distance. Let's see what we get. I
think this we can work with. This should work just fine. Create a indention in
a smoother down Okay. So moving on, let's see
if there's something else something else we
can introduce in here. The references are not
extremely clear both. We're just going to
try and figure out something that we can still introduce in here
to kind of sell this out even more to look
a lot more believable. Most especially on the
fo don't know if I need to add some detail
or breakup on the foid. Let's ask some
breakup on the foid. So I'm going to use the
clay builder brush. Maybe something like this. Sms blend them down. So more not so obvious, but just sitting roughly
around that parts. You know, like so
should be fine. Okay. Let's see. Okay. They should work, connect something in here,
smooth this down. Yeah, yeah, we need to get
something in here actually. Some flesh in here should
be just about right, so smooth them down. Okay? Go on subrion
level higher. I need to create a
separation in here. Most of this part is not
going to be visible though, but just get something
in the smooth them down. All right. I think this is
this should be just fine. This should be just fine. I think if they say
something else, it's going to blockout,
you can always do that. You can always do that later on. But for the most part,
this is working just fine. I feel like I should
introduce some more hit in here, smooth them down. Smooth down some more. Okay. I'm not sure that's
looking good enough. That isn't looking good enough. Just checking. I feel like I should lift
this up some more. No. Move brush. Plus I should move
this up a bit more. Okay, that should
be fine. Let's see. Maybe a little more depths
around these parts. Do you need a bit more
depth around these parts? Okay. Smooth down. Okay. Smooth down a bit more. All right. Yeah, I think
we're in a good place. I believe we're in a
good place. So next we're going to do next lesson will be to work on the year,
work on the years in her, and then we can move on
to more of like adding some breakup detail on top of this breaking
symmetry on top of this. Are you guys next
lesson. Bye for now.
8. 07 Ear Forms In Zbrush: Okay, welcome burgers, so previously we kind of worked on still on the fisher
features, obviously. So kind of pushing, pulling and adding some
more details the fish. So today on this episode, I'm going to start or rather, I'm going to, let's go it start. I'm going to work on the kind of get some structure in the I think we can use I think it's a good one
we use this instead. This we can use. So
let's try to isolate the Let's isolate the grab this Control W,
Control Ship click. Okay. So on both
side, that's fine. Solo this. Let's jump right in and then capture the
essence of this in there. All right. So let's go
subdivisions level higher, so we can do this in here. I'm going to start by
using the move brush. Let's reduce the
subdivision level, take this down a bit more again. You can see a
pinching around here. So let me get this in first. Okay? Let's see another
pinching around here. Let's go include the
subdivision level a bit more. Get this out. What else
do we have in here? Okay. Okay, so let's use them
standard brush now and then. Increase subbon levels need to increase the
intensity of the brush. Okay. That is fine. I think that's a bit much. Something light and there
should be just fine. Okay. Move this in here in
some more down here. All right. Let's capture and
so this also too. Okay. Smooth this down. Then go in and then create
more depths in these parts. So use the bro size. Let's take down the bro size. Let's capture some more
depth around these parts. Okay. Goes all the way down here. Okay. Smooth down. Let's see if we can do
some more depths in there. I think something like
so should be fine. All right. We need the
depth in here also. Okay. Then we need to use the
clay brush, do that. I think the standard
brushing stato just fine. You can pull think
we need to turn off lazy mouse for
this, take this down. On do that, reduce
the intensity for that. Let's move
this down first. Get some indentation in there
get indention in here also. Okay. Then elevate this out. That's a bit much,
smooth this down first. Then let's get this elevated. Let's go on sobution level
higher, elevate this. Not doing that
accurately enough. Okay, smooth down. Let's see where we get. I'm not sure I'm doing
that accurately enough. No, I'm not. Let's
use the move brush. And move this down some more. Okay? Move inwards. Reduce the brush size, go back to standard brush. That's kind of giving
this wobbly shape that I don't really like. Et's use the bros
size a bit more. Come on. Why is it getting this weird wobbly
shape in there? Smooth down do that, get some indention in
here, smooth that down. Let's do a continuation pattern in here, smooth this down. Okay. Smooth this down. Let's get
the proper blending here. So something pretty much like
that should be just fine. Then we need some
more depth in here. Let's get some depth in here. Smooth. Yeah, that
should be fine. Dips in smooth this down. I don't need to be too
aggressive in depth in here, smooth this down. Okay? Them standard brush. Smooth down. Alright. Standard brush. Sm this down. Bro size. Let's get some
elevation in a year or, or so. Smooth down. Okay. I think this
should be fine. Great indention in,
moon this down, elevate some more smooth down. All right. That should work. Continue this on smooda down. Pretty dense in smooda down. Just need to look
perfect. So we just need to get something in
there that would work. Smooth this down. Okay. I think this should
be just about right. This should be just about right for this, let me
use the move brush, go to lower subdivision level, extend extend this out
a little bit more. Also creates an unevenness
on the shaping the Okay. Yeah, there's definitely
an issue around here. Let's use the clay,
build up brush. Build better transition in
here. Smooth that down. Okay? Smooth this down the wrong ki, I think this should
be just about right. Smooth that down. Okay. Let's bring everything back out. F, let's get this face in us so bring
everything back out. Okay. Now, I need to figure
out the general size of this smooth this down. Sin we made an issue in there
or made a mess in there. Let's go to lower
sub dibution level. Also smooth this down.
Smooth this down. All right. Okay. Trying to see. Let's go to
lower sub dibution level. With the move brush now, I'm just going to
slightly move this forward outward a
little bit more. I think it should be just
about right. Lukic sieve. Okay. Yeah, I think this
should be fine. Let's increase the
subution level. Let's bring back our
IA is in place now. That should work. Let's see. I think I
thin this bat out a bit, or maybe this is just fine. Basically just checking. Checking. Let's use the inflate, use the brush size, get
some thickness to this. Okay. Round here should be fine. Smooth in there. I feel like that is
kind of pinching. It feels like that
part is pinching in. Just smooth that out. We don't want pinching in there. Okay. Yeah, that should be fine. Okay. Just check in, see if there's something
else need to do in here. Most likely create some more
indentation in here right. I think we can live with that
accentuate some more Okay. All right. Yeah, I think we think
this is just fine. This we can live with. Okay. There's something else
you need to do in here, I believe not. There should be
something naturally just to kind of figure
out what that is. I'm basically just
kind of checking going around the model to see if there's
something we need to do some pinching in
here smooth that down. Smooth that down. I think that one is from the
topology itself, so Shift F. Now, this is from death
from the topology, so I'm going to ignore that. Um let's see. What do we need to do
in here or what do we need to add in here to make
this come alive even more? Let's see. Okay, let's go to
lower Abution level. I feel like I should use, let me use the inflate
brush instead. Use the brush size some more. Maybe inflate this a
little bit more like so. Like soap, maybe
that should be fine. Blend smooth down. All right. So at this point, it
kind of becomes a bit harder kind of gets kind of see something different
in your if you have a particular reference
that you can kind of use, that kind of use some
additional features you can add in for the most part for now, this is looking
looking quite good. There's something
else need to add. We kind of capture
something else. I need to add. I can
always go in and add that. But for now, I think
we're in a good place. We can break the symmetry in the next start making
symmetry in the next lesson. Okay. Uh, yes, it seems fine. Okay. Still on inflated brush. Oh, let's use the
pinch brush instead. Let's tighten these
parts a bit more. Okay. Should should
work just fine. Alright, let's go to the
highest abribtion level. Let's see what we have.
It's looking interesting. It's interesting
enough to work with. I don't want to kind of
create another depth in yet. That'll just make
it look a bit off. But let's compare this with so realistic references to see if we need to create
a bit more depth in here. I doubt. We don't need
to. We don't need to. Let's confirm with
another reference in here. Now, really. Let's compare. Now,
we don't need to. I think what we have in here should work just fine
for what we need it for. Okay. This is working quite nicely. So at this point, you just
need to kind of kind of look a bit deeper and kind of analyze the reference
even more just to pick out features that you feel
or you need to add in there. So for the most part,
I can't really see any major can't really see any major feature I need
to add in here I said, maybe I look at it some of
that time and then I'll find. That's why it's so
important to kind of take a break and then look
at your reference, maybe after a few hours, but probably the next day
to see if we can spot out something completely
different in here that you can add or block
out inside of your sculpt. But for now, I'm
not really seeing any major any major shape I need to block out in here for the most part
for the most part. Okay? Right, I think I think we are good in
here. Let's check this. Okay. That's expression in there for the nose of added dt. There's something
in here we need to add something in here. We're adding any expression
in here actually. Maybe we should add just a
tiny bit of expression, maybe. That will be when we're
kind of doing the asymmetry breakout kind of breaking
this symmetry in here, so we can probably add that and then we can see how
that looks like. But for the most part,
everything seems fine, okay? So we're going to continue
on the next lesson. Bye for now.
9. 08 Breaking Symmetry In Zbrush: Okay. Now, come back, guys. Some previous lesson you
kind of worked on the air. So today, let's break symmetry. But now I'm noticing an issue. No, this is not
from this though. She's not from the air actually. But I think I would like to
with them standard brush. Let's extend this
out a bit more. Okay. Now, the issue I'm
talking about is, I think before I kind
of created my layers, I didn't make sure I
kind of get this all the way to 12 million before
creating the layer, so I made a mistake in there. Uh, so I'm going to turn
of the recording for now. I would like to subdivide
this a bit more. Subdivide this again. So this is subdivision
layer we're supposed to be in the high subdivision layer
we're supposed to be in. So with this in here now, I think I can let's see if we turn on record and
let's see what happens when we turn on record in here. It's no record because I kind of extended the
subdivision layer. That's completely fine. That's completely fine
because we have already kind of blocked out the primary
condition shape in there, so I can create a new
layer in here now. So this would be
asymmetry. Come on. Imetry I'm going to break in the symmetrical
structure of this in here now. But I don't think I notice
from my references in here, is this line under the
I feel like I need to sort in them out because
it's not too obvious. So most of the characters in
here is actually in there, but not as obvious as mine. Mine is way too obvious, especially all the
way to the end. I need to sort in all
of those out some more. Okay? So let's open
geometry in here Okay. And I'm going let's
put this here. Let's go to the lowest subdivision level
actually for this. This is the lowest subdivision
level in here now. I think we can use the let's
turn off symmetry now. She F. I would like to Okay,
let me clear this out. Let's don of symmetry
for now first. I need to work on the
lower part of the. I don't want to affect
the upper part, so invert the marks
blow this out. So I'll use my smooth brush
and I'll smooth this out. So it shouldn't be
too obvious in there. I really symmetrical as plan. Let's don't off symmetry now. I'm going to go to
my lab do brush. I'm going to fill up one side and smooth that down so more. Okay, let's go to the
subdivision level. Let's see what we
have. Let's add some more flesh in here and
blend smooth this down. No, no, do that. Let's do on the lower subdivision
level instead. So we get smooth out transition around there, so
smooth this down. All right. So let's go to
the subdivision level now. Yes, I think we can
work with this. This we can work with. Okay, so now I'm going to
use the Dem standard brush, go to a higher
subdivision level. Maybe that's way too high. Let's see how many
we have in here. Let's go lower again. So the DEM standard brush, let's add some wrinkles
around the eye. It's in here, but not very obvious, but you can
see something in there. Let's look for something
that is a bit more obvious in you can see it
slightly in the air. So I'm going to take down
the bro size some more. Let's create one. Let's see, okay? Reduce my bros size some more, reducing intensity of the brush. Okay? This should
be just fine. Okay. No, you don't want
too much, though. Let's zoom this out. Let's see. I believe that should
work just fine. Let's come to the other side. Okay. I think this
should also work. All right. Let me undo that. Undo that. Yes, that
should be fine. Okay, so let's see
what else can we add? Yes. Supposed to, like, add
some expression, I guess. But before doing that,
let's see what we can do to kind of break
this up some more. Let's look for major regions
we can use to break this up. Yes, I see one. Go to
lower sub vision level. I'll use more brush for this. Reuse the bros size. Let's look for a
good angle for this. I would like to extend this out a bit more so that you feel
and look slightly uneven. It's going to be
very salt to do, but very much in there. Let's push this way. Okay? Just slight
variation here and there. Lemon this down. All right. What else? What else? Let's go to the higher
subdivision level for this. I'll smooth this down. So one side should be a
bit longer than the other. Okay. Let's create some
more fleshiness on one part compared to the
other smooth this down. This should add
another extra level of breakup increase my smooth
intensity for this. Okay. We sort two ways
breaking this up. So two ways breaking this up. Okay? Come up here. Add some more smooth this down. Smooth this down. Smooth down, some more. Okay? I'll need to add some breakup in this
center in here. Let's go to lower
subdivision level. Let's do a break up in here. That feels a bit too obvious. That feels slightly
too obvious in there. I know there's something
in there that I need to more or less,
like, introduce. Introduce my brows size. Do something, so smooth down. So you should just
slightly sit around that but soft handed that way. Basically brush, build
some a little it in there, smooth that down. So that should break
this up a bit more. Okay? That is fine. What else? What else?
What else? Let's see. Let's add a bit more
t in here Okay. Smooth that down. Okay. All right, that should
break do Let's use the mats cap grave for this. Let's see. All right. I think this is coming
out quite nicely. See if there's another
region we can add some more breakup too. I think for the most
part, this should work. Yeah, let's make some of
the one side of the eye a bit of the eyelid a bit higher and then
the other part lower. Well, basically, you
just need to work on one part and then that should
reflect on the other side. So let's go to lowest
subdivision level for this marks these parts, invert the marks, blo marks. I would lift this up. So more, let's use
the move brush out a bit more increase
my brush size. Blood mark some more. Nothing that accurately enough. Okay? Let's not too obvious
in the maybe just a little so get this. Let me put this
produce a bit more. So it's feeling like it's feeling like it's a bit too I think I moved
this way too much. Let's compare. Let's look for something in here that
we can use to compare. Yeah, I think I moved
that way too much. Let's get that maybe maybe
make this won higher instead. Maybe make that higher. I think we can work with this. This should be just fine. Okay. What else? What else? I
see something in here. I would like to add
rather pull this out some more pull this out a little
bit more smoother down. Actually creates unevenness
on both side now. Okay. I think you
should be fine. Okay. Let's go to the higher
subdivision level. Let's go back to
the blink material. Let's see what we have. I think this we can live with. Let's see. Let's compare this to another reference
in here that we can see if we can find some if we
can find some differences, I can see a difference in here, can see wrinkle detail
around the eye. So we can also introduce
that in here also too. We use the broadside
some more Okay. Like so. Let's go to lower
subdivision level for this. Let's see how they
break up here, or they break up here instead. Let's see what we get This
is actually nice but. We need to smooth
them out a bit more. Let's go to higher
subdivision level. Do that. Let's introduce that
again. Don't do that. Don't do that. I'm not doing
this accurately enough. Let's go to the lower
subdivision level instead. Maybe we can do this
this way. Okay. Yeah, this is fine
to break up that to break this up. No, no, no. No, no, this is not
accurate enough. Let's undo that. It
needs to be even lower. It needs to be lower around perfect perfect
around should be fine. Increase subdivision
level, smooth this down. Let's see, yes, think
I prefer this instead. Okay. Maybe we can reduce, go to lower subdivon level. We can maybe accentuate one side, increase
subdivion level. Yes. Yes, this would work. Let's see if there's
something else we can do in a I think I think
we're in a good place. This is a good place. All right. Yeah, I would like
to do something in here. Let's use the Let's
increase sublon level. I would like to add a bit more
fleshiness in these parts. I'll smooth that down. That should break this
up a little bit more. Okay. That should be fine. All right. This is
fine looking good. Yeah, I think we
can live with this. Let's save this file.
10. 09 Base Skin Pores In Zbrush: Okay, we come about, guys. So since lesson, I think we can move into
the chem cause now. But before I do that,
I would like to adjust the joy a bit more. I feel my joy is
down way too much, so you can see something
quite small in here. So I would like to
adjust that a bit. Also, let's see. Let's see
if this is trying to see, I think we should be fine. We should be fine. So let's
just adjust the join now. Okay, I'll turn on
symmetry for this. It should be done symmetrically, increase the blow
size a bit more. Okay. Maybe that's a bit much. Let's put down a little. Yeah, this should be
pretty much fine. All right, so let's go to the higher subdivision
level for this. That should be
fine. Then I'll go. Let's go to the layers in here, and then put this here for now. Okay, let's cover this instead. Yes, so let's go to layers, create a new layer in a ani. Rename this to Bs pose. So rename this to Bs Come on. Bees pose. That should be fine. Take this down. So let's
go into surface noise. I'll click on surface noise. So I have a potlarseon
I need to use in here. I believe I should
have that in here so this is like some bees skim puss We pretty
specific setting for it. So we're going to
use that in here. So let's go in and click
on this Alpha down here. I don't know if you
guys can see that. I believe you guys can see
that since I'm having my mouse ilighted Click on this
Alpha on and off. Click on that and put this here. So I need to find that
alpha under my local *****. Let's go to Maxson Z
Alpha flip skin tie Bo. I believe is sports as do
click conduct that's the one. Okay. Get some space in here. Come on. Let's zoom this in. So we can't really see
that in here for now. Oh, before I think there's something I would like
to do before that, though. So let me turn that off for now. Let's work with the normal regular this normal regular
noise alpha in here, so I'm going to
change this first because if I go to the side, it's looking a bit
wet on the side. Let's say this to
UV instead. To U V. Let's try and eliminate this weird weird
line around this. Let's see where that
is coming from. Okay? No. Let's just
the scale of the noise. I need something a bit larger. Something quite large. Just to break up the
surface some more, maybe not too much, though. Let's see what we have in here. Let's check around this. I think we can
actually use this. This is just going to
create sort changes around certain certain
imperfection around the face, so it doesn't look like the
face is entirely smooth, so should probably
Let's try this on face. Let's see what we get. You know, I think
it should be in the opposite direction.
Not too much. Somewhere somewhere around
here actually seems fine. Let's click. Let's click. I figure to tie this a bit more less tie
this a bit more less. There's some tie
tile tiling in here. Okay. This is a better
tighter type to this. Let's increase the
strength a bit more. I'll click Okay. Let's see
what we get from this. Okay. Get close let me see if I can exclude this from
affecting some parts. Though, for the most part,
I think, this should work. Let's start by let's see if we can exclude this from the lips. So marks pen. So let me
take down the bros size. Do that. For right now, it's
kind of ignoring our subdivision
level for right now. I just kind is still a preview actually because I've
not really applied it to the mesh itself. So we're still on preview. But if I go to Lowe's
subdivision level actually, can see the definition still
holding itself in there. But I don't want that, so
let me try and exclude. Let me see if this is actually working. Yeah, it's working. So let's exclude some
part of the l Okay. Let's increase the
subdivision level some more. Okay. Yeah, something
like so should be fine. Let's go over. Let's see. Let's move this this way. Let's exclude let's go to
lower solution level actually. Let's exclude some parts of
the you have symmetry toned. I believe symmetry
tonedwF this year, it is. So let's exclude some
parts of the air. Okay. So it shouldn't be
everywhere, so All right. I think this should be fine. It should be fine. So let me turn let me say this to zero. Smooth normal should be at zero. We have this on a on a layer, so let's go to the it
subdivision level for this. We go to the die
subdivision level. I think I would need
to rename this also to noise Bz instead, okay? Then I'll go over to the
surface noise where surface noise unless I apply yeah, I think we can apply to mesh. You don't need to mark by noise. You can actually mark
by noise then and then kind of inflate
that. We can do that. I think that would
be a better one, that would be a better one to do except for the fact
that we kind of created some manual
marks in in here, so that's going to affect and create some sharp
edge in between. So I think our best guess our best option would be to use just
the applied to mesh. Let's apply it to mesh. Let's
see what this gives us. So it's kind of
floating up in here. Let's give this a moment to
Is it done? Oh, it's done. Well, that was fast. Okay. This can actually work.
It's actually work, why? Because we can still let's
lay the marks first. We can still go
to layers in here and turn this off for now. Then we can tune this
down however we want. So we still have control over how intense we
want that to be. We can actually can actually
leave this like so No, she feels a bit she
feels a bit too rough. Let's do 0.5 instead. Yeah, 0.5. 0.5 seems
like a good one. Just kind of add that text
shot surface detail over this. Which is actually kind of cool because we can always
blend this down with the can blend this down with the order ski pole noise
we're adding here. Okay. Yeah, this should
be fine. So let's create a new layer in here. Then we can name this
to Bz pause now. Okay. So now we can now
go back in soup. Let's go back in the
surface noise edits. Okay. You have a lot of things
we can do in here. We can also do larger
ones also, too, just to break the
general surface detail of this if we need to, but
I don't need that for now. So let's go to this
noise pause two. Now let's use the
setting in here. I don't really want any
mix in here actually, so I'm going to
take down the mix. Put that to zero.
Let's use the setup. You have in here, this one
should work just fine. Okay. Let's come in a bit closer. Let's decrease the
strength of this. Okay, we have this at 0.03. Let's get that 0.03. What value do we have in here? So let's get this to 0.03. Yeah, roughly around
there. Maybe you might make this a bit
more intense later on. Let's create some
tiling for this. Journalism is really do.
Let's say this back. Let's say this to one.
So it's Alpha tiling, but we need to adjust actually. Let's get this white tights, get some more intensity to it. It's the visual look
that's most important. So let's tighten this even more. You know, I think we
need to make this even we need to make
this even tighter. Let's make this even tighter. So I will tighten
this even more. Seem to be moving this way
to my mouse instead so I can get something a bit
more accuracy to it. No, still needs to be a
bit tighter than this. It's almost like it's kind
of disappearing, sort of. Let's intensify this a bit more. Let's see where we get. Okay. This is looking This is
looking just about rights. Yeah, This looks
just about rights. Let's click Okay to apply this. Et's go back in there actually. Let's take down this
strength by Mark. Take this down to roughly
the center parts. Doesn't do much actually, but let's just leave that as it is. Okay. Click Okay. Let's compare and see if this is good enough
for us to work with. Okay. From a close up shot, I
think this would actually work just fine. This
will work just fine. So basically, what we
need to do now will be to start maxing out some parts. Let's go to a lower suburation
level to begin with. And let me take
down the bro side. I need to max out the lip. I don't want this
affecting the lip, so let's clean that out. I'm not entirely
sure why this is not cleaning out, though.
Cleaning out. Doesn't seem to be cleaning out. Yeah, does not seem
to be cleaning out. Let's carry on. Let' carry
on first. Let's see. Let's see. Blood out. Undo that first. Let's go over to the eye. Let's
add the mark first. Once you done with the marks, then we can apply this to it and let's see if that
would actually work. I'm going to do a
light stroke in here. You let stroke in here. Same in here. I'll do it more stronger I'll do more stronger
marks for the ears. Let's see if we can
make this work. Okay. Look for the back
side of the ear also. Symmetry is done that's
completely fine. Don't do that.
Getting a bit close. Okay. Okay, something like this should be fine. Okay, let's blow the
marks a bit more. That should be fine. Let's go to the highest
subdivision level. Okay. Let's apply this in
a apply to mesh. Let's see if this is going to exclude going to exclude
the part kind of maxed out. If not, we find another I'll find a way around this by
using the max by noise. Yes, it actually respected it at try to respect
it. Let me undo this. Let's go back in there. So now on the higher
subduction level now, let's go on subi subison
level lower rather, the same mark in two, there is the more stronger
marks in here. Okay? There is the most stronger
marks for the year. This is just me I can't really see my marks properly
without being material. Okay. All right. Take down your browse size. Okay. Go to the lower
subdivision level, increase the subdivision
level a bit more. Go down. Let me make this
visible so you guys can see. I want to blow this
out a bit more. Undo one of the blow. Okay. Then let's go back to
surface and apply to mesh. This was going to dw down also? Let's just Okay, is it done
already? I believe it's done. Let's clear the mask. Let's
clear the marks in here. Let's let's see where it gets. Okay. I think we can actually
work. Since this we can actually work with Oh, undo that mistake.
Made a mistake. Made a mistake. This
is supposed to be the IS abribtion level first
before applying the max. Let's make sure on the I
subribtion level so you can get as much detail from this
skin point instead. So I would like to clean out I would like to clean
out some of the save out. Come on. I basically I like to clean out some of the details on the marking on the eye. Maybe just lighten
it up a bit more. Maybe actually
leave it as it is. Let's hold down control
and Ot think undo that. Control O unless let me clean
this part out a bit more. I wanted to be a bit
visible in the right. That should be fine. Let's apply the i solution level fine. Let's apply to mesh. Let's see what we
get out of this. Okay. Clear the marks. I think this should
work just fine. Yeah, this would actually work. This would actually work.
So we're coming here, let's say we increase
the noise base mesh. Let's see what we get. Let me increase this a bit more, maybe all the way
up to the eyes. Is there any major
difference in there I cannot really tell, off and on. Yeah, there's a
difference in there. I can see I cannot
break up the skin. So let's say we tune down
this base skin pole also. Let's get a blend
between these two. Okay. Let me try. Let's try value of 0.6
instead for the best compose. Okay? Getting a closer view. This is actually quite fine. Getting some texture
breakup in there. Okay. I think you kind of take down
take down this noise base. Let me take this
down to 0.8 instead. Let's see. Done that often to find
a good balance for it. This guy trying to find
a proper balance for it. Okay. I would like to
increase my skin pause, base pause instead, 0.7 instead. Not much difference, but I
think this will be just fine. So I can live with this. So I'm going to
save this and then we'll continue on the
next lesson. Bye for now.
11. 10 XYZ Skin Pores In Zbrush: Okay, welcome back, guys. So in the previous
lesson we kind of worked on creating the base pose
for a character in here. So in this tutorial, I'm going to be using tection
XYZ one round and 75 Alpha to start creating more
precise directional skin pose for this character in here. Okay? So let's jump
right into it. I'll need to create a new
layer for this, also. Let me put this to the side. Let's bring this out. Put this up here. This we're
going to be needing. Okay. Most especially this diagram
in here that comes with the 175 skin pause Alpha because it does numbers
for specific region. So let's go back to ZBrush
and then we're going to open up layers this on the
highest subdivision level, that's fine, preciely
what we want. I'll click on the plus sign. Let's name this to XYZ pose. Right, perfect, so just before I start recording let's don't know the
recording for now. Unless I the bass compose, unless I the noise bass pause. Okay. That should be fine. So we just need this completely plain completely plain surface in here to work with. So I'll go to stand out, tell it to standout brush. Then I'll go over, have
you seen here already. So for f 175 XYZ, 175 skin, that is fine. That's what
we're going to be using. So double click conduct. I'm going to be using the I
can use any of the youngest. An of the youngest
should be fine. So we have twentyesOnine,
20 or one. Let's use the 20s
on nine instead. So double click conduct. So I always prefer to kind of start from
the middle point. So the middle point
is number four. Middle point is four for this, so I'm going to Go and double click on four to double click on that
is applied in now. Tihul be on drug, Rec. Alpha Oder modify. I'm going to say this mid
value to 45 radio five to ten. I'll turn off symmetry for now. Then I'll go back and then
record this on the X Y Z pose. So let's start from the center. Since this is like a
center alpha for this, let me zoom out a bit
small, let's see. So it should be roughly
around this region, so you need to increase
this a bit more. I'm still going to
find the right balance for the intensity, though. Let's start with 32 for now. And drag out. Let's
get the closer view. I think this is actually way too intense,
and it feels a lot. It feels quite too noisy
in the center points. Center point feels too noisy. Let's strike the second
Alpha in Alpha park, which is female phase 21. Let's use the same number four. Radio fit to ten mid
value mid value 45. So I want to use something
that is not too noisy, so let's try this in here. Bottler is not too noisy. But we need to take down the intensity down
a bit more maybe around 25. And think symmetry for this. Let's see what we get
to symmetry turned on. I want to make sure you are flowing the same
directionality. So the direction
for this is more or less more or less,
so let's compare. Let's see. It's kind of flowing. Direction for this is
kind of flowing downward. I'm not sure I got
this right, so the direction is kind of
flowing in this direction. Skin codes are flowing
in this direction, whereas mine is
just straight down. I need to undo that. Let's do that. I
think it should be, something more something
more, let's like so. But looking at this now, I
feel, let's do this again. Actually, let's
come a bit closer. Okay. Try to avoid joining them
way too much to take note. It doesn't look too disjointed
in the center part. So something around
here should be fine. Yeah, this should
work just fine. And I want to eat X on the
keyboard got of symmetry. I'll create another one also in here. Let's
see what we get. Okay, this direction for
that is slightly different. That looks slightly different. That's slightly different. So let's draw this out again, so it feels more like
something in this direction, but something a bit
tighter than this too big. So yeah, I just need
to do this with a bit more precision in here. Okay? Yeah, I think should This should work. Okay? Yes, we can certainly
we can certainly work with to go in the let's see
what we get. This is fine. So now moving on. So let's try, or let's use number three now. So still on the same pack.
Double click on three. Let's go to Alpha. S this again, 45, ten so zoom out. Let's check the
directionality of this. It's more or less like
flowing downwards instead. I need to undo that don't
know symmetry for this. Let's see I guess something
like this should work fine. Turn of symmetry. Fill up let's fill
up this gap in here. Like so should be fine. Let's get close up. Let's see directionality
for that. Yes, I can definitely think I can definitely
use this on repeats. Let's reuse the same thing
also when you do that. Let's don't know symmetry. Flow the same
directional flow for it. So you pet the same
thing also in her. More or less like
that should be fine. Okay. Let's continue the
same up around. Okay. Similarly, also in a ton of symmetry and just
do one is center. Sin getting close of Okay I did that correctly,
so that should be fine. Now let's go and
then use so now. Let's see. This one is actually
flowing downwards instead. I think we can still
use this three. Can we use the same three? Okay, better. Let's use the two. Let's use the two instead. So double click on two. Make sure it shows in here. Then we go back to
Alpha mid value, 45, radio f ten. Okay. So it should be
somewhere around here. You can see how smooth this direction is
flowing downwards. So let's get a better angular this tunnel
symmetry for this. No, it should be Let's see something more
or less like so. Yes, this should work just fine. I should work just fine. I think I'm going
to, we can continue on with this and
continue on with this. Let's connect this up around. No, that feels a bit
too noisy actually. So let's go back and use three. So I'm just going to
select three in here. This three has more too soft, not too noisy
transitions around it, so this will work just fine. We can just continue with
this three around here also. Okay. Continue this on let's
see the scale of darts. If the scale of darts,
it's good enough. You can work with this. Okay? Let's see what else. We can come in close and then repeat the same
thing also in here. Story seems to be
a really good one. That we can just repeat all over the place because it's giving us good good result around
this which you can keep. All right, do the same in
here, fill this spot up. Feel the part up also. Okay. This we can work with. All right. And I'm going to be using the oh four for this
under part of the eye instead. So let's go in and then look
for four oh four in here. So I can see directionality
for the eye, so it's more or less, something like so Okay. Around here also. We can repeat that here also. No, no, I'm not sure I'm getting a direction for that properly. Okay, I did. I did. That's fine. Rotate this a bit more. No, no. Let's turn up
symmetry for that. No, that will not work. I think more preferable one
is to use the same three in a All right, this is fine. I'll repeat the same 03. Tonal symmetry for this
repeat the same 03 on the nose in here. This should work just fine. Let's get in a bit
closer and do that. Okay. Like so. Let's do one year also. All right. You can repeat that also around here just to fill
up these parts. Okay, Let's come up a bit
closer around here also. Yeah, this should be just fine. Let's come underneath the nose. Directionality is
extremely important. Make sure you're
flowing the same directional flow for it. Alright. Let's see, I
think this should work. It's like a young character, so we want to be as soft
as we possibly can. Let's move on now. Let's
find something else. Okay. S one. Let's do 09 instead. Let's do on nine instead. Oh nine oh nine,
double click conducts. Do the same repetition
setting for this 45. I think I need to
save this five. Let's save this five
first before moving on. So save now, let's
come in to the side. Let's see what we have in here. So it should be
somewhere around okay. That doesn't seem right. I'm not sure if we did the
setting properly in here. I figured mid value 45. Let's check the
directional flow for this. Pull this out. Yeah, pretty much like
this should be fine. Continue this on. Okay. I think we can repeat
this around here also. Let's see if there's
something unique in there. No, I think I'll just
repeat this around. Just repeat this. I want to believe how symmetry turned on here,
symmetry is turned on. Okay. This but needs some
directionality to it, actually. Let's see, direction should
be flowing more or less like. Get this flowing this way. You should be flowing
this way also. Flowing in this
direction like so. Similarly, also around here. All right. I think we can calm
down a bit more. Might not need to kind
of do all the way down because those part are
going to be covered by going to be covered
by gluten on it. So let's just get something
all the way down here. I already have these skimples that should kind of fill
up those lower part also. Okay. I think I can continue
this on on these parts, you should be flowing
downwards in this direction. Okay. So miss even if you
miss some parts, that's completely fine
because we still have her skin parts that should fill up for any
parts that we have missed. So should be flowing
in this direction, so here also similarly here. I want to tackle the
eye in a moment. So let's just try and fill
this part up some more. Now for this part, check
the direction for this. Let's getting a bit closer,
this should be fine. Like so. Like so also. Let's check the
directionality for those. It's kind of flowing upward,
do the last one we did. Okay? Maybe this one should stretch
out a little bit more. Continue this on. Okay. Let's get in a bit
closer, right? I think I can qui
Phyton of symmetry, let's do underneath here. This part we did not
pay attention to. We can feel that part up. Okay. Let me give you a
moment to save. Okay? So carrying on. Let's turn off symmetry
in these parts. Let me get a bit closer. I think that should
that should work. One last turn around here. Okay, that should be fine.
So now, let's tackle the I. Let's tackle the I in here. I think I need to
fill this part up. Okay, so let's go tack with the. Let's go look for
something for the I. It can be any of these
too. So let's try seven. Can one of these sides.
Let's try seven. Leaf seven gives us this
weird seven has this kind of weird issue around here. Let's see if this one actually
has that. Click on that. And then I come in a radio feed, say this to 1045. Let's drag this out.
Let's see what we get. This I need to make a little
more a little more intense. Let's see if this spot
has the issue in here. I don't up the issue, do that. So intensity is way too much. Let's take this down. So now
you just need to kind of map this out a bit more
accurately and do that. I need to max out. Let's hide this
getting a bit close. I need to max out. This
part needs to be maxed out. Need to max out these parts. So it doesn't get
affected by it. Let's go to lower
subdivision level. Now blow this out some more. Let's go back to the
highest subdivision level. Then we can draw this
out again, zoom out. Okay. Symmetry was turned
off for this. That's fine. Let's create the max and also in here zoom in some more Okay. Right. Okay. I think let's go to the
lower subdivision level. Blood this out a
little bit more. The blood should also
affect this other part too. So let's paint that a bit more. All right. Blood just once. Let's go to the highest
subdivision level now. Don't know symmetry
for this. Okay. And let's drag this out again. Now, this should work
just fine. Okay. It's kind of affecting
the inward parts though. Let me undo that kind of
paints out these inner parts. Then drag this out again. I believe I drafted
dragging this out from here, rotate this. I think we still need to undo that marks this part
out completely. This part should not be affected
and draw this out again. Okay. Yeah, this will
work just fine. Okay. This we can work
with lay the max, bring everything back out. No, I think I need to undo that. It feels way too
aggressive in there. So let me take down the
intensity and do this again. Okay. Yes, it is a perfect one
in here. So clear the max. So now let's blend
this with the others. Let's blend this
with the others. Let's turn the others on now. So we can see all of this
as one single piece. So B pause, and then the
noise pause in here. So in its totality, this is what we have all
of this mixed together. Okay? Yeah, this will work just fine, but I think I need to
reduce my base pose. Let me due my base
pose to 0.5 instead. Okay. Let's see, I think we capture the very essence of this as accurately
as we possibly can. Yes, this will work just fine. So this is our kind of
critics can pose for this. I'll see you guys in
next lesson where we start or where we would begin to reiterate some of the
wrinkle detail on top of this. So I'm going to do that on asymmetry and also
reenact that a bit more. And I'm going to
work on the lips. I'll see you guys in next
lesson. Bye for now. I
12. 11 Lip Details In Zbrush: Bad guys. In the previous lesson
we kind of finalized on the skin pause for
this character in here by adding texture y
se skin pause to this. And this is where we
get, which is cool. So now I want to go back
to the asymmetry in here, and we need to we call it sculpt the wrinkle detail on top of this with
them standard brush. The standard brush. I'm going to turn off symmetry for this. Then I'm going to zoom in. Let's see if we can manage to see a trace of what
we already had before. In the I don't think we
can find that anymore. By said we kind
of tone this off. We should be able to see a trace of that in there, like so. So let's get them a
bit more intense. Go back and record this. Let's get them back in. Okay. Okay. Let's see if we will get them back in once
we bring this back out. In the bots, I think it's way too I think it's way
too sharp, I guess. Let me undo that. Let's do that. Turn this off again. Let's bring. Let's do
on top of that instead. Let's do on top of it, so we can at least see this
a bit properly. So back to asymmetry. Let's do this on top of the
skimp so we can actually see what you are
getting in there. Okay. Let me zoom out now. Now, this is way too aggressive. I don't want this to
be too aggressive. I want something in there.
Something quite so. Let me reduce my blow
size a bit more. Okay. Let's do this from
this distance instead. Okay? I think this we can work with. This we can work with in here. Let's do for the other side. Okay. I think too on the other
side should be just fine. Let's actually compare this to a realistic reference with. Let's let's see how much of
this we need to get in there. I think we can I think we
can actually live with this because adding substance, SSS SSS is eventually going
to soften all of that out. I have a strong feeling to
put this on a separate layer, so we can actually
dial this down. I have a really strong
feeling to do that. But at the same time. We can actually leave
this like this and actually tune this
down if you need to 0.8 and put this around here. 0.8 seems like, I think 0.8 seems like
a perfect one to use. Let's turn this off
and let's see if we get any major difference in the this is 0.9. Yeah, I think this
shouldn't be that bad. It can't be that
bad, so I think I'm going to leave this
as it is actually. Okay, so now we can work on the lip so let's
create a new layer. And I'm going to rename
this layer to lips. Okay? So this, this tera, I'm going to use another
Alpha for the lip. I have an Alpha for lip. So let's go into Flip
normusP so flip normal skin. I believe there's a
lip Alpha in here. Here we have the lip
top and lip bottom. It's another lap out in here. There isn't so. Let's
start with the lip bottom. I'm going to double
click on that. Basically, it's going to
repeat the same mid value 45. Then Okay. Then I think, yes, we can just do this
on top of this. So we would get I think I
would like to mark this lower. Obvious, we have a max in there. We actually have a max in there. So Cro click on this. That's a mess. Let's go to lower
subdivision level instead. Bring back you gives more
control click on this. Okay. Blow the marks. Let's go to the highest
subdivision level. Okay. Back to the
highest sorbion level. Now, I'm not entirely sure if we can do this with
symmetry tndom. Let's see. Let's see, because I don't
want something that's too symmetrical if you have
something symmetrical, we can always break
symmetry in here though. I do that. I think you
can do it symmetrically. So let's turn on
symmetric for this, increase the intensity
of the brush. Okay? We can map this along this side, so then maybe invert this the opposite direction
and get this up around here. No, no, it looks
too symmetrical. I totally looks too symmetrical. Let's get close up. This part should
not be left out. Let's add something in the Let me turn off symmetry
for now. Can do that. Maybe even old out instead
to get an inverse. The inverse looks
terrible. Okay, actually, actually have a leap out
we can use in here though. So let's see if we can still
make this work somehow. Okay. You do that. Let's take down the intensity for this instead.
Ton of symmetry. Okay. Let's see what we get. Yeah, this we can
actually work with. This we can actually work with. Se needs to make some
changes by going over to the inflate I N, I believe that
should be inflates, getting a bit close,
getting even closer. Then inflates some of this. Let's create some
inflate variation in there just to get some variation in terms of
heights information in. Let's rotate it this way. So that should break up
the surface even more. All right. So let's go
back to standard brush. Let's do for the upper lip lip upper lip stop.
Double click on that. Okay? I pretty much using the same the same setup in here. So I'm going to invert the max. There's no asymmetry for this. The intensity is already high. You get this around here. Is quite a noisy one. It's quite a noisy
one if you ask me. No undo that. Let's do this from the
under parts instead. Or should be in reverse instead. Okay. Take this down. All right. I believe
I can repeat this lip bottom for these parts. Yeah, ton of symmetry. I think you can feel
this part up like so. Yeah, this will definitely work except for the fact that we need to I'm going to reduce the
overall intensity for it, so you can come in here and
Dow this down. Let's see. Let's Dow all of these down. No, not the inverse. Let's use the value
in the let's do a value of 0.8 instead. Okay? Yeah, this just
like it to work. Yeah, this will definitely
work. We can use this. That's how we created
lips detail in here, using the texture using the
flip normal park in here. I gonna save this. I think
we're most likely done with this. This will
work just fine. I'll see you guys
in the next lesson, where we just kind of start creating let's create the
hearts in the next lesson. I'll see you guys the
biphon now right.
13. 12 Miniscus In Zbrush: Welcome bad guys.
Previous lesson, I think we worked on the lips, we kind of analyze that. So one thing I like to do
in here would be to work on the minuscle some
work on the minus A, looking at this part
of the eye in here, I feel like I should make that feel like I should make that smaller than it is right now. So let's go to the
layers in here. Let's turn off everything
that's do with the pulse, then go back into let's do this inside of
the primary shape instead. Let's do in primary shape. So let's record
the primary shape. Oh I'll go to the lowest abbreon level for
this with the move brush, to know symmetry for this. I'll move this back in slightly. So it should be
just fine. So yes, one other thing
I'd like to do to adjust the minuscus for this. Let's adjust the
minuscus for this. So it kind of fits in here. So, do I have the
reference in here? Yes, I believe I do. Not basically. I want to kind of show
you guys what diminiscus actually is in here. I think I have some
references that should help. I where are those? I found them, so I think let's look for a good
one in here is a good one. You can see this watery
line watery line just beneath the just before
the lower eyelid. It's this t dot line around
this, actually the minuscule. I'm going to try to create that already have a bees to work with which is this we just need to get them
where they need to be. Incoming close app so you can actually see them a
bit properly in there. They're still on the move brush. Still on the move brush. Let's mark out the
top part first. Marks lasso. Let's marks
out the top part first. So we don't move that. If symmetry is
actually turned off, let's turn off
symmetry for this. Okay. Coming close. Let's blow
the mark some more. Then we can use more brush. Let me use the brush size a bit more and get this out here. This I need to pull out instead. I think can pulling
that out, but currently see anything
happening in this. Let's use the
transparency instead. Oh. It's in the far out. Let's bring this closer Okay, so let's go out of
transparency now. Let's see, can I bring that out? Come in a bit close. Let's first kind of get
this to look right first. Get this to look right. I've usually brought
size a bit more. Okay. Out here. All right. I think
this should work. Maybe push it down
some more so it's not too obvious in there. Something pretty much like
so it should be fine. Okay. Let's invert the max. No, no, invert the max again. I think let me slow
this out actually. I would need to
pull or push this outward instead bring this out. So you can actually see it because I need to
see it actually because this is going to add another extra layer of
wetness on top of that. So it needs to come
out a bit more. I think I might be breaking
symmetry on this soon. So let's invert the
max. Get this out. It's much less so
it should be fine. I'll undo that rather than, let's talk of symmetry for now. Let's work asymmetrically
in a invert max. Let me focus on this side first. Then I'm going to move
to the other side. Let me just get this out. Okay. This back in, in a bit close up and push back
in some more inverting max. T I need to get out. Let's look for a better
angle for this instead. Get a better angular. But shouldn't be coming
out way too much like so. Okay? Should be kind of in there. Around there, she'd be fine. Let's moving on to
the other side. Let's get the other side
accurately as we possibly can. Getting a bit close up. All right. Invert the max. I need to get the closer
view in the first. I need to pull
this out this way. Like, so should be fine. Okay. I think this should be pretty much there
without the max. I pretty much there so shift F. Yes, this is fine. I should work just fine. This feels just about right. I'm going to save
this. So that's pretty much it for this lesson. And in the next
lesson, we're going to work on creating the art. You need to create the art in a
14. 13 Hat Base Mesh In Zbrush: Okay, welcome back, guys.
So previous lesson, we worked on the minuscules. So lesson, let's work
on decorating here. There are a few ways
to do this, though. So let's start by using, use
one of the method though. There are a lot of methods to do this inside of Maya instead and then and then bring this into Zbrush and work on them or you can create
them in Zbrush in here. So I think I'm going to be using the method of creating
them entirely in Zbrush. So let's get to it. So I'm going to go over to let's go over to
append appena in here, put and select that sphere. Go to gizmo, shring this down. Shing this down so
we can't even see. Yes, you see a bit you see
in a bit because I want to use I want to use an
IMM brush in here, so I can't do this
on my main model because main model has
subdivision levels in there. So we need to do this on
something that does now have subdivision levels
in there. Okay? So B I I am primitive. Let's use the Um, yes, let's use the
police in here. I go to the top of her head. I'm not going to drag this out. A down shifts. Like
so should be fine. Then go back to move. Pole circle. Let's
just leave this sere. And I'm going to go over to
my sub two under splits. Let's do split on max points. Basically, what that will
do is any point that is not maxed out, is going
to be splitted out. So I'm going to
split this out now. So if you go to our sub two, you should be able to
see two spheres in here. This is the police
sphere we just created. This is the original sphere
we kind of appended. So we need to police
fare instead. So this is the police fare
have to see this Fantastic. This is what we
need. I'm going to, I think I'm going to I'm going to make a duplicate of
this to begin with. Let's make a duplicate
of this police fair. Let's add the bottom one. Let's work with the one
on top, select that. Let's isolate this out first. Then I'm going to come over and do a max around
the ControlW. That should give the lower part a poly group, which is
precisely what we want. And I'm going to go in
and then squash do that. Let's go down, go back
to our Gizmo control, click on this poly group. The center is back. Again, to symmetry to
up symmetry for now. Turn off symmetry for now. Then I'm going to squash
this down this way. Okay? So I need to kind of
average out in between. In between the spacing
for the squad in here. I'll do that. But for now, let's leave this as it is. Square this down a bit more.
So it should be just fine. Layer the moth, Control ship click on this,
Controlh click again. Scroll down under display
properties, S on Dub side. Now I'm going to do delete Eden. I'll do delete Eden in here. Let's go over geometry, modified topology, delete
Eden. Fine. That's fine. Okay, so I'd like to do this to add ano cut in between there. We can do this in several ways, but let's do this in a more
more professional propyl. So we can kind of get each quads working correctly
without any issues when we smooth them out. So this is a Z modular bro B
Z M. I think I'm ready on. Let's go to the edge space
bar insert. That's fine. Let's just add one in here. I just basically average in between quad spacing
in between them, so the smallest equals. One of subdivide these
they should kind of a equal spacing in between them or equal faces
in between them. Okay, so moving on, I'll go back to my
move brush this way, I'm going to let's go
to the move brush. I'm going to max out This part also Control W to get a separate poly
group, that is fine. Go in and then select
this or go to gizmo, then we confront up
on this polygroup. Skin center this again. Basically, I'm trying to
create this stop path now. Trying to make the stop part a bit needs to be a bit flatter. Something somewhat like
so should be fine. This we can
definitely work with. Doesn't need to be
completely flat. Something like so
should be just fine. Something like
should be just fine. So I F again, let's go too Zimlar B, M. Let's add ano. Loop across this,
so just to maintain that to maintain that
equal codes around this. So now if we should
subdivide this, let's say we subdivide let
go to move brush first. Let's say we subdivide this now. We should be getting something
good enough to work with. So for a base, this
will work just fine. Will work just fine for a
bass, so I won't do that. Then let's go out of solo more. Let's position this on her head, position on her head a bit more accurately. Rotate it this way. I feel it's way too long. So let's swing this
down some more. I think, like, should be fine. Think we can scale
this out a bit more. No, that's way too much. Just a little bit more
so rotate this way. Okay? Yes. Let's try and get this sizing
up on our head a bit more. So this time around, we're going to be using
the move brush. Don't know symmetry for this let's manually move
things in place. Let's just move things in place. So it feels like exactly
sitting on our head. Let's look at this from
this angle and try to get a closer approximation as to if this is sitting well or not. I think we can
move this in here. So we get something
that actually fits in more around those parts. I think, so it should be fine. This should should more or less work just fine for
what we need it for. Okay. Yes, this would work. So now, what else do
we need to do now, we gonna create this let's create this flap around it
or chemical strap around it. How do we go about
creating that? We can easily easily
even use this actually to create that already have even out topology around
this already to work with. We can do a duplicate for this. I'm going
to duplicate this. And I'm going to let's
get this up from now. Do that instead. Let's solo this. Get this down instead. I'm going to Control click on this control
click on this again. I'm going to do a
delete Eden now. Let's do a delete ding. I believe delete Eden, then we can squash this
down this way or snap. That's not looking
accurate enough, do that. Let's bring everything
back out first. Yeah, it gets a bit
tricky in here. So I would like to let's see
what we can get in here. Basically, I need
something a bit flat. I need something flat
to work within here. Let's look for a more
preferable way to do this. I think I know a preferable
way to do this to be. We can max out. Let me look for a
better angle for this. C max out the parts. Inverting max nod that. Blow the mark, do that. Let me squash this down this no, do that, or do that again. Supposed to scale this.
Come on, invert the max. I need to blow this out, blow
out. Blow this out again. I would like to scale
this out this way. A bit more invert the marks. Get something down this way. Yes, perfect. Get something down this way, blow the marks again, get something down this way. Yeah, yeah, this
is pretty much it. Close enough. Clear the marks. Then I'm going to just
squat all of these down. Perfect. So you can see
how it kind of get of capture the essence of
that maybe bit more properly by just making
fear adjustment to this. So yeah, this would
work just fine. You can scale this out this way. Scale out this way, a bit more, should be fine. So click on this,
click on this again. All right. Then we
can do delete now. One that I'd like to
do would be to go over to deformations on
our polish group. So just to get this word face is kind of spread out and a
bit more evened out also too. Okay, so this should work. I think I went to verbal because I'm going to have an
issue correcting this. Let me go back and
do this a bit more. This a bit more. I
think, something like this should be
just fine instead. Let me leave this do that again. Let me leave this up some more because we're going to kind of leave this up even more just to get this part a bit higher. So instead of deleting
that completely, let's just get this to look somewhat close to
what we need it for. Pretty much close to
what we need it for. So to make the work a
whole lot easier for us. I just to make the work a
whole lot easier for us, something like sled marks, let's polish by
group, a bit more. Just get something
clean around here, like so this is just fine. I will scale it out more. Then we don't need the
middle part anymore, so control shift click on that. So you just want to kind of make sure you kind of make
things a bit faster by thinking about the process and kind of putting in
consideration also to the shape, so you can do things
a bit faster. I went to repeat step that
you would have skipped if you just talk about the process
just a little bit more. So this is obviously
way way too big. Let me of symmetry for now. Let's scale this back down. Okay, can see how we're getting something similar to
close to what we need. Scale this down a bit more. Out. I think this is
actually close enough. Is actually close enough
for what's needed for. Let's make sure double
side is turned on for this double side
display properties, double side is turned on,
that's completely fine. Now we just need to make some
modifications to it by just pushing this needs
to sit inside. It needs to sit inside. Let's make sure it's
sitting inside. Okay? You should just
sit inside of this. All right, select this instead. Let's get this out. Should be covering
it. Okay. All right. So let's see compare
the t again. I think the t let me put this down instead so we can bring
this down this way. Okay. Yes, this should
work just fine. I think at this
point, we can just control doubly to give
this one single polygroup. One single polygroup
should be fine. I think we need to also merge these two as one single piece, then continue working on them. Let's see. Let's merge the two
as one single piece. So we can do merge down. Merge down, click okay. Then we can slow this out
so we can work on them as an individual piece
as a single piece rather as one single piece. So let's subdivide this. Let's subdivide this. Yes. Let's subdivide this. Okay. Let's say it's kind of
shrinking kind of subdivide. We don't necessarily
want that to do that. So let's go over we can be M. Let's add tighter
edge loop around here. Let's go underneath this. Add another tighter edge
loop around here also too. Go back to the move brush. Then we can subdivide this
so that should hold. Okay. So you can delete. No, no, before we delete lower, let's de duplicate of this. Let's have a backup for this, so let's delete lower now. So this will be our main base. So Control click on
this to isolate that. S is maxed out rather. Then we can use the
move brush and do that. Begin to move things even
it properly in here. Just make sure it's
kind of closing. I kind of try I'm trying to
close those gaps, kind of. We're still going to
articknes to this let's try and close
those gaps for now, as much as we can. I think they should be fine. So now let's try to
capture the essence of this wavy shape around it. So we're still on symmetricty
thunderm which is fine. Let's look at this
from underneath like so. You can bend this down. Get an angle like so, get this in frame. Want to be sure
if I'm doing that correctly to do this correctly. So a better angle,
get this down, get this down, get
this down, do that. Come a bit closer,
get this down. Okay. Then we can compensate
for it also around Yeah. Let's make sure we kind of mark this marks out the inner lid. So I don't move
that way too much. Blow the marks a bit more. You can come in and then
push this in some more, push this in some more, reduce the bro size,
push this in some more. Same also in here as well. I think we should be good. Okay. Make sure we're back on the
front view, clear this out. Yes, it should be fine. You should be fine. I
think at this point, cantiness to this now. Shift F. I think there's a
understood dynamic. I think we can add kina
thickness in here. So thickness. Let's take this down, take the smooth abjuration
level down. Let's try and add some thickness
to this. Do a bit more. Do a bit more also,
that's way too much. Since around some
around should be fine. Let's see what we get. Then we need one segment
in between that. So let's include
let's subdivide this. Let's see what we get
when we subdivide this. Now, take this down. Subdivide this again. No. I think I
actually need this. Let's increase segments,
one more time. Let's add whoa whoa. I
think it should be fine. Let's apply this
doesn't applied now. Then let's sub div it
doesn't look good. Let's don't do that. Let's subdivide this now.
Let's see what we get. I think we need do that. I think we need a
bit more thickness to this and do that again. Let's add some more
thickness to this. Okay, apply, subdivide. Let's see what it gets. I believe this should be sitting roughly
where we need it to be. This is for the
thickness, though. Let's bring everything back out. Yeah, we can definitely
work with this. This we can
definitely work with. Let's take this down. Okay. Yeah, we can definitely
work with this. So we just need to kind of make some more corrections
and adjustments to it. Let's see what we have in a I have different
poly groups now. Control Shift click,
Control Shift click, Control Shift click again. We also have another
piece inside. That's the piece
we're looking for. Control Shift click undo that. Control Shift click
in there also. Okay? Max this. Go down Control and
tap out to max this, bring everything
back out, Shift F, so we can use the
move brush now and then more carefully move this in place where
we want it to be, so we can get these to sit
tightly on top of this. I think we need to get this out. Push this down. This down also. Okay? Yes. This is it. But this. I feel like I should kind of
scale this out some more. Like I should scale
this out a bit more. I just use the more
brush instead, you know. I need to I need to add
some more mark in here. Okay? Blow the max. Go to a Gizmo.
Turn off symmetry, get dissenterd scale this out
a bit more, put this down. Okay. Let this out. Yeah, I think this
should work fine. Fine work fine now. Okay. So this part
goes out way too much. Let's get that in place, get that in place do that, to a symmetry for this. This one feels a
bit too extreme. I think I went to
extreme in there let's average that back out. Let's look at this from the top. Maybe push this in, get this in a bit more. Maybe a little in a bit
more around here also. I believe this we can
work with as a base. This is actually a good
base to work with. This is a good base
to work with in a let's look at this,
let's see what we get. Taking this from the side. Taking this from this
same frontal view. Maybe just maybe we need to
push this down some more. Push this down some more. De some more. Okay. Trying to kind of
capture the essence of this as closely as possible. Okay, I think we
can work with this. So if we should read the
subdivision level some more, let's subdivide this even more. Let's see what we get
something smoother. Yes, this will work just fine. This we can definitely
work with as a Bs, right? So let me save this. So in the next lesson,
we're going to go on and then start doing some
sculpted details on top of that to get this to look a lot more believable
also and more realistic, too. So I will see you guys in the
next lesson. Bye for now.
15. 14 Hat Sculpt Details In Zbrush: Welcome back, guys. So in the previous lesson, we kind of created the
best mesh for this art. So we're going to rather
than this tutorial, we're going to start
working on it and then getting it to look a
bit more accurate. Let's jump right into it. I'm going to subdivide it a
bit more. Maybe one more. So 7 million should be fine
because I'm going to be using six Alpha
in here actually. Some detail in there. I
think I can use some Alpha. I capture the essence
of that a bit more. So let's create a
layer for this. Okay. So I'm going to name
this to base details. Base details. Okay. So let's go to lower subdivision
level for this. What now I like to
do is to reduce the overall height of the carping so we will reduce the overall height
of the capsule. Let's max out these parts. The mark, blow this
out a bit more. Let's get this centered. Ton of symmetry for this center, rotate it this way.
That should be fine. Set this down here and I'm
going to bring this down some more. Yeah, that seems fine. Then I'll go in and
I need to scale, squash this in Okay. Maybe nobody ask way too much. Blow out the marks. So I think I'm not doing
this correctly enough, so I'll need's the
tiny bit around here. The marks, blow this
out a bit more like so. Then we can scale this down. Maybe I went overboard. Like should be fine. Okay. Then we can start
blocking things in. So let's go on
subttion level higher. I'll go to my standard brooch. I think standard brush
would be better one. So the standard broach now, I can start breaking
things up a bit small. Okay. No. Let's do the inverse
instead. Like soap. Let's come from the top, do something like
soap. All right. Like, that should be fine. So I'm just basically
trying to create variations inside of this. You can pull some out also, too. More or less almost
gritting foods in there sort of some sort
of foods in there. Okay. Can undo that. Let's
break this a bit more. Okay. Let's create a deeper one
around the smooth that down. From a distance now, I
should be able to see some breakups
around those parts. I reduce the bro size. Let's do auto grouping here. So fully group auto group. Control Shift click, Max
that invert the mark, invert the mark again. Shift F. I need to
elevate the lower parts. Lower parts should be
elevated a bit more. Okay. Continue this on all the
way to the other side. Continue that on around here, here, so here, so. Okay. Let's go on subdivision
level higher again. Then I want to oats
and then dig that in. Don't do that accurately enough. Okay. Dig this in. Dig this in also. We can go one last
round across this, like so it should be fine. Okay. Take down the smooth intensity
and then smooth that down. You don't need to go all the way around this can kind of do this randomly and smooth this randomly. Like so
it should be fine. Okay. Let's see if there are no
gap here a gap in here. You need to use the
move brush and then bring this down. Close that gap. So now I think I'm going to add some more sharper
foods around this now. It's a bit more
obvious, like that. That should be fine. Dig this in a bit more.
That's way too much. Elevate this. Okay. Dig this in, get something
like so. Smood down. Let's get this food in. Dig this in, smooth
down, smooon down. Yeah, I think this
should be fine. This should work just fine. I don't think I need to
go to extreme in her set, go to lower subdivision
level in here. I think I can use this
dam standard brush now. Let's use the dam
standard brush. Carve a depth in the you can do one depth
in your all soap. Let's go to higher
subdivision level. Okay? I think smooth that down. Yes, fine. Much better in
Let's max this invert the max. Use the standard brush. Elevate this out a bit more. Smooth that down. Okay. Now
let's do that invert the max. Now let's go to surrounding
strap around this, increase the subdivision
level for this. Standard brush is there already. Maybe just accentuate
this a bit more, create create some
variation, breakup in there. Okay? All right. Yeah, this should be fine. Okay. I'm going to go to the
subdivision level for this. You can see Let me kind
of show you guys in here. I can see an edge
in between here, so we need to kind of block
in that edge. That edge. We need to block in Okay. Let me try. Let me try. Let me see if I can actually
create this shape in here. There are various
ways to do that, too. You can use Acid dams can use the standard
brochure to do this. Let's test this out, so we can see how we kind of
creating it in there. Maybe we shouldn't
plug in an Alpha in the I think she beats alpha, and let's see what
that gives us. It is a good one, actually. Maybe increase the
bro size a bit more. But better still to make better sense to put that
on a separate layer. But let's create it
on a separate layer, so create a new layer in here. But let me kind of put
this center coat first. Let's create a
center coat first. Let me lame this to edge depth. For this, let's try the
dam standard brush. Let's go to lower
subution level first. Let's isolate this.
Slow this out. Let me get it this way. Let's add a deep cat now. Let's see Nope. We need to reduce the
brush size a bit more. Yeah, something like
it should work, but no need we need to increase lazy
mouth radios instead, so we can do this with
a bit more accuracy. Okay. Let's go on subduction level higher on subduction
level higher again. Alright. This will
definitely work. It can get confusing, but just make sure you
stick to that edge. I'm also liking that
it's kind of creating some like some
tension India also. She's creating some
tension in India. She's quite nice. Don't do that. That wasn't accurate enough. Et's continue on.
Go across this. I think I'm strolling off. It needs to be directly
on the center. It needs to be directly on
the center. Continuing on. I think if we get a closer view, should that should help
us avoid making mistakes. So we're just going
a straight line across this not a
straight line though, but just maintaining
that flow in the center. Let's do this again.
That doesn't look right. Okay? Continue on. Okay, do that. I think I need to go from the opposite
direction now because I feel like I feel like I've exhausted my mental capacity kind of flow in that original direction. So let's do it from the
opposite direction instead. Whichever direction you feel
is fine for you, though. Okay. All right. Okay. Maybe just depends on your
camera angle for this. If you're doing this on
a good camera angle, then it shouldn't be
too much of an issue. I think for this
camera undo that. I think for this camera angle, I'm doing just fine. I'm doing just fine
for this camera angle this original one is one of so let's finalize
this in perfect. So that work just fine. Let's
bring everything back out. Let's the front view, get this front view. Yes. Yes. I think we reduced
a lot of precision. So this will work just fine. Let me see if my entire file. Okay. Awesome. So let's
create these inflated parts. Let's create these
inflated parts. I was thinking of using, like, or kind of maxing it
out on them inflat symbol. I don't know. I don't know. I don't know, actually.
So let's just do this by and let's see how
arde you can get that Because try to do this inside of sotansPint
I don't want to work both. We're going to missing out on the going to miss out on the actual detailing of
that that it information, we actually need that item
information and just kind of sell out the image
a bit more so. Um let's isolate this. Or, before we isolate this, let's create a new layer. Top M&M stop inflates. Since this is going to
be a close up shot, these kind of scopes, most of the detail
will buy on actually because it kind of
needs to kind of pop out of the background
or kind of pop out as an interesting detail in there because it's going
to be a close up render. There are a few ways of
doing this let's start with using the standard common. Ssing the standard brush
and see if we come on. See if we can nail this I think there's a
preferable angle for this. Increase the bro
size a bit more. Let's see. Yeah, I think let's increase
the brow size a bit more. I think that's the act we need. Do we have I think we need to
take down the laser mouse, increase the laser mouse
radius a bit more. Whoa. That's weird. Let's is
free and instead Nope. Getting some weird
results out of that. I don't know why
even worse Okay? Yeah, I think this
should be a better one. Maybe we should also increase laser mouse radios a bit more. Okay, that should be fine.
Let's increase intensity. Let's look for a good
number for this. Let's increase a bit more. We can always dial down the layer later on.
Increase the brow size. So more I think this is a good one. We
can start with this. So let's go for the edge. Let's start with the edge. Okay? Yes, it's actually in there. There's still going
to be a lot of work to be done
in there, though. But for the most part, I
think we are getting it. Let's come in this
direction instead. Okay. So you want to be
as careful as you can be so you can
kind of capture this little bit more
accuracy to it. Okay. Okay. We're kind of nail
down the first one. First one, graciously executed. Let's add layer in there. Let's move on to the next one. Okay. Get a good angular this. Let me smooth that down. Okay. All right. Come in close. All right. Continue on. Now, you can always stop
when you feel like you're about to strill off. It's completely fine if you stop you feel like you're
about to strill off. Just come around the
egg, continue this on. Okay. All right. Okay, then this
kind of save out. I'm sure there are faster
ways of doing this. But I want to do it
this way instead. If you need a faster way of doing this, that's
completely fine. You can just use that just fine. Let me just do this old
fashioned way instead. Next third one. Okay. So I don't
want to still off. All right. Moving on. Let's get this at
the other angle. All right. Okay. Almost at the end, or at the starting points, connect that. That's fine. Looking at this now
for a distance, you can see we're kind of
capturing the essence of that. I said, maybe my letter
need to go in and then use them standard brooch to add
a bit more depth to it. For the most part, this
is working just fine. I would say give or take,
we have four more to go. So let's undo that. Undo that. Let's
do the next layer. I think I kind of
strayed off the little. That's fine. Okay. Go to a better camera
and go for this. So can do this is a
bit more precision. Alright. Okay. I think I strayed
off on that part. Let's find a better camera
and go to continue on. Okay. Can close that in there and quickly pick
up on the next one. Okay. Get a better angle in there. Okay. All right. Go into that part of the
better camera angle. All right. That was a closed one. We
almost nailed that except. We didn't do that. It's a
bit more accuracy in there. Perfect. Let's
nail the next one. Probably on the last one, I believe, should be last one. But this one sits directly on the Where those two pieces are kind of fitted or
stitched together. All right, there's still
some gap in here, though. As we didn't do this as accurately as I hoped we
would, but that's fine. We can always compensate. I think I lost I think I lost
that okay. Still in there. You can always compensate
for it actually. Let's say everything together
as one single piece. Oh, I think we are fine there because this kind of
shape kind of meets it. So I think we should
be fine in there. Let's use the dam
standard. Can you strt using the dam
standard, bruh. Let's use not the same br. I think the dam standard
brush should be just fine. Let's see. No, let's
way too intense. Let's take down the intensity. Okay. I believe this should
work just fine. So basically, you just
need to repeat this across across the entire model. Create that create that depth in the trying to create the depth in there
is very important. More or less the
stitches are going to be going into those parts. Okay? All right. You want to be careful
though, because sometimes it kind
of gets confusing, like it feels like
kind of spiral, maze confuse kind of maze do
that kind of maze trying to figure out if you're on the
right line or not. Do that. Okay. I think that should work.
Let's go to the next one. Basically just using using
the dam standard brush to add more depth because certainly needs a bit more depth to it. So the dam standard brush
is a perfect one to add to add additional
depth to this. It's also adding some kind of edginess to it, which
is kind of nice. Creating some level of create some level of
imperfection in there, which we also need to kind of sell this off as
being realistic. It's a lot of work but necessary
work to kind of get this right at least as close
enough as possible. So I see from this angon
I can see some depth in there and making it
look a lot more realistic. So that is why we're
kind of using the deem standard to add that extra level of extra level of depth in there to make it look a
lot more realistic. And we going solo this instead. So there are no confusions. Okay. So stops. Okay. Moving on. Let's continue on here all week. Yeah, it's looking like,
what is this guy doing? But you add once you
add textures to this, once you add textures to this, he begins to undo that. Didn't do that correctly enough. Once you add texture to this, you begin to get some
realistically believable results. So it's just the additional
layer of artwork. You need to add to
this to sell it off. Okay. How many roles
do we have to go? I would say, one, two, three. So three more rows. Okay. Continue on. Okay. Moving on. Let me do this from the other
direction and connect. Whichever direction works
for you to help you connect this a bit more
that is completely fine. Do that connect. Okay. Connect this. You can see the
connection in here now. All the way. That's fine.
Let's go to the next one. Right. Continue this on, rotate the camera, move this on. It is probably even a
good exercise to actually get more stable hand
movements on your scopes. To my extremely stable, though. But this imperfection also
actually helps to create a more believable simulation to this. I think that's the end. Let's do one last one
for the top parts. Okay, continue this
around the air. Getting a bit closer. All right. Get this around
here, connect dots. Go across this
way, connect dots. I sometimes painter, we
can use this depth in here kind kind of add stitches
to it. Let me do that. I'm not sure I do that
accurately enough, so Repeat ds. Yeah, I think we
should be fine now. It should be fine. We
can use, we can use. We now I'd like to add will be some breakup on this
part of the art. So let me slow
this out actually. Let's go to lower
subdivision level. Lower again, standard
brush. Undo that. We need to come back
and take this down, reduce the brush size. So I'm just going
to add cli tension. Let's add some tension across this reduce the
intensity of the brush. So basically just reintroducing some level of
tension across this. It won't really doesn't
feel like adding mold but. This little additional
detail kind of adds another extra level of adding another
extra level of pass to make this a lot
more realistic. Okay. All right.
Let me rotate this. Just extra level of tension. Okay. Let's bring
everything back out. If at this stance,
should be able to see some variation in there,
which is actually fine. Gonna sell this out some more. Oh, yeah, one more
tin also, too. You need to create another
SIM just at the top. So I think the dam standard
brush should be a good one. Maybe maybe, let's use an actual SIM Alpha
for this or SIM brush. So I think under brush, we can use a SIM brush for this. Think I have a SIM brush. Brush is SIM. Let's look for a good
one around here. Well, I'm guessing how she used this instead.
Let me try this on. Increase intensity a bit more. Make sure you on the ISO
absibution level for this. Let me put this actually.
Let me record this on the edge depth instead. You should be in here instead. Whoa, whoa, that's
way too intense, reduce intensity.
Yeah, this work. So we just do something
across this weight. No, this is just a bit more
intentional accuracy to it. Okay? I think I can actually use this also to just
create this for the edge for the
edge you worked on. Let me do this with a bit more. No, a bit more
depth to it. Okay. Then we can close the gap, close the gap in here. Yeah, something pretty much
like so it should be fine. Let's see if we can actually use this create some
thread next here. Let's see if that will give us a good look Let's
getting a bit closer. Let's see if we have
a good look to that. Not really. Let's look for something preferable.
Let's see if you can find. Okay, just one
stitching in there, so one stitching in
there should be fine. Let's try this one
stitching in here. Nah, I need something
that push out even more. This one pushes out even more. Yes. It's a good one. So we can also use kind of finalize on this instead.
Let's solo this out. Re bro size a little bit more. No. Let's do a bit more
a bit more accurate. Let's just Notoria instead.
That would make better sense.
16. 15 Hat Stitches Details In Zbrush: Hello, welcome back, guys. So in the previous
lesson, we're working on the details of this hat.
I want to carry on. So we stopped using some seam threading of add
some treading seams to this. So let's continue that in here
try as much as possible to be inside that depth we created
the deem standard brush. I see doing this from this angle makes better sense for me. Maybe I'm not on the
correct camera angle. Anyways, long the
result is there, so let me do this from
this direction instead. So this depth will be our guide. This depth will be our guide. So do this with a bit more
precision to it Nope. Yes, connect that. We have quite a lot of
layers to go for this. But that's fine. It's worth every minute detail
we had in here. Because since we're going for a more realistic a more
realistic model, so this detail should
also help greatly. Okay. I'm trying not to
kind of skip any part of this process because this is
not a really long tutorial. It's not a seven
2 hours tutorial, so I believe you guys can be you guys can just be a
few minutes doing this, but I believe I should be done with this
within 20 minutes, though. I should be done with
this within 20 minutes. Because I'm not really
doing anything more. I'm just basically trying to
line some stitches in there, so it shouldn't be something
that should be taking us. No. I didn't know that
correctly enough. It shouldn't be something
that I should be taking us hours to complete. Ba the processing here is quite it's quite
straightforward, so, come on. Saving my undo history. I don't want this to
save my undue history, so undo history. Please skip loading that. Okay, moving on. Aligning this de no No. No, I think I lost
track in there so. Let's do this from the
opposite direction instead. Okay. Like so. That
should be fine. Let's go across this also. At this point, no, do that. Going in there. At this point, so it should
be quite fun for you guys, I believe, because most
especially for the beginner, senior, watching this tutorial and then try to
replicate the process. At this point, you're
trying at this point, you're kind of getting some
good feeling out of this because you kind of see your work come to life even though you have no textures yet, but a very little detail, adding to this and
layering up those details. Is starting and beginning
to come to life. So I'm sure beginners
are excited in here except except for the expert watching this
right and they'll be like, Come on, dude, speed this
up. Yeah, I know, right? It just feels like usually
feels like some kind of boring process
kind of go through. But I guess I'm guessing
people are different, also. Perhaps for some
expert they might find this quite enjoyable. I'm sure some of you might be asking or wondering,
What about me? What do I think of this process? Bring Yeah, honestly, it can be quite a boring process because you basically just
repeating the same thing. Basically repeating the same sp. It's still, I don't
see if there's the necessary work
needed to kind of make sure this
looks and do that. Just the necessary
work, this needs to make it feel a
lot believable, most especially when most especially when you
want to kind of do you want to kind of do
some close up, render. And for this, our
character in here, it's quite certain
that we're going to be doing and do that. It's quite certain
that we're going to be doing some close up render. So we need our viewers to be able to kind of
capture if possible, they can actually
see that though, actually see or kind of capture the extra level of
work we added in here, I kind of add stitches in here. Okay. So for the most part, for the most part, at
least for me, basically, once I'm texturing
or rendering this, I begin to I begin to
actually appreciate the hard work I kind of put into those little tiny details. I kind of put into these do dots that I put into this kind of make it look a lot
realistic personally, I always like realistic work. Though for some people,
they're they're not too glad to kind of do
realistic design because I feel like it's so much, it's
so much work to do. I feel like it's so
much work to do. And for quite a long
time, that was different. The realistic work, especially for actually for
intermediate level artists. Well, I'm not calling
myself an expert, though, but I'll call myself maybe an intermediate character
design artist, I guess. This particular, this particular rather
creating realistic design. Those stressful bots, kind of, enjoy the process because
I always ask myself, why not do something
more difficult? I always like to do
stuff that kind of punishes me to try or kind of challenges me to do
something a bit more difficult for my outside
of my comfort zone. Maybe probably why I kind of prefer realistic designs
over stylized design. I can do stylized design, too, but maybe not at an
expert level for those guys at Disney
that do expert level, that are at expert level, stylized design
character artist. But at the very least, I can at least I'm
descent enough to create some decent
stylized characters but I always find myself wanting to create realistic characters instead because they're
quite challenging, quite challenging and always always like a good
challenge if you ask me. I always like a good challenge. And doing the same thing
overtime kind of create some certain level of some certain level of expertise
that though challenging, you kind of know you know how to kind of find your
way around stuff and then do do stuff a bit quicker. That just the don't do that. That's just like
the end go for this learning those difficult
aspects of the process and then being very good at it that even though you
kind of doing that again, it doesn't feel it won't feel as difficult as
it was initially when you kind of started on the path of being a
realistic character artist. I still have a lot
to learn, though, like, a lot, like, quite a lot because I see
some see some great artists, some really great
artists like Soufik. Ibrahim, they look like realistic character
design likeness, and I'm like, Wow, impressive. I really need to I
really need to I really need to up my game up my game. Because the amount
of time you kind of spend mastering your
skills, actually, what's at the end because once you when you eventually
get to that level, you kind of hoped to
achieve your day. It's quite satisfying
to know that, yes, you can count yourself as
an artist that actually that's able to
actually accomplish kind of finish an
actual character, and then people it able to kind of tell the quality of work in the let's bring
everything back out now. All right. If we go in here, we can see this wonderful detail,
add it in here. Let's say we go back to our
main character in here. Let's go to the IS
subdivision label for our character and then we
bring back the skimpos and then we can do a light render to see what we have in there. Let's turn all of this back on. Let's turn this on.
Let's see what we get. Okay, Let's get this
around the egg. Let's shift out to
do a quick rounder for this. Let's see. Let's see what we have
in here All right. So a lot of shrouding lot of shrouding happening in
there, but that's fine. Just trying to see
if we can capture the essence of this quite well, which we did captured the essence of this
quite well in there. Yeah. So next lesson
is going to be about creating some
air around this. So going to create
some blockout around just to just to get a few let's get a good feel of the caraintuy on
the right track. Okay? So we'll do that
in the next lesson. So I'll see you guys. Let me see if there's
something else in here. Kind of looking at
your nose now seeing some extra level of
detailing for the nose. Let's just block that in. So like I said, once you go and come back
and look at this again, there's always something to do. There's always something to
kind of block out in there. So let's turn of this skin
pause because we don't want to affect that record
this on the asymmetry. Record this on asymmetry. Let's go to lower
subdivision level. Not going subluton
level higher in here. I'm going to use
them standard brush. And I'll do something like soap. Okay. Let's go on Sublution
level higher. All right. Let's go on subution
level lower. Let's use the pinch
brush, BPI, tighten that. No, no, that feels way
too tightened out. Let's do something
gent in there. Let's go to higher
subdution level. Here, go to lower
subdution level, use the clay buildup brush. Undo that undo that. Go out of symmetry, do this asymmetrically
smooth this down. I know the issue having in here. Let's go and turn this off.
Okay. Astra moda down. Okay. Right, we can flesh this
out, smooth this down. That's a great
variation in there. Yes, I think we can
work with this. It should be fine to go back
to the subdivision level. Right, so the next lesson, we can go in and comfortably
start creating as in there start creating
some blockout structure in there that we can work with. Depends is in there,
so that's fine. We can always go back in
here and to this off. Okay. So let's you want to
do a screenshot for this. Let's do a quick
screenshot for this. All right, shift get this this way instead. Yeah, that's fine, then we
can do a screenshot of this, so we can go and, I don't get
to show you guys this now. I didn't show you guys this, so I'll show you guys next
lesson. Bye for now.
17. 16 Base Hair In Zbrush: Okay. Hello, welcome, bad guys. Uh, curious lesson, we kind of finalized on the heart Bies. So in this twot we're
going to be working on writing some Bs mesh A
for a character in here. So let's get right to it. So I'm going to
start with the shall we call it eyebrow instead? Test out the eyebrow instead. So I'm going to use or rather
select this police fare. Police fare is actually
inside, so that's fine. I just need to use that kind of create or use my IMM brushing. So BI does do IMM YouTube should be just fine. So let's turn on
symmetry for this. I'll drag this around there, so then go back to
the move brush. And I would just
split under split. Let's do split to mark points. Select this. Okay. Let's see if we can
oringe this this way. The other one is kind of no
longer in place. That's fine. We're just going to do an auto group and then delete
the other side. We can always mirror this to the other side when we are done. There are firstter ways
of doing this, though, but I think I don't start having
issues when it starts loading off for too long, especially when I'm
trying to extract a mesh from the
main mesh itself. It's just gonna take
a little while just to extract proper
something fees, okay? Okay, that's fine.
That's fine. Okay. So I'm trying to avoid loading loading time instead of extracting this
from the mesh itself. So let me load this out. Let's do under Auto group
auto group, auto group. Auto group in here.
Control chip do that. Okay. Then let's do delete ding. Under modified
topology, delete ding. Let's get enclose in here
and put the software. Let's center this squash
this this way, this way. Do that center this
ton of symmetry. Extend this out this way. Let's bring everything back out. I think we can go back
to our sub too and temporarily hide
the heart for now. In I've not even named this so. Let's rename this heart
so we know what it is. Okay. And I'm going
to shoot this up, so I'm going to go down shape
and I'll shoot this on top. Let's find there, select this. Okay. So let's out for now. Come in, close up. Let's move this in place. F, let's subdivide this
a few times. Okay. Then we can use the move brush now to move things in place. I'm going to try and merge
this as closely as possible. Okay. Smooth this down, increase the moon intensity, smooth down. Just try merge this as
closely as we possibly can. Okay. This should move up
closer around the air. This should sit on
the surface or more, get this down, extend
this out a bit more. Okay. Smooth this down, right. Okay. Think this should work. Let's not sit in. Let's go to lower subdivision
level instead so we can move things a
bit quickly in here, increase the subdivision level. Okay. All right. I feel more or less like this, let's slim this out a bit more. Undo that. Get this
up a bit higher. All right. Okay. Move
this down this way. Get this up, smooon
this down some more. Hey, I think this should be
fine. I should be just fine. So now let's think
we can go in here, increase this, let's
increase that or maybe not. This should be just fine. Slow. Ah. Yeah, we cannot use
this do let's just do delete or betastic Can
we do mirror and weld? W. Let's freeze
subdivision level and then let's do
mirror and weld. So freeze subdivision. I didn't work out
quite nicely as I hope we should clear this out, delete lower mirror and
weld. Okay? This is fine. Okay. This we can work with tonal symmetry reconstruct
subdivision level. Alright. Yeah, this we can work with. So moving on, let's delete
AR for this instead. So with this still
selected, let's start. Let's start creating
for the side. Let's create some
blockout for the side. So there's a butler brush
I would like to use. I think there's a butler
brush I have in here. Yes. You can use for I think I have one of
my encrypted myself. I have one encrypted myself. That should work. Okay,
so let's use this, you can obviously just do
I just use this instead. Gas sterilize mesh. So I think it doesn't feel like it's having all the brush supposed to
have in there, though. I feel like it's something
else that's in there. Okay. Just trying
to check. Okay. Okay, I have them
in there already. This is actually mine, though. This one I created for myself. I think I'm going to use
this extra three instead. Can drag. No. I don't want to drag
this out as a curve. I don't need this to be a curve. So let's go over to stroke, Cove, turn that off. Okay, that's fine. So I can just push this out now like so. Okay? I think it's in the wrong place. Let's get a proper
angle for this. Let's do this all the
way back here instead. All right. I think we can do mark point, split on mark points, go to a move brush, undo that. Think we're in the wrong
place, select this instead. Okay. I can move this down here. Let me scale this out. It's
supposed to be in reverse. Let's do an auto
group in here also. Auto group in here,
ton of symmetry, Control Shift click
Control Shift click. Let's do delete Eden. Let's just work on one side, then we can flip this to the
other side. Is just image. Let's blockout though. I'm not going to be extremely
precise in here actually. I'm not going to be
extremely precise. Not to be too extremely
precise in here, so I just need to get something roughly in there as a blocker. I should have used
I can actually use this fair instead and then
just block something in bore. I would like to get something slightly slightly more
interesting instead. Get something slightly
more interesting. Okay. Go down control, drag this out, rotate, get this in. Okay. Get this down. I think we need to most likely inflate all of this to make
it a bit ticker later on. But for now, let's let's just get something
around here, like so. Okay. Move Rush and move this back
in here, hold down control. Let's make it duplicate of another one in here
rotate it this way. Let me swing this down. Get this in. Yeah, rotate back a bit more. Okay. Go down control, make another duplicate of that. I'm going to use the move
brush and move this in. Okay. Move this out. Let the max. Let's
go back in and then let's do auto group
also in here. Go down control, select this. Pull this out.
Okay. Get this in. Let's do another one,
extend this out. This should be in here, rotate this out some more. Okay? I think I would like to
extend this out a bit more. Let's drag another one out
that comes down some more. Okay. Yeah, so and
pull this back. Bring another one forward. Get this roughly in the
right forward some more. Okay? We can clear this. I think
we can reuse this now. I'll just grab all of this
and rotate it this way. Pull out, rotate
this way. Pull out. Let's get this in here and I'll use the move brush and
try to compensate for it. Okay, and bring this
forward this way. I'm not trying to go
for something extremely perfect in here. Not actually. I just need something
that will just sit around those parts. Just to create some kind
of a structure in there. So I'll go over to it
be on the keyboard. Let's go to move topology. So move topology allows
just kind of move individual individual
machine here. So this would actually
help us greatly. So let's kind of create
variation in there. Okay? Just get them separated
out a bit more. Okay. Okay. I think I need to
undo that invert the max. Let's move some of
this out a bit more. Let's move brush instead, so we can move some of
this out some more. Clear this out. Move this in. So more. Stand this out. Clear the mark and let's
mirror this to the other side. Let's mirror this to the other
side. Let's do a mirror. Okay. So on the other side now, we just need to use the move topological
brush instead now, move topological and just
create some variation in here. So it doesn't feel too
similar in there, basically. It doesn't look too the same. So we just need to break
some of this up some more. Okay? I've noticed this is kind of
pushing out out a bit more. All right. I think we
can work with this. Okay. Yeah, we need to fill
up the center path. Let's shift F. Let's go do an auto group
also in auto group. So let's do a select view and
then just extend those out, create some level of variation
in there, bring this out. Okay. I would like to inflate this
now so we can do inflate. So let's do in Let's see how
this works with the art on. Let's see this with the art on. Yeah, this is fine. This will work just
fine with the art on. Except we need to create a
few more in the center here, so we need a few
more in the center. So you need a few more. Let me still this instead, down Control, click on this. No, control, click on this
instead, hold down Control. Do that hold control instead
and get this up forward. Hold control in Another
one around here, rotate this, rotate
this this way, just to get some variation in. Okay. Hold down control. Do
another one in front. Shring this down, get this up. Okay. Let's kind of get a different
directionality to this. Okay? All right. We can do an auto
group also in here. There is an auto group,
auto group auto group. No, no, we can just use the
move topological brooch. Move topological broach
should work just fine. So you can select individual ones and then get
them how we want them to be. Okay? Okay. Yeah,
that should be fine. I'd like to mirror
this to the side, but let's make sure we
have to speed things up, let's do auto group again. ****. Control Shift click.
Control Shift click, click, click, click. Okay. Let's do a split ding now that's up to split
ding, select this. Let's do a mirror. Let's
move this to the other side. Geometry, modify topology, mirror and weld up to
the other side now. Then we can make some
adjustments to this. It doesn't feel to the same. Physically, so it
doesn't feel the same. Okay? **** F. Okay. Yeah, this should be fine. So let's go in and then
merge of this back down, measure the two back down. Le select this. Let's
merge down, merge down. Lo. Let's down inflate. So just to get some
fleshiness to this. So under deformation,
let's down inflate. Okay, Let's do port by future. I made it. I think we
made it just too thick. Let's deflate out a little bit more. I think
this should be fine. We can subdivide
this now just to get smooth out
transitions around this. Maybe shrink this down a
bit more with inflate. Mm, do that. I think, let's leave this
like so instead. This should be fine. I don't want to kind
of multiply this across because that would be too much geometry
to work with. I think should this will be just fine for
what we need it for. It should be just fine. Getting
a closer approximation. What's a close closer
approximation? What's it going to use next
gen A for this eventually so? We just need to get a
closer approximation. If we have in here, how it look like in there. Okay? So let me
subdivide this one more. Let's get something
smoother around there. Save my file. I think this
should be fine for now. Okay? So let's do a
quick render for this. Let's just see what we have render missing this is
the mark cup green. Think we have some paint
brush in here somewhere. Okay. Let's select the head. Let's do a quick render. Let's see. I'm missing
the mark cup green. Let's see if I'm not too sure if it's going to come some shadowing in here
though Let's see. Blink material is
always a better. It comes some shadowing
in there, fair enough. But the blink material
is always a better one. Always a better
one. So let's see. Okay. All right. Right, so in the next lesson,
we're going to work on or rather go to Marvelos
Design and then get some kind of create or use some templates of a
shirt material in there. If you can find something
in here to use. All right. I'll see you guys
in next lesson. Bye for now.
18. 17 Shirt In Marvelous Designer: Welcome back, guys. So this is we are in Marvelos
designer now. So I'm going to be
using Marvelo designer. It's going to create or rather, yes create a shirt
model in here. So let's get right to it. So first of all, let's bring
in some Avatar in here. So I'm just going to double
click on this Avatar. Let's use female. So
we have just one. It should be another
one in here. Should be another one in here. Okay. So the arms are spread out. This one is arms are
just in a single pose. None of that are
found interesting. That's interesting. Let's see if there's something
else we can find in here. Go back. Let's go to kid. Pose. Not also in
here that's sad. Let's just let's just
stylize one in here. You can't use this stylize. This is just too
small. Let's just use this female instead. Th should work just fine
for what we need it for. We can use this. All we need to do is just to scale this down later rombot. This would work
just fine for now. Let's go into garments,
the clic on garment. Let's see if we can find
something close enough. Think I can use this, and
I believe this is mine. I believe I created this. There's also another one. This one. This one comes from
Marvelo designer itself. Let's use something
that comes with the fault in Marvelo designer, which is let's double
click on this. Try and get this in here Okay. So I don't need the trousers, the shots, so I don't need the shots in here, I'm
going to delete that. Select all these shots,
and I'll delete that. Okay. Then let me
save this project. Let's save this where
we can remember this. So let's put a new
folder MD. Name this MD. Let's name these two shirts. Maybe Polo. Should we have polo in there. I'm not sure I know
I'm not sure I'm using the right temnologynaming
convention for this, Ways now, we have it in here so we
can work with this now. Is this more like a round neck? Is it a round neck. Okay? I think there's some
kind of auto fitting in here. I haven't tried
this before though. Let's see what that does. Let's just maintain
graphic size. Let's just click
okay. Let's see. I told you it works for
a simulated garments. Okay. So basically, I'm just experimenting
in here actually. I've not tried this
before, so let's see past GPU instead to simulate this. Okay. Get this out. Let's do the auto fit in now. It doesn't seem to be
working. Let's select this. Let's try this again
if this would work. Nah. Probably I'm probably
I'm not doing this correctly. Probably not doing
this correctly. Well, anyway, let's carry on. Probably not doing
this correctly. Let's carry on in here. So I'm going to select let's see what kind
of select in here. Let's select all of this. Coming a ton of simulation in. Let's move this
backwards or more. Let's select these garments. This garment or rather
the arm rather and then let's readjust that. Let's simulate. Let's see
what we get, simulate this. Let me just push this in. Let's see if we can
get this inward. Instead, just push this in Okay, we're basically fighting with that now, let's do
something better. I'm going to select
this. I would option and click in Let's use Reset three D
arrangements instead. Select the Reset to
three D arrangements. Okay? Then let's run the
simulation for this, that should fit quite
nicely in here now. Just precisely what
we want. This is like a big shed for us, so bigger for this
should be just fine. Let's run Let's run
this simulation again. Let's push and pull this. Stop the simulation.
Get this up here. Set this around here. Okay. I'm not sure I need this in shape in the let's
delete that instead. On do that. I think I
delete something else. Delete this instead.
I don't need that. So Theile on both side is
precisely what we want. I'm going to I think we can
merge these two together. Let's do a merge. I'm going
to go to my sewing too. Segment sewing, select
these segments. Option, click on that. Come on. Not showing me
what I need for this. Edit sewing instead,
right lick on that. Do a merge. Come in here. Let's do the same
thing also in here. Let's do a merge right. And let's convert this
into a round neck instead. I think I need to
merge this also. Let's merge. Come on,
there's no merging. Seems like there are more
than one shape in the merge. It doesn't seem to be working accurately as
I would need it too. I need those two kind of merge together as
one single piece. The strike, delete sowing first. Segment, so let's stich
these two together. Go back to edit sin, select this to merge. Here's better now. Run
the simulation again. Okay. You're getting
something in here, so let's come to the
VNC shape in here. And then let's go
back to Edit sin, select these two, merge. Okay. I'll go into Edit pattern. Let's select Let's select this vat and then
convert to curve points. That seems a bit messed up.
We don't want that in there. Select these two, get
this up this way, run the simulation again. I think I'm going to delete this point, can
I delete these points? Point together lines and
points close together, please move 0.2 A, delete that. I can't delete that.
Selet this point, let's convert to cuff points, precisely what I need. Okay. Can we do the same in here
convert to curve points. Convert to curve points. Yes, this will work just fine. Let's move this up some more. Select this. Undo that. Select that rightly conduct. Let's go over to
delete cf points. This is where we get. But
that's way too extreme. So instead let's edit
the curve instead. So under Edit curvature, let's go to Edit curvature
and then move this up some more Okay. Let's go over, select
this, move this up. Let's start with discover
what you're in here also. Move this up. Let's
from this simulation, let's see what we gets. Okay. We're almost there.
Almost there. So we just need to kind
of tighten this up. We do that inside of. We can do that inside
of Zebra robots. I would like to do
that in here instead. So let me shrink. Let me select this
two, actually. No, come on. Let me see my file. I need to select those two and then shrink them in
a little bit more. Just leave them up
some more Okay. And I'm going to select. Let's go to Edit points,
select these points. Move this closer. Select, move this closer. We can do the same for the back. Move these two closer to delete this. I don't
need that anymore. Select, delete this also. No, no, of deleting that. Let's convert that
to a cuff point. Then it curvature. We can move this up a bit more. I think something is
missing in there. I think I'm missing
something in the Edit curve points instead.
I need to delete this. Let me do that. Let me do that. Edit pat and rather delete this. Then we can go over
to Edits Cv chure. Let's get this down some more. Let's run our simulation
a bit more, okay? It should be fine. I
think I would like to scale this down a bit more. Okay? From the simulation
again, All right. I think this is a good place
this we can work with. Except, I need to make this bit somewhat longer.
Run this again. As for the back, let's
do for the front. I think for this, I can
just easily do Edit curvature and leave this
curvature up a bit more. That's way too much. A little bit more
like so run this. Okay. Let me select. No, I'm not doing that
accurately enough. At this pattern instead. I think I mistakenly
move something in there. Undo that. Select
this, move this, no. Select just this. Move
this forward a bit more, select this, move this
forward a bit more. Run the simulation again. I think I might have gone
overboard, that's fine. We can compensate for
it in these parts. Get up close, move this forward
some more the simulation, actually tighten
things up in there. Yes, this work just fine. Run the simulation again.
I'd rather save this. Then the next thing I'm
going to do would be to just to make sure. Just to make sure from
this simulation again, I'm going to increase
the poly count for the entire machine here. To do that already a part
distance at ten, which is fine. P distance for this is ten. Fair enough. Let's change
our simulation to normal. So simulation normal now, is going to be using our CPU, so it's going to create a bit more food for us
to work within here. So I think something like this should be just about right
for what we need it for. Let's stop the simulation. I'll save this. Okay? All right, that's fine.
Let me see if I can. Let's see. I think there
are some pose here. Let's see if we can just
get a new trap pose. W pose only maintain our size. Okay. Let's see.
Yeah, that's fine. Okay. This is precisely
what we want. I guess, we can actually use
this let's use this instead. Let's click okay. So this
should be a bit closer. So this one actually fits
what we need it for in here, so this should be just fine. Let's run our simulation again. You can call out this library. So we're on the simulation
again, let's see, just to get everything looking as accurate as they
possibly can stop this. I'm not going to see the kind
of fabric we have on here. See the fabric material
we have on here. Or maybe we won't create a new one. Let's
create a new one. Property that custom for now. We open this up. Okay. Let's select grab all
of this pattern and drop the fourth fab we just created around
the simulation again, way better way better. And there's something
that's a bit more freer. It's a bit more relaxed. Something more relaxed
like this should work perfectly fine
for what's needed for. Okay, so let's stop
the simulation. Let's save this. Alright,
so I think this is fine. So the next lesson, I'm going
to show you guys how to do how to do tpology inside of, how to do topology inside
of Marvelo designer, and then we can export
this out, right? So I'll see you guys next
lesson. Bye for now.
19. 18 Retopo In Marvelous Designer: Okay, welcome baa, guys. So in previous lesson,
we kind of created this shirts or pool or whatever
it is actually called. So now let's make
topology for this because now the topology we have in here is
not good enough. Oh, one more thing I need to do. I need to convert all of these to kind of quadrangulate
them instead. If I come in here
to the surface, it's kind of loading up. The kind of loading
up down here now, so it's going to
get everything up to looking like quarqsoperfe, though but at the very
least squares in there so f I should show
you guys in a mesh. Now we get quars in there,
which is what I want. Let's go back to surface. And let's run this
simulation one more time. So this new quars in
here now simulates properly with the quars we
just converted this to. Before it was on triangles, last fine stop the simulation. So moving on, let me set this do that. Move
this this way. Okay? So I need to kind of create words for
this and to do that, I would need to go where
is it now sit in here. I need to go to my
create topology in here, so select that and then
click Concrete topology. Then I'm going to use
the parch topology. Yeah, I'm going to
use ten. This is the value of ten instead, okay? So ten should be just fine. And I'm going in and then
I just tap in here, come, tap, tap, come, tap. Then, undo that. I didn't do that correctly
enough, tap, tap, tap. I can close this
up, overlapping. No, no, no, let me do that. I didn't do that
correctly enough. Let's do this again. So one, two, three, I see where the issue is now. For if you create this now, I'm not sure
it's going to create. It's not going to create, so I see where the issue is now. So you need to do this. It's
supposed to be on four side, four sides instead instead. So I think it should work now, go all the way to
the starting point. No, undo that. I'm noting
that correctly enough. Okay, starting point, that
sits in here now, create. Now, do the same
thing also in here. Can we use this go all the way, it's not working accurately. See if we can get this
here, overlapping. That will not work. Let's get something close enough first. Something close enough. Overlapping also, do that. Click again. Overlapping geometry
part cannot be created. Strange. It's already
in there now, so why is the same
part go be created? Okay, so it's going
to fill up this gap. So let's go up in here. I think I can bring this out. Let's do create topology. Click in here, click, click, click in
here, click to this. This in here also.
This in here also. I'm just trying to kind of
fill that empty space up. There's so much COVID here, so I think that's the
issue we're having. Undo that. Didn't do
that correctly enough. All right, that should be fine. So I've completed for one piece. Let's go to the other side. Let's do the patch also. It's supposed to
be on four sides, so one, two, three, four. Okay, let's see if we
can make this work one. One. It's kind of find it
out kind of go around this. Anyway, let's just repeat the same process we did
on the previous one. Great. Why we getting
overlapping in here do that. Seems to be getting
weird overlapping. Let's do this again. Okay, perfect creates. Let's do from here. Okay. I think this should work now. So I've done one, two, three. Oh, I see where the issue is
now. Is not going to work. So we need one, two, three. Come on. Why are we having
this issue in here? Creates. So let's go pretpology. Let's close all of this. Let's close all of this.
Let's get this to work. Okay. Almost done. Okay. Yeah, I mean just one more. Alright, that should be fine. Let's go out. Let's
do for this piece. So trying to see if I can
get this all the way. Let's just do half instead. Let's do this half
instead. Create. Then we'll do another
half in her creates, then we can go in create
topology and then just lose this part up. So basically you
need to undo that. You need to do this
directly on those points. Should be directly
on those points. So we don't create
another extra piece of geometry there
that we don't need. All right, that's fine. This is fine. This is
working symmetrically. Let's go to your other side. Let's do one. This is going to be tricky,
going to be a tricky one. Let's see if we can
best capture this. So I'm doing four sides instead. No, I think I lost the mark. Oh, no, no, no, no, so
be on parch instead. Let's do patch instead. Let's do patch instead. So I'm going to do one, two, two, three, I mean a wide now. We have one, two, three. This is going to be, we
can do this instead. T eight. Yes, this we can do. Let's do the same
for the other side. So we start from Let's start
from down here instead. Something close
enough, one, two, three, Let's go
all the way here. This is fine. Create. Now I want to do is to first of all, try
and close this up. Let's try and close
this up create. Let's close this up. Let's close this up first. Close this up, then the other
side that is kind of empty, we can easily we can
just easily fix that. Basically, the
idea for this part just kind of create
some kind of four sided kind of square shape, sort of kind of
rectangular shape, depending on the
surface of the mesh. So with this indiana, we can use the di topology. G topology, I'm going to move
this all the way up here. Move this here. Yeah. Just going to kind of close
those gaps in between. I was thinking to
add another extrate Lando path, I believe. But let's kind of
close this off first. Close this up. So anything any that
you need to add, we can easily add
that in between. Okay. I think this can go
in around there. Then this here. All right. I think that was way too close. Let's put this up here. So you need to do the
same for the other side. Let me get this all here. Okay? For this butler
one, I need to add more I need to add more
edges around this actually. Okay, so I would need to go
over to create topology. I believe down
control and shift. Let's add up here, also, to hold that Okay. So this should hold the
shape a bit more accurately. Let's Let's add one
edge loop around here. Add another edge
loop around here. Yeah, yeah, that's fine. So we can move on to the
next shape now. Let's do this stairs.
Let's do the patch. Okay. I think somewhere
here should be fine. Con close this up, create. Let's do the same
for the other side. Don't do that something
that is quite close. Something quite close,
should be fine. Okay. Create. Now let's fill up the center
part. Create topology. Let's close this. Then we can start tapping
in between those arts. Just close the center part hub. Okay. Yes, that is fine. Almost there. Almost there. Yes, that's fine. Then we
can go over to topology. Then we can start moving
all these vats in place. Right. Just get them all
the way to the edge because they need
to be at the edge. This we can snap
in move this up. I up as well. I should be in basically basically repeating what
we did for the other side. So let's just graciously
put all of this in place. I think it should
be fine instead. And it should be one that
should close that up. Almost done on this top side. Then we can come down fix
this in fill up that gap. Okay. I Yeah, that should be fine. So now let's go in close. Let's do great topology
control shift, add an edge loop here, or an edge looper here also. You can say fixes fixes the
edge for us a bit more. Edge looper. Add, try and add them directly on the
center as closely as we possibly can.
Yeah, that's fine. So now one that we need
to do in here would be think I right click, not this know this. I'd like to subdivide
everything. Yes. This is it. Add all division, click that. So that's going to add a sub division label
for the entire piece, just to create something
tighter around there to hold the entire folds
around the loting itself. So we can right lick again, then we can do remesh all duplicates instead to give you a moment
loading up down here, then we can just lift this up. Once it's done load, we can lift it up where
we need it to be. Shouldn't take too long now. Two continuous
points are crossed. Continuous points across.
So there's an issue. Continuous points are cross
please remove a points. I need to fix an issue in here. Now issue union, I just to figure out where the
issue is coming from. Still looking up
though. Let's see. So I will need to undo first. So undo let's go back to the previous one we
had before moving on. I think that's
where the issue is. I'm not entirely sure now. Is where it a bit
gets a bit tricky because I'm trying to figure
out where the issue is. Trying to figure out
where the issues, which can be which can be
quite a difficult one. Quite difficult. I'm
going to come back and go through this and then figure out
where the issue is. I think I found
where the issue is. I think I see an
issue around here and this collap think I see
an issue around here. So under di topology, let's see. Let's see what we have in here. T I up so we won't
delete the entire out. Let's delete let's delete this need to delete
all of this actually. Let's delete all of this.
Didn't come out great. We did not come up with. I think that's where the
major issue is from. So let's do this again. So the path two. Let's do this again. Maybe instead, let's take this
down all the way to five. Let's do five instead. So we have fewer points
to work with. Come on. A few points to work
with. Back patch. Let's do get two, four can we close this in here? Yes, we can create? So you can see how tight. This pattern of
tightens up a bit more. This where we need to actually
kind of fix Editpology. Let's get this line
down a bit more. Let's get them down. So
there's no conflict in the I think that's where the major issue
was from initially. So once you space
them out like this, it should become easier to kind of correct any issue
we have in here. Okay? That should be fine. So let's go back to patch. Let's do another one in her. Great. I don't know why
I can do just one step, but that to undo
the entire out sin. Okay, so we can go dittpology. Let's move this down. Let's move this down down also. Just to create gaps
in between them. Then we can do great topology. We can fix this up now. I Okay. All right, so we can
do crea topology, we can add one here, then ditpology we
can move this down. Then in here, we can manually
start fixing things in. Let me get some space
in here a bit more. Okay. Let's do this from this side
instead. Great topology. Let's start adding some
more codes to this. Two. Just to even things out. Okay. Can move this down. Right. S we need to subdivide. We need to subdivide the
entire outing though. Let's see here, we have
quite a lot in here, so I think we need to add
some codes in between topology in between
one to the four. Let's do one more around here. I think this should
be clean enough. Yeah, I believe it
should be clean enough. Ed topologs right on
this d or division. Okay. Let's zoom out right again. Let's match all duplicates. Hopefully, we should not be having any issue
on this anymore. Sincerely hope so. Let me just give you
some moments kind of load up. Almost done. Wow. Wow. Two continuous points across, please remove points pattern ten points ten points just to hard to figure out
where this is actually. To figure out where this is. Let's try something
else instead do. Let's undo this Okay. I on do it again. Let's some do all of
this we just added. Coming here, let's see. I kind of going around to check, and I can't find any
of those points. So I'm going to start
deleting. No, undo that. This is quite annoying
to work with. No. I reduced kind of reduced. Let me go back. Reduce the
counts we have in here. Let me move this back in place. Let's try this one more time. Let's just try this
one more time. I really can't find where
the issue is in here. Let's do four. Let's
do this again. Let's math again one
more time. Let's see. I Uh Fantastic. We're having the same
issue also in here. Please remove a point pattern ten point pattern ten points. No, most nip, how
do we figure out which butler pattern
it is seriously, how do we figure out which
pattern it is right now? How do we just figure out
which pattern it is right now? So maybe we need
to kind of check this why this is
already subdivided. Let's see. Honestly, I really cannot find where the issue
is for this, honestly. I feel like I'm just completely lost as to where that issue is kind
of coming from. Okay. I see an issue in here. I see one issue
in here actually. There's one issue in here. Well, let's see how we
can move this okay. I move that out.
Getting a bit close. Move this out around the air. Okay. Let's find if we can see something similar
also somewhere else. Think certainly there's
one issue to kind of fix. Get this down. Get
this down also. Get this down down. So sometimes can do everything
right except when you just kind of add
divisions to this and then get messed up. So you just kind of figure out
where dish is coming from. So what kind of fixed one
or fixed one in this. Let's see if we can find the same similar
issue on this column. My best guess is that
dish is from the color. So we see another
one also in here. So let's start by moving
the edge instead. Let's get in a bit close. Okay. That should work. Move this in. Come on. Let's move this way first. Let's see if we can
move this out this way. I just crap. It's a serious pain
kind of doing. I think I'm at my limit
at this zooming in. I think we can't leave
it there, though. We can leave that there. I can't get closer
than we need to. We can't get this as
close as we need to. So I think can see
another one in here. You are quite all
over the place. Let's move this out
a little bit more. Spit guard in the common. Coming quite difficult
to work with. Let's see if we can find
another one somewhere else. S one down here. But I think
this one is in a good place. That one is in a
good place. So it's not intercepting
with another point. Let's check. I think
that should be fine. Let's try this again
one more time. I think I'm just going to
lose it if this doesn't work. I just lose it if
it doesn't work. So rems duplicates. My best guess is that that's
where the issue is from. We didn't notice that on C
when we add divisions to this. The issue was from the division. Let's just hope this works. Moment of truth coming in. Almost there. It's doing one more. Seems like this is going to work now. Still loading up. Finally, I think that's
where the issue was. I think we can safely
sees the issue was, let's go to edit path. So the issue was
around that part, and then good thing we fix that. So in case you having issues, you just need to kind
of go around and then check. Oh, finally. So let me see if this now. Then the next two,
I'm going to show you guys how to show you guys how to export this out
and then get this into get this into Maya. Let's go in and
select this instead. So if you select the
topologize version, use the topologized version now. Let's hide this one down first. Let's id this main one down. Let's add this add the pattern. The one we have in here now
is the topologize version. The topologize version
actually looks good. Is holding the folds
quite well, right? So this is fine. I'll see you guys in the next
lesson, bye for now. A
20. 19 Shirt Prep In Maya: Okay, welcome back, guys.
So in the previous lesson, it was more or less like a struggle just to
get the topology right. Due to some issues
with two points merging together inside
of Marvelous design. And then the issue was when
we kind of subdivided that. But anyways, we got past that, so let's move on Let's export out the topologize version
now. So select it. I'll go over to File
Export BJ selected Okay. So under MD in here, I'm going to just name
these two shirts. We shirt flolow. Okay. Select this delete the
PNG at the end, sieve. So you're spotting out
on the lower parts of the left side of the screen. Okay? So yes, want to spot a
single object that is fine. Definitely not.
Let's use T instead. Weird no welded instead. Okay, Unified UV
coordinate that's fine. Scale should be on CM
centimeter at their studio. Scale hundred percent is fine. I think we are good in New
Year. So let's click okay. Yeah, I think the
export or is it done? Oh, okay, exporting now. Okay, hold on exporting, so let's go back to
the original file. I'm going to kind of use this. Why is this moving a
bit slowly in here? Oh, my bad supposed to be
on the perspective view. So perspective view. Let's import shirt in here and then try to get this
same scale to you too. It's less than one Ms fine. Yes, definitely going to be off because we did not export
out a base body for this. We use the default base body, but the scale is roughly
where we need it to be, so I'm going to select it unless examine this a bit properly. Let's see if everything's working out correctly
as we need it to. For the most part, this is fine. This will work just fine. Yeah, this is working just fine. It seems quite close
to themselves. Muting we definitely need
to make some correctionals inside inside of Zibo, but for the most part,
this would work just fine. If I don't Autosmoot for this. So this is not Auto smooth. It's one again on the keyboard. So we don't necessarily
need to kind of do any with topology instead
of Maya anymore. So we have good topology
out of Marvel designer, so I'm going to go over to UV editing. There's
the UVs in here. I think It will need to
delete the UVs actually. A I might even need to delete UVs maybe or
maybe just maybe not. You see? So let's turn
of the distortion, select all of this, UV
shells, select all of this. Go to range, click
on Layer. Okay. So that's fine. I'm going
to do it duplicate. Before I do duplicate,
let's kind of roughly get this close to our
model little bit more. Center vote on that. We need to add thickness
to this collapse for now. Why am I always in
the wrong view? Why is ways snapping to the
wrong view? I don't know why. Perspective instead front view. Okay. Select this again. I want to scale this down. Then bring out a main
reference so we can use this as a close
approximation for this. Okay, roughly around there
should be fine with this. Okay. Let me see if I can scale this out this way
a little bit more. Let's bring this closer. Yeah, yeah, this should
work. This should work. Yes, definitely,
you need to make some more adjustments
inside of Zbrush bots. For the most part,
this should be just fine. I'm going to
select this now. I'm going to de
duplicate of this. Why is my duplicate not
taking up the name yet? Okay? Let's just
rename this as doop. Let's add this doop. Let's work with the original. So there's one of
two things I need to do first thing is to
add sickness to it. Or before adding sickness, you need to kind of, let's see, let's isolate this this edge, there's edging the edging here, the edge loop around there
is fine as should hold. But the loops around
there won't hold, so you need to introduce
some more edge loops. This is why I'm
introducing edge loops because if I do an
to smooth for this, you can see how this kind of spreads out,
splitting the gaping. I don't there to be
any gaping there. So you need to use more tyco to add tighter edge loops
around the spots. So tighter edge
loop here and here. So if you don't know
too smooth now, you should sort of hold
a little bit more. Okay. Yeah, I'm going to
leave that at cities. Let's add one edge loop
here to that edge. I'll do the same around here. Do one around here. Okay, I'm seeing
multiple eggs around these sides. No entirely sure. Let's try and figure that out. There are quite multiple edges in here which I
wouldn't want to keep. Let's see if we can delete. Let's delete this
control delete. Let's see if that
makes any major Oh, no, actually I actually need those. I
actually need those. That's supposed to hold
that edge a bit tightly. Okay. So this one is already
in here where it should be. I think you need to add
EG on the keyboard, add an edge loop around here. Okay. Do we have that
on this other side? We don't necessarily do. So let me create one year. Create one year also quite
close enough around that part. Now for this, I can
move this closer. Let's use the constraint for
this control shift click. Let's do edge slide. Slide this edge a
bit closer around. There should be fine.
Do the same for this. Let's get closer edge
around those parts. I think they should be fine now. Maybe just a little
bit more here. Let's pushed some
gaps in between. Let's do the same
for the other side. I think we need to in that case, we need to let me
leave that let me leave that select this, move this out out a bit more out a bit more. Okay. I think I'm missing a mark in a goes all the way
here actually. So you should move
that in accordance. Okay. Move this out. Okay. Move this out, right? I should be fine. Let's see. I think we have the same
issue also around here. So I think we can use the vertex instead to just move
those in place. No. No. Let's go back to the constraint. Let's do surface constraint. All right. Move this
this way. Okay. Just trying to make this a bit cleaner as much
as I can in here. Save this now. Let's add
some thickness to it. Probably duplicate
this again. Copy this. Hide this. Let's work
with the original. Let's get some
thickness to this. No. Back to object, select this. Then let's go over to extrude. I think we should be extruding
this outward instead. But I'm going to be using
the causiEtrude instead. So down control, extrude this
out a little bit more like so try to get a good idea
for the thickness of this. Let's add one division
in the middle. I believe this should
work just fine. Now, we need to kind of
test that out to know if it works just fine
by doing to smooth. Don't act again. Let's see if we have the right amount
of thickness for this. Okay. Yeah, this is actually
fine around here but this on the color it one. I think this on the color, I need to I'm not going
to delete this edge. I added in here on the color. So delete this also
Control delete, delete Control delete rather should delete the body edges and any vertex in that
should be fine. That should be fine. I can see an issue at
the back in here, so it's an issue in here. So Maya cannot just do things without having one minor
issue to kind of fix. Anyways, it's not really big. It's not really a
big deal, though. So we have the same
thing also in here, let's just get them in place. I think now if I should
auto smont again, that edge should look just fine. Not entirely dear yet.
Entirely dear yet. So going to delete some
edge, click on this edge. Do click on this edge, Control, delete Auto smont again. Need something that's
a bit flattened, not dist I think this should
work actually because in Zibos you can always get a
small smooth edge to it, just like the same way we have. Same we have for this engineer, same way we have
for this engineer. We can do that in Zebros. But for the most part,
I think this should be working it's working just fine. Let me save this, okay? Now let's go to the UVs. I'm sure you should be having some mess in the
UVs now, I believe. Yeah, so I'm messing the UVs. So we need to completely
delete this UVs. But let's see if we unfold and let's see what that gives
us actually. Let's unfold. Unfold. Nah, not working
accurately enough. So let's completely delete that. We're going to come back
and then redo UVs for them. Control one to bring
everything back out. These things kind of scale
this down some modo. But I think we can do
that inside of Zbrush. But let's just get this roughly
close to what we need it for as closely as possible. Okay. Save. At the breast, we need to smooth that. We definitely smooth that out. So it shouldn't be having breasts popping out at this age, so that we need to
fix later in Zbrush. Let me select this
now delete this. So we can export this out now
and get this into ZBrush. So exports selection Let's go and import this where
it needs to be Z imports. Copy this Okay. There's the five path in here. Okay. It's there now,
so not LBXoviously. So let's use OBJ for this OBJXport shirt flow Allright. Okay, so the next thing
would be to open up Zebo. Let me save this again.
Think I can close this now, save this again. Okay. Then we can close
this post seven. So I think now we can open
up, let me close this first. I can open up Zbrush, and then we will put
a mesh in there. Come on. No. That's
not the one yet. This is the 14 gig ready. Con zebras properly first
then we're going to use Skip we're going to use Skip
loading undo history. Okay, so this is in here now. Let's go to preferences. Undo history, keep loading. Okay, that's something else. Quick save Skip history
also to on the Quick save. But that's just going
to kind of occupy some more space that we
don't actually need. Maybe want to work with
your try in the doble. I don't in there. Let's go back to the folder
and then open that up. Let's give you a moment
kind of load up. I'll come back
when this is done. Okay, so this is done now. So let's input garments in here, so I'm just going to, let's just append spare instead. Pull out and click on
the fare you selected, then we can go into Import. Imports SMD Z imports with what? I think I exported my
fight wrong directory. So export selection. Wrong directory, obviously. Okay. I'm supposed to be inputting
this in here instead, put that in the wrong directory. Okay. Export now. I think it should be in the
correct directory now so we can import this again. Let me set up my workspace. Okay, making sure this
space is selected imports. The inputs in the now
so don't click on that. Alright, well, right off
the bat, we get something. So we say perfect
enough to work with? Yes, except the shoulders
are way too wide, for a younger female
character or character, shoulder shouldn't be this wide. So let's start making some
adjustments to this by shrinking in the
shoulders a bit more Um, maybe I went overboard. Let's look at our referencing
here to get a good idea. I think I think I
went overboard. So let's give out just
a little bit more, so I think this should be, this should be more
reasonable one. So symmetry is done done, let's use the move brush. And get this down a
little bit more so. Let's get close up.
Yes, perfect one. This is I work just fine. So we just need to kind of
make some adjustments to this. Let's see what we get. I think for the most part, this should be working just fine. Basically just checking
around this just to be sure. For the bug, the bag sits
quite nicely in here. Let's turn off the mesh in
here. So this is the mesh. Let's rename this to mesh. So we know what it is,
and let's shoot it up, shift, shoot that up, then temporarily
hide that for now. Hold up and select the garments. Let's see in here, get this out a little bit more. Check this on the side, extend this out a little bit more ton of symmetry for this. Okay. Go do that
this here. Okay. Then I think we should
be just fine in here. So in next lesson, we're going to go into
the sheds a bit more proper and then do
some more work on it. Not too much work though, but
at least some work on it. I'll see you guys in the
next lesson, bye for now.
21. 20 Shirt Sculpt In Zbrush: Okay, welcome bad guys. So let's carry on with this. So supposed to work on
the shirts in here. So there are a few things
get in place first. So let me isolate
select the garment. Le select there
selected already. So shoot this up
also, isolate it. So you can see some
gaps in between. So that gap we need
to fix, shift F. Let's go over to um, yes, lost my train of
thought right now. So poly groups autogroup
then bring out Gizmo, pull down control tap on this. So first thing would be
to shift to bring this closer it's kind of
fill up those gap. Closing this gap is more or less like the first nerves do. The next thing is to figure
out which part should be top, which part should be under. Okay, it should be on top
instead. So that's fine. Let's leave this this
way. Invite the max. I'll bring this down. I should be down instead. Get this down, push that in, push this in, that
should be fine. Okay? Select this. Let's fix this in a down. We use the browse size, get this in, take this down. See what we have in here
should actually be on top. I should be on top instead. So let's see, inverts no, I think we need to
let me do that again. Clear this out. Put down
control tap on this because, need to do this on
the other side also too before moving on
to the next piece. So bring this forward. All of this should
be forward. Okay. But also invite the mark, then we need to bring this
down. It should be down. Okay, coming close down, so down, all Alright. That should be fine.
Invite the max. I think we need to fix this also on this
side, on the arm. See large gap in here, soy close that up. Okay. Let's do this. We don't have anything for the back side. I think that should be fine. So we can come in
select this now. So this should
it's already down. It's down already. That's fine. Okay? Select this. This
should go down instead. Should be down. Get this down in down down also. Okay. Close this gap up, close that gap up,
put this down, kind of merge them together. We need some more subdivision
to do this properly, but let's get this as closely as possible on this base
subdivision first. Okay. If I went a bit overboard, let's get this out
a little bit more. Reuse my brow size. Okay, push this down. Okay. I think I'll need to do that. I think I didn't
do that properly. Invert this. I'd like to
bring this closer instead. Closer like so. Okay?
Tap on this instead. Let's make some
corrections to this. Get some rotation in here. No, I think I didn't do
this properly enough. Let's go back in
there. Should be down. Need to get this to look right. Okay. Select this instead. Should be down.
Get this down down down down also down. Come on, increase the
bros size a bit more. Zoom this out. Let's get
in from another angle. Okay? Let me take down the
smooth intensity for this. Because we need to
smooth this part out, get a smaller brush
size, smooth in here. This should be a bit smoother. All right. So slow the move
brush, pull this down. Okay. I think this
should be fine. Get this on the other side. We need a good angle for this, so let's get this from
this angle instead. Okay? Pull this down. Get in a bit close. Pull this down, getting a
bit closer, move this down. No, no. Down instead. Since something pretty much
like this should be fine. Let's select this one more time. I see some little gap in there
I need to compensate for. Bring this way. I'm not sure this is
touching properly, so let's bring this closer. Okay. You can see some that wide gap in let's bring this
closer instead. Okay. Let's see if for the side if we need to do the
same thing in here. I think this part is
closed up quite nicely, and it's not even going to
be visible on our camera, so at the very least, at the very least,
let's make sure. Let's make sure we get it right. This in push that in. Okay. Bring this closer closer. Do this check for
the other side. Bring this closer
closer, no doubt. Okay, let's clear this out. I think this we can
work with in here. Okay. But one thing I need
to do would be to select I would like to
scar this out first. Control Shift click Control
Shift click, invert this. I would need to his neck, this around there
is way too thick. It's just too
thick. But on that. Let me see if we can grab the
max lasso, grab the edge. Hmm. La No lego spins
on the edge instead. Let's spent on the edge instead. Okay? Paint on the edge. I think pretty moot like
so it should be fine. Blow this out a bit more. Then we'll go over
to deformation. I think we can use the
polish future in here. Just get something rounded. Something rounded, so
it should be fine. So you can see it we need
to fix, that's fine. Select this. Let's
compensate for it in there. I'm moving that back
in place, okay? Okay. Do the same for the
other side, I believe. Without this instead let's
reduce the opposite direction. Okay. Yeah, that's much. That feels a lot more better. Bring everything back out. Yeah, so now we
can subdivide this now however we want and
create layers for it, so we can add some especially
detail around these parts. This part needs to
be a bit thicker. I think I think that is going to be like
basically there's nothing else we need to do again because it falls were ing
it actually okay. So let's go in and
then subdivide this. Get something quite smooth. The 3 million should
be just fine for this. So at 3 million now you can
see some issues pop out. That's completely fine.
So now we can kind of we know where to fix now, so let's add a layer in there to lower
subdivision level now. Select this. With the move brush, we can start fixing some
things a bit small now, we have better
resolution to work with. This should be higher instead, okay? Yeah, that should work. Get in a bit close, usb size. Okay, let's do for
the other side. There something else you
need to fix in here. I believe there is. So let's bring this closer. Bring this closer, increase the subdivision level again,
bring this even closer. Okay, let's go to the other side and get this fitted
accurately as it needs to be. Just making sure I didn't
move anything accidentally. Go one subltion level
lower so we can do this a bit tighter in here. Okay? Yeah, that should be fine.
This we can work with. I think it should be fine. Let's kind of do that
a bigger brow size, so we can move a
bigger chunk of that. Okay? Yes, increase the
subdivision level a bit more, one step higher. I think I should make
the subdivision levels visible before you guys at least see which subdivision
level I'm on. Select this instead now. Let's get this right.
Bring this closer. Okay? Leave this up some more, go on subdivision
level lower in there. Okay? We can move. Let's move a bigger chunk of this
here down here. So more. Not going to be visible, let's just get that in so we get something clean enough
to work within here. Okay? Select this instead. Do that getting a bit closer. Okay. I believe we
can make this work. Select this instead,
bring this closer. Okay. Okay. Let's select this. This we need to bring closer. Is it close enough. Pull this closer. Look
for the other side also. Here, we say, Oh, I didn't even fix this
for the other side. So let's let this instead. Bring closes, this up. Okay. Yes, this should be fine. This we can certainly work with. Go to the lower
subdivision level, leave this part
up so more right. Get something good
enough in here. Just try to march this up.
Okay, this would be fine. This should be fine.
So let's go now to the highest highest
subdivision level now. Then I'll go in and
concrete under layer. For this, we do. So let me just name this
to SMO rather B. Come on. These details. Alright, so now let's
create a new layer. I'm just going to name
this to Color Sims. Name this to color SIMs. I don't think I'm spelling
that sem correctly. Okay, so basically, I'm
trying to recreate this. Basically trying to create
this thickness around here. I think I can use the elastics. I think I can use the elastic. I think I have an elastic brush I can actually use for this. Okay, I think I have an
elastic brush. Let's go in. Let me check my brush pack. Some elastic band brushes
in here that we can use. Elastic bond brushes. Or is it an Alpha? Maybe it an alpha. No entirely sure. Someone need
so many brush pack in it. Okay, I found it
elastic band, so. Um we need something
that pushes out. Yes, this is like this is a
close one. Just a close one. It's a tough decision, though.
Let's use this instead. So basically, we need just this. Need just this in here. So let's try this on. Let's see. Okay. I mean, creating some thickness
there, though, but then buns, buns There's
some buns in there. I think a better option will be just use something
that kind of elevates that part
so not necessarily adding some band detail
in there, actually. So I can use the inflate brush, though but I think
there should be some kind of brush
that can actually help me create some
better elevation. I think the Du Gu
brush is in here. Um, so, let's try. Let's try this instead. Let's do one around the LLC. Now once I'm starting
Indianize that were we need some more
subdivision level to actually hold
this even properly. So I'm going to move this. Let's subdivide this one more. I'm not sure if we can use
that layer anymore, though. Let's see if we can
record in there, we can't anymore
because I've increased the subdivision level.
Let's just copy the name. Then we can delete
this because I'm not going to done
anything in there yet. Delete this, create a new one, create a new one. Phase the previous
stem in there. That should be fine.
Increase the brows size. Undo that. But now, this
is not going to work. I need something a bit round. Let's use the standard brush. So it's just the dilemma you
might face trying to get something that actually works perfectly for it. I think
this is a good one. The standard brush is actually better option to actually use for this lema to save. Okay? So we can do let's use use Lazy mouse
kind of help us in a let's do this on the lower
solution level, actually. To me shapes is high enough. It's great in that
elevation we need do that. Need a bit more
intensity for that. Need a bit more intensity. Yes, is a better
intensity for this. I should work just fine. Let's also and drag
this around here. Okay. All should be fine. Yeah, that should
be fine. I just needs that elevation in there. Let me go over this
one more time. Go over this one more time just to accentuate it a
little bit more. Is it's kind of
popping out some more, you should add some extra
level of detail into this. Let's go back to this
dam standard brush. I think we can be
on the keyboard. Now, let's use that same
geo brush, Jo GiGi soft. I think we can use
this now to add some increased ablbtion level actually for this increased
abslbution level again. I think if you go in, like, so now we can capture the
essence of that on the edge. Yes, we can even use some
sitios Bros ins there. I think it would be
best to use Situs brr instead. Let's
do for the ba. Let's do for the
ba also standard, standard standard,
standard, standard. Come on, standard
brush right now. Okay. Let's do for the back. But this needs to
be on both sides. So the front and for
the back also, too. Yes. So let's get that elevation
in the Okay. Continue on. No, missing the flow for
that. Missing the flow again. Let me start on the
other side instead. Yes. So I'm going to
continue on kind of create some more
depth in there right. Let's do one more across this. Yeah, that should be fine. So right now, I
think we can also use the tithes
brush that kind of complete that. Let's do. Let's do something here also. Let's do the same year also. So we kind of nail this little
bit more accuracy to it. All right. I'll do for
the other side also. It just needs to be on one side, actually, so it doesn't
need to be at the back. Let's go over one more time. All right, that should be fine. I think now we can use the
stitches brush for this. So let's go over to
my stitches brush. Come on, I have to use
the mouse for this. So this should be all
the way at the end. Brush yes, let's use one of these
thread in one that pops out. Yes, this one pops out. Lo click on that,
getting a bit close. Okay. This will work
just fine. Zoom out. Let's do this from
the opposite side. All right. We can work with that. Let's
do the same around here. All the way down,
that should be fine. Let's fix this part also. I think we should kind of
go all the way to the end, then this will come
across get some space. Yeah, it should be just
fine. I should be just fine. We can close this up in here. This work just fine.
So clear the marks. I think, oh, yes, completely
forgot, completely forgot. This breast region,
we need to fix that. So we can't use
the base anymore. Unfortunately, we can't
use that base anymore. I don't want to
add this in here, so it's with a new layer. Okay. Yes. I think I would go out of recording for this
select this phase Basy. I think I can measure
this down can measure this down
with the color sims. Let's do a measure down,
measure down, meas down. No. That's duplicates. It's supposed to be
like a meas down somewhere. Am I
missing something? It's supposed to be
like a meadown in here Split lay Mase down
found it, so mese down. I'm going to rename this Lego
pieces we copied before. Okay? So this new
one down here now, we're going to record in there. Let's just record. Let's just record.
Adjustment in here. Just Mint. Let's go to lowest
subdivision level for this because we obviously going to do this on
lowest subdivision level, we can select just
this front piece. This is the only piece
we need. We move brush. We're not recording
yet, so let's turn on that recording in there. Go highest subdivision level and then we can turn
on the recording now. Record that. You can go to
lowest subdivision level now. Okay. Increase my
smooth intensity. Come on. Let's start with the move
brush first and do that. Let's turn on symmetry for this. Okay. Then smooth that down. Go to lower subdivision level. What is the lower
subdivision level already text it down to smooth
intensity instead. Smooth that down. Okay. Let's make sure
we get this down. Grease the brush
side down some more. Just elevate this up a
little bit more smooth down. I think we should be
fine with this now. Yeah, it should be just fine. Okay. Maybe use the
dem standard brush and then tono symmetry, we can just fill this part up, smooth the top so get the proper blend in
the smoothest down. Yeah, this should
be fine. So let's go back to the highest
subdivision level now. Getting up close. Yes, this is fine. So let's bring back the
other piece got of solo. Okay. Let's turn back on the hair. Yeah, it should be
fine. This is fine. This is actually fine.
Select the face instead. So if you kind of
want to kind of capture the essence
of this based on the camera shot
for reference, it's more or less like something around this angle, like so. Okay, so this is fine, so all
this is working just fine. I'll see you guys in next
lesson. Bye for now.
22. 21 Prepping Uv Unwrapping In maya: I work on Burgis. So I think the previous lesson we kind of finalized
on the garments. So now let's start working on UVs for this and
then we'll start baking out necessary maps
for all of this, okay? So let's do that. Tracking this just to be sure everything
working correctly. This is fine. Let's make sure everything we
need is on top. Okay. This is the eye lashes. I need to merge the eye
lashes also to the a mesh. So let's send that up. Mh this down, mesh
down, mesh down. Okay. Mess that down already.
Should name that mesh again. Come on. Ash. Okay. That should be fine. Then something else you need
to lessen up this fair now. So I'm going to start by
exporting now the low pool of our hearts in here
to substance crap. To Maya and then we would
work on the UVs for that. So many software
just keep in mind. Okay, so select the heart now. No, no, better let's start
with the main head itself. Slow this out. This is everything is exactly
where we need it to be. So let's go to the lower
subdivision level. Subdivision level, we need
to export out for rendering. So I would like to export out subdivision
level two instead. Well, let's increase this again. Now, this is just way too much, so I think 49 k
should be just fine. So go over to preferences, imports and exports,
under exports. T off group, T on
smooth normals. That's fine. Yeah,
that should be fine. So go over to exports. I'm going to create
a new folder here. I'm going to rename this
folder to Z exports. Okay? That should be fine. Um, I think I can
enjoy, this is fine. It should be fine. So save this. Let's fine, then, let's
export out the garments. Let's just flow
the Iraq in here. So we need to export this at
the lower subdivision level. So I go to a lower
subluton level instead. 14 k, let's go higher 59 k. 59 k is
actually too much though. I think 14 should let's
just do 59 k instead. Since we're not exporting a lot of subtos or a
lot of meshes in there. So let's export
this at this level. Should be exported to Z export. Save this. Okay. The s is a lower version. Can we get to the lower version. Yes, let's reconstruct
the lower version. Yeah, that should be fine. I'm going to export this sh, Z exports, sieve, go
down also to the hearts. Frame this. I did let's go to lower
sublution level for this. Sublution level should be
at 27 k should be fine. I don't want to go lower than
this would be way too much, so 27 K should be fine. Can't fold all the
details a bit propelling. Export this out also.
Hurts. Okay. That is fine. What else are we exporting? We need to export out
the miniscs also. Export this out. You know, cancel this wrong folder. That's fine. Outer eye. The outer eye, we need to make some adjustment for
the NI also for this. So export this out first. Okay. The exports. I think that should be
everything we need. Go out of solo, close this. Okay. I think we can hide all of it doesn't put
all of this in a group. So this should be meshy instead. I'll hide all of
this. Let's break everything we have exported. Right. So under Z exports, select all the OBG
drag and drop this in. Okay. I believe everything
is in here now. Okay. Let's go love this for now. All right. Okay. Okay. Maybe I should just make
a little correction on the s instead. Let's do solo again. Select the mesh. Let's go on subdivision
level higher. Let me break symmetry
on this actually so. Let's break symmetry
on this Delete higher control shift click. Let's split this first, sub two, spliting On this, I will
subdivide this, delete lower. Then we can merge this
down again, merge down. So now we can export
this out again. Exports. Ash, go back to Maya. We can delete this. Let's import the new one in sh. Okay. Funny out this T entering in. I see why now need to
manually move them out. Move them out a bit more. Okay. So export this out again. Z export. Should
definitely save this Okay. So back to Maya
delete these inputs, the mesh one more time. Come on. Close this off.
Input this in again. Okay, I think we
should be fine now. Yeah, it should be fine now. I'll select all of this. Let's give this one
blind material, Blind material and play
by type history on that. Make this darker darker a bit more O B for
the background. Camera set top, make sure this
is fine and this is fine. Alright. So now let's jump in and start creating
UVs for this one. Let's first of all, delete this weird name in at the edge. Okay. Delete the Z brush. Weird naming coming in here
so one more thing we need to fix would definitely be the
inner eye or the iris rather, just open this Bs mesh. Yes, the Iris open this car Iris shifts or rather control D, make a duplicative B
to send this down. So we need to properly position this in the Ilesus wire frame. Let's do wire frame in
here. No, no, not yet. Let's go to the side views. Let's go side view instead. We bring these back out, let's see what we have
and bring this back out. We can see differences in here exactly exactly in
the right position. So I think we should do this in here from
the front view instead. So pace, select the
entire phase for this wireframe
shaded, undo that. Select all of that again. Do that. Okay, I know
why control shifts, ton of transform constraint. Move this to the side, get
bit close of you in here. Make sure it's directly
on the center. Let's select these two and isolate them so we can get
better precision in here. Undo that. Undo that. Select the two again. Isolate control on to
isolate much better now. So this needs to properly merge the center face
mode, select this. Okay. Try to march
them center to center, kind of, like, so Same
also, double click on this. Let's mal them center to center. Okay. Yeah, then now we can
move them backward now. C move them back where they need need to be in
there should be fine. Save this, that
should be just fine. Alright, so that's good
enough. Good enough. So yes, we can select all of
this now collars this group. Put this group, name
these two main character. Okay. Enter on that. So now, let's start let's start with the UVs for the arts. Maybe we can do that in
the next tutorial instead, so we can just keep things a bit more simplified for
each tutorial actually. So next tutorial, we're going to work on
UVs for the arts. I'll see you guys in next
lesson, bye for now.
23. 22 Pt 1 Uv Unwrapping Hat And Polo In maya: Okay, welcome back, guys. So now let's start
working on the UVs. I think I need to arrange this in a way that
becomes easier. Do that. T that drag
this just below. Okay? Is as UV is already. The miniscule is
as UV is already, I believe. Yes, it does. Got a lot of broken
up UVs in here, Dogt. It sure don't matter
out so much, though, except if I just do the Us
instead of Zbrush instead. Let's do the U instead
of Zbrush instead. To get something clean
enough to work with. So the minuscs in
here, let's solo this. Okay. Then let's go over to Ziplogin
not transpose UV Master. Let's do an auto group first. Then zip login to
symmetry, polygroups. Yes, I think they should
be fine. Symmetry, yes. Okay. Then unwrap this. Whoa. I see a lot of
coats in yet. Okay. Okay. Yeah, that was fast. Guess let's export
this out again. We can just replace what
we have there already. Okay. So back to Maya. It's not going to be a major UY because we're going to be using the glass material for
this UV two kits instead. So let me add this for now.
Let's bring in the new one. We just exported
Minsk. Is in here now. Come on. Okay. This is what we get. Yeah, that will work just fine. It doesn't need to be
extra special in here. It doesn't need to
be extra special. Okay, moving on, so let's drag this in here instead,
delete the old one. Okay. So polo art, the rest have UVs, scsUVsOer eye, AUVs,
H no UVs in there. Oh, yes, UVs for
this MH because I want to export this
into Subtanspencer. So let's go back to Zbrush. This gets s for the Ash. So poly Zi plug in ton of
symmetry, poly groups is fine. Okay? Let us run this. I shouldn't take too
long. Ready loading up. Let us give the same moments. Okay. Visa won't be too complicated for
us to work with so. We can just get right to it. Yes, this is fine.
Export this out. Z export already. Let's
replace what we had before. Okay, so we can delete this and import the
new one in ash. Tradition should have
you with India now. Okay. Yes, this should be fine. This should be just fine. We
don't need to do so much in there because just
a place order, drag this into the mix. So MHR UVs minuscusRUV, IRUVs, Iris R UVs also. Everything is working
accurately as it should. So just to make fantastic. So there are some
UVs with the art from ZBrush, which
we don't need. So let's go back to ZBrush and
then select the art again. Then we want to delete any UVs we have in there, so
we don't have issues. So delete UV. Export this out
again. Replace this. We don't want son there
if you have us on there, import that back into Zbrush. Begin to have some weird
issues with trying to bake, so I don't want to have any
issues, so deleting that. Let's import the new one in the new one without any Uhurts. Come on. Definitely
close this completely. All right, drag and
drop this in here Okay. This should be fine. No using
precisely what we want. Let's apply existing
material in the blink. Select everything again, apply the blink material,
existing material, blind. Okay. Save this. So MUVs's delete this
naming weird naming that comes with Zbrush. Just put this right on
top of the shared plow. You need to make
UVs for the art and then the shirt polo.
Select the art now. If you don't know how to
go to your UV workspace, just go to Workspace
in here and then select UV. And then we are good. So select this now
Control one to isolate this. Select that. Let's go in here and
open up transform. Open up creates, open up calls, open up for fd is
already opened up. That is pretty
much what we need. So now we going to be a bit more strategic as to where to
kind of add our same lines. Compartment towards Sim line on would be simply let's
start with the top. Let's select this force
of the faces for this. Let's do camera Bz. You should have
something in here now. Let's set this up. I would like to click on this entire face and
isolate that again. Why? Because std of grab an
edge for this edge mode. Let's grab this edge around
here, This geho be fine. Grab Dlicon that edge. Click on cords,
select these two, pull them out, unfold. Okay, select this,
bring this down. Select the two. And let's do layout Let me few you
guys my layout setting. I think that should
be important. So un modify setting here. Basically, I have this on fold, packing resolution four K,
all the way to the end, texture map two k. Then for the shell padding ten pixels for the type padding ten pixels, and then that should be fine. And for the shell pre scaling, I think the default should be
fine. That should be fine. Then we don't rotate
this so this she also don't rotate that so
just translate alone. Close that slide setting,
I'm using for this. So let's go out of this, select this, isolate this. We can set our codes in here. So we're basically trying
to add our seam lines, clicking click on codes right. Coming UV select this to unfold. All right. This should be I believe
this should be fine. Let's select all of these, let's do layout them. Let's get them in. And let's check UV wrapping for check on UV checker Pattern wrapping for this.
Let's see what we get. So select this again,
isolate UV wrapping. This top piece is okay. But not too good. Not too good. You need
to add another coat in. So let's add another
coat in here. Turn this off. I'll set my new coats around
around here instead. Let's the coat. Basically trying to
add my seam line. It's going to be
visible around here. Gonna be visible around there. Let's do that coats. Let's go a bit closer. Let's do around here instead. Um, trying to look for the
perfect place to lay this out. Um, I think it should be fine. It should be fine around. Let's try this again. Yeah, that should be
just fine. That should be just fine. Let's do coats. Okay? Select this to unfold. Okay, so now it
expands a bit more. There's a bit more
room now to kind of capture more
textile densities. Let's select all of
this. Let's do orients. Let's do layout for this. Okay. So now let's check
the UV distortion here. Let's see. Let's see if there's
any distortions going on.
24. 22 Pt 2 Uv Unwrapping Hat And Polo In maya: I think this should be just
fine. This would work. This should work just fine, except if you want to
lighten things up in here, we can lighten things up
some more just to avoid those redness in there we can go in around the yellows
turn this off, can go directly in here and double click this inside of the art not
going to be visible. We can put another seam
line around there. So somewhere around the pots. Okay, select this, select
these two actually unfold. Okay, Oriens,
select all of this. All right. Let's check the
UV distortion in there. Oh, no, no, no, no. We have this affecting the top part here.
I don't want that. I want just a single
plain edge around that. That should not be
having any edge. Feel like try this edge instead. Is it affecting this top? It's not affecting
the inner parts. Let's make sure we're doing
this correctly. Select this. Okay. All right,
let's solo that out. Okay. Turn this off. Okay, though I know for certain, for the most part,
this shouldn't be a major issue, though. So Martin necessarily
need to even call this, this might not be a major it's
not really a major issue. It's not a major issue, so we can leave this as it is. This will still work just
fine for what needed for. So now we have better
tying our cross this now. This is This will
work just fine. Okay. Definitely leave with
this except otherwise. So now, let me leave
this as it is. A, so now let's go in
and then turn this off. Save this again. Let's do UVs
for the garments instead. So I isolate this. Okay. So I'm going
to go to phase move, select all this phase. Let's do a camera biz. Right, so now we need to
start separating this out as individual pis. Let's select this
isolate, isolate again. Let's set our UVs in here. Let's set where we need
our same line to be. Okay. For this, I think clicking set my
SIM line around there. So the idea is to basically hide where your sim
line should be. I just general idea for this. I think we can select this. Or do we should be fine. Do the same for the other side. Select this. Double click down here, find that, that's fine. But we cut. Let's go in and unfold
that lets see what we get, bring this out fold. Perfect. That will work just
fine. And our UVs are kind of eating properly where they need to
be, that's fine. Let's go and select
something else. Okay. Isolate that. Let's go undernea all the
way to the back instead. Okay. Let's do this instead, or click on that edge. Okay. Can double click on this edge. I believe to stop around
there, that's fine. Let's go and do the same
also around. Come on. Double click in here. Okay. Do it cuts. Select the UV unfold. Perfect. That should work. Go out. Let's go
to the next piece. Let's do this instead,
isolate that. I want to go to the inward
part, interior parts. Then our UV should
be around here. You should go across the entire, it's not going to cross
entire me. That's fine. We can double click on that, come down here, find the
ending edge, do that. Double clicking here,
go to the other side, go to your side, find
a good angle for it. Okay. I'm looking at this now, no, no, that's not usually a good place. So let's do in here instead. I don't want stretching
on the part. I think this would be a better
place to set this. Is a better place.
Do a cut Okay. Let's do the back UVs, select this UV
shell, isolate that. Ed mode. All right. Double
clicking Cat Okay. Is that code already
coat already? Let's do for the arms, UVsll can select
these two, isolate. Okay. We can do
something a bit inward. I think I found the right one. Codes All right.
Coming here also, select the codes right. So actually inward. That is fine, precisely
what we want. Go out of isolation, save this. UVs select all of this unfold. Right. I think you should
be finalizing this. Almost done. Okay. Orient.
Select all of this. Let's do layout. We simply arrange to manually and
then do another layer. Just like this, for
example, we need to rotate. Just rotate it this way. This we need to
rotate this way also. The rest should be just fine. Orientation is fine for all of this now select all of this. Don't lay more
accurately in here. Mo Okay. That should be fine. So let's check UV distortion. Not too much redness in there. That's fine. Check a pattern. Awesome, just to work just fine. The radios UVs, no
worries about that. No worries about that.
Okay? We select the UVs. V for this seems
absolutely fine. We shouldn't have
any issue in here. So we select all of this now. Okay. Select all of this. We can see the UVs
for all of this now. I think this is
flowing quite nicely. T should work just fine.
All right. Save this. I'm going to see you guys
next lesson where we start exporting the mesh, especially the arts and
then the garments back to Zbrush to kind of start baking out normal maps and
displacement maps for those. I'll see you guys in
next lesson by for now.
25. 23 Baking Maps In Zbrush: Okay, welcome, bad guys. So curious lesson, we kind of
created instead of mire for the garment and for the hats
for the shirts for the arts. But looking at my model now, I feel like there's something
I need to do in here. So let me slows parts here
is just too symmetrical, so I need to break that up. Let's go to the iS
division level. Then I'm going to go
to one of those layers and then make some
corrections to that. First of all, let's turn off of every skin pull
layer in here. Let's turn that off. That's off off. Okay. Let's record this
on the primary forms. Okay. Okay, so let's go to the lowest absorbtion
level for this. All right. I'll ton of symmetry for this. I'm going to smooth
brush already. I'm just going to smooth
this out a bit more. Same also in here. Move this in some more. Sically Bo brush eliminates a few of that smooth that down. Let's go to a higher
subdivition level. Let's see what we get. Okay. Break this up some more
by smoothing things out. Going to a lower sublution
level to do this. Just kind of break
that up a bit more. Okay? I'm going back to the
highest sbution level now. So now we can turn
on the others. Let's turn on the other layers
in here skin code details. I'm going to go again to the lower subdivition
level and export this out again at 49 k pulse, which is a sublution level two. Let's export this out again since you have made
corrections on them. Exports should be
under Z exports. Replace Okay. I need to just before I
save this let's go back in. I think we can delete this, then input a new one in
right Cara Bis mesh. I delete this name in issue in then I'm going to replace this with
blink same blink material. So this checker pattern in
the Okay, I'll save this. Now, let's export out the hearts and these polution
and you replace them with what we already had
before from the ZportFolder. Let's export this out. The art itself is
at 27 k polygons. Z exports. Let's just replace the art because now we have
vivis on this now. Do the same for the poll
has 59 k polygons in there. So let's replace this Z
export already replace this. Let's go back to Zbrush let's ton of solo select
the heartpies. Let's make sure the heart piece has 27 k, we exported this out. So you need to export this back when you say
subdivision level, we exported it out
from. Very important. So as the imports. So Z export, that's fine. So this is the art
model. Click on that. So that has been added in. If you should check
our UV map now, you see UV there. So that's why we consider
UVI there because UVNa now. Put out, select the Polo 59 k. That's the same
one wet this out. Z exports, input that in. Yeah, we're good in here.
So let me see this now. So we can start can start exporting out or
biking out M maps in here. A let's start by exporting or picking out maps from
the main head itself. So I seleg the head, so this getting a bit closer. So we want to bag this
from the sobutionlay, we exported this
out, very important. Let's go over to let's start
with the normal map first. But before that, go to UV map, set this UV map
to FokiRsolution, because we're going to
be out forkiRsolution. On that displacement map, Smooth UV, flip UV, yes, all of this should be fine. Leave the rest are default. I should work just fine. Okay. So back to normal map. Let's see tangents, smooth UV, smooth normal yes, exact
settings we need for this. Now going to click
on Create Normalmp. Let's give this a
moment to kind of Bk. So it's kind of big
you can see this at the top and I'll come
back when this is done. So that's done. Let's see that. Let's clone this go over to texture Phil V. Let's
export this out. I always like to export this
out as a PNG format of PNG. So under Z export, let's create a new folder, and
let's name this to Z maps. Let's use all caps
instead Z maps. Open that up, and I'm just going to rename
this to Cara normal. Okay, I'll save this. That should be done. I would
like to go in and then check like to check the map to see if it's
biked out correctly. I'm going to open this
up. Maximize this. So one thing I always like
to check is the eye itself, just underneath the
eye. This is perfect. Picked out, picked
out perfectly. So so should work
just fine for what's needed for. Yeah,
this looks good. There's an issue
in here, though. Not really a major issue, though but I think this
should work just fine. Okay. Yeah, this should work fine. Now, let's go and then make our displacement map for this. So displacement map
already has fly vinear, so we should be good. So this silicon creates
displacement map. So you need to put
this displacement map in Z maps folder also. Let's delete this. Let's say
this name this to this PL. TF steam beats. Awesome. That's completely fine. If that's completely fine. You can use PSD, but I think
I prefer to use TIF instead, so that saves up
on pi compression. Sieve. So it's kind
of baking out now. You can see it at the top baking out. It shouldn't take too long. Zach as if we want to
export at our Bs mash. No, I don't want to
export at my Bz mash. I've already exported
that out already, so no need to export that
again. So yeah, that's fine. So let's move on
to the next piece. Let's big for the arts. Let's big displacement. No. We don't need I don't think we need to big displacement
for the arts though. Let's just big big regardless.
Let's be regardless. So I'll selecting that now. We're on the same sublti level. We spot this out. That's fine. So go to UV map.
Sad this to Fok. We're picking up a map
at Fok resolution. Awesome. So moving
on to normal map. Let's bag out normal
map for this first, click on create normal map. I shouldn't take too long. Okay, all done. Click on Clone normal
map, go over to texture, flip V Exports, Arts normal. Then we also to check this to be sure if there's
any issues in there. So let's go in and then confirm click on
that, open that up. Yes, issue. There's
an issue in here. You can see this weird weird
stretching piece in here. Yes. This is why I
was in to check. And I think this came from importing this
back into zebra. So issue like this can also rail up not entirely your
fault, just a bug. I think probably a bug. So it kind of create some kind
of stretching on the UVs. One way I usually use
to kind of fix that. Hopefully, that works would be to go back in there
Go to UV map. Then click on delete UV. Start by deleting UV in there. Then we're going to
import the RT again. Import the RT again. Okay. Imported now, then
we go back all the way to normal map and create
normal map again. So that's fk you already. Include the normal map again. Let's see if they'll fix it. Usually, it usually fixes it. If it doesn't fix it,
then we have to be our maps and Mom set
two back instead. So clone texture, flip exports, Okay, Let's go in and put in
normal DP engine in front. Then go and then
set this to two. Then I'll save this. Then we need to kind of go in and
then check that again. Give you a moment
to kind of load. Okay. So now let's
double click on this. Let's check. Yes, perfect. It's working now. So you can
see how it's working now. There's no stretching in there. If you kind of compare this, let's compare this
to the other one. This the other piece can
see stretching in here and some other parts are not
biking out accurately enough. So first of all, the UVs and then bring that back in and then
just quickly be. That usually fixes
the issue for me and then actually did fix
the issue in here, so you can see how we get all
of this detail in here now. Okay. So yeah, that's
fine. That's fine. So I'm going to delete this now. Don't need that anymore. Then I can rename this. Okay. That should be
the original one now. So let's big displacement
map for this. So smooth UV, flip
V, that's fine. Then click on Big might not
be entirely necessary to. Maybe you might actually
use that actually. Let's just big displacement
for this. Okay. I want to save this. And I also need to kind of check also. No, I don't want to
export out the Base mesh. So let's go in and then check. For this, make sure everything's working accurately
as it should. It is. There are no weird stretching around it, so this
will work just fine. Close this, minimize this. Select the garments
in here now. Okay. So let's say this
to fork resolution. Then normal map.
Read normal map. Shouldn't take too
long. Almost done. Let's just give it
3 seconds, one, two, three, four at most. It's done, so let's
clone this now. Hopefully, we don't
have any issues in here textures rather, flip V, exports hat normal. Save this. Then let's go in and then check. Hopefully, we don't have
any stretching in here. Oh, great. Stretching in here, I can see this stretching
around this also too. We're stretching
around this fantastic. So let's just delete this. And then we're just going
to go into UV, delete UV, then import this back in
again to import follow, follow the plicond
then put that back in. Then we can quickly bake
out normal map for this. So creates creating
a new normal map for this. Give the moment. Hopefully this works. It
doesn't work all the time, but at least 70% of the
time, it's usually work. This technique usually works. Clone texture, flippy
exports. Okay. Put this normal again. Right, saved. Let's go in and then check. Yeah, perfect. So that works. So we can see no weird
stretching in there anymore. Kind of capture we have
seen something a snap, no, no, no, there
are overlapping. For moments, my eye will
kind of seeing this like in an inverted way. I kind of flip this
so that's fine. This is fine. Everything
is working just fine. So let me close this. Let's
create displacement for this. Where you have this
at fork resolutions. Let's create displacement
for this displacement map. Moves UV, flip V, then create open this up. All right. Save this. This also shouldn't
take too long. So we are done, close this. Let's go in and check. Right. I can see from the tubino actually that there
are no issues on here. So this is working just fine. No issues on here. Close this. Yeah, that's fine. So
let's save this out now. So we're done with the bits. So the next step would be to prep our mesh for exporting
into substance penal. I'll see you guys next
lesson by for now.
26. 24 Baking Maps In Substance Painter: Okay, open bag, guys, so let's kind of prep this for export into substance spina. So I'm going to
start with the art. I'm going to give this the different lambat material. So favorite lamb bats. Okay? That is fine. Let's go to the attribute
editor for this. By type t I'm going to
rename this torts mats. I'm going to go over take down the diffuse and set this to let's start
from the back instead. I'll hide that for now. Let's do for the polo, the write material Lambert
is by type t on that. Shed then pull mats. Okay, down diffuse. Let's use the dark
blue white dots. Mesh Let's use another
Lambat material in here. Let me just name this to hair math dtsndo that bass type
history the eye darts. Set the main head. Do we have something from
main head we can use? Let's just this
amber also in here, take down the refuse. Let's use this color instead. Now I just name this to
cra Matt or high darts. Lo the miniscus. I think we can use the
existing one in a meniscus, should be fine high darts. This is the outer I, we can use the previous one
imported in out I dart Iris existing
material iris. Okay. Maybe we should change the color instead use the yellow
instead for this. You need to bring this car
head inside this folder. Then let's bring
everything back out. So this as your own
individual material in there, it's going to be
a material ID for material texture set
inside of Sopcan spnter. Let's open up Subtan
spnter in here. Okay? Opening that up, and I'm going to
select all of this, and I'm going to
export this out. Spot selection. I'd like to export this outside
the entire file. So I'm going to expo
this as an O FBX export. I'll just rename this
to her character. Okay. Maybe character
maybe main cara instead. Limit whatever name is
convenient for you. So I'll save this. Sot spent is opened up in years. Let's go into New select this. Then let's select mesh. Is this main carrier sect that. WusingDMs, let's turn off, use UV tie wor clothes
turn that off. Then under the import
big maps, let's add. Let's import in
the maps for this. So let's go in and
import all this map. Let's see one more
map I need to import. That will be for the
eye, the eye texture. For the eye texture,
I'm going to import I think I can import
all of this actually. Let's import all of this
because we need all of this or maybe except except for because for the eiswdo Let's import
everything actually. I'm going to make it this
available for you guys to use. So let's import all
of this. Click Okay. Then give this moment
to kind of load up in here All right, so we're in. So one thing we need to kind of fix and here is
the camera setup. So let's go over to display set and scroll down to camera. Then this focal length we set to 85 to use the 85 in here. That should directly match what we're kind of using inside of Zbrush and then Mayo also you can see how the
camera is a lot better now. I'll close this. Then
let's go the texture set. Textual set list in here.
So let's go to car. Let's go to what's it called? Textual set sets in year. So you need to input the
normal MPR cara input that in. So getting close now, we can see the details in here except for this minor
issue we have on the lip. This minor issue we
have on the lip. But it's going to be
major issue, though. If it is, we can always
fix that. No problem. You can always fix
that, no problem. But the issue is
definitely coming from. Let's open this up.
Maybe we can just do a quick fix inside of maximize this inside of
Photoshop instead. I think you can do a quick
fix instead of Photoshop. Let's do that instead. So we're going to
drag and drop this in normal let's drag
and drop this in. Let's zoom in s this. Let's zoom into the
lip Let's unlock this. Yes, then we can find
a solution for this. Another way that might be
able to use fix this could be taking down the intensity of
the layer inside of Zbrush. That's another way of fixing it actually, then we can bet. But let's think we can just do a quick
fix in here actually. We can use I believe
the clones stamping. I'm going to hold
out of card log. Use my bro size. Let's go in and grab this part in and just use
and paint across. Let's get close, grab,
grab these parts. You just just clean that
up, move this this way. Grab these parts eyes
not looking good enough. Let's grab this part, no. The directionality in
the opposite direction. Let's let's grab this instead. Okay. Grab this don't
fill that part up. Grab this. Grab this in a Okay. Let's grab this. Hope this is not going to
be a major issue though. I think if this doesn't work, then we can just
go always go back into zebush and try to take down the intensity for the layer and then
bring that back in. Let's save this. Let's put in front, I'll save this Okay. Maybe just for the
sake of experiments, we can actually try the
other option too for one from Zeb let's see which one
gives us a better results. I very close z browhing here, so let's open up the file again. Supnoa Zbrush file. Okay, so let's try the other second option
instead for this. So let's go to the highest
subdivision level first. The highest subvision level. Okay. Then we'll
go over to layers. Let's zoom in now this again. Let's solo this that's
getting close up on the leap. Yeah, I can definitely see
some issues around there. So generally just take down the intensity of the
leap detail in here. So let's take this
down a few more. Maybe something light, so
it should be just fine. Let's do a round
figure of 0.7 instead. Okay. And then let's bake out a normal
map again for this. Let's see. Let's compare. So bake no no, let's go down to
subdivision level two. Yes, that's one. Then we would bake a normal map
again. So normal map. Let's make sure biking
out for the resolution. Let's bake normal map again, and then I'm going
to compare, see if there's any issue also
on the lip for this. Then we'll just use the
more better one for it. It's baked out alone. I think on that
preference is also do history. Skip loading that. Leave skip history also. Let's go over to
texture PV exports. Export that the same folder. Let's just rename
these 23 instead. Let's put three in front. All right. Then let's go
and then compare that. Let's see which one is
actually better for this. So let's start with cara
tree that we just bid out. We can still see, you can
still see the issue in there, Bona is not as intense
as it was previously. So in that case, I think it will better
for us to actually work with this map instead
of Photoshop instead. So let's go over to
Photoshop or hide this let's drag in here so we can do it
a bit more precise. Corson can be a bit
more precise in here. Okay. Zoom out a bit more. Now with the Clone stamp in, I think I can grab let's
grab this part instead. Then I can use it
over the first. We can use that clean that up. Grab grab these parts, tap, tap, fix, grab these parts. Fix that in the. I think
this is way better. Let's save this Control Shift S. Is kind of
saving down first. Con. Then we can just
replace this prat instead. Lo let you save up. Basically just looking for the best option,
cannot use for this. So close this. I think I can close this also
you want to save? Yes. Yes. Okay. Yeah,
that should be fine. So let's go back
to SubtansPaina. So this is what we
have in here already. We would just replace this. So before we replace
that, let's go back in and then drag this
new one in here. So this should be set as. So this should be set as texture project
on title Imports. Okay, so let's replace
this now up here, let's drag and drop this in here that should be
the replacement. You can see replacement in here. I think this is much better in here now. So
I'm going to close this. Let's go back to a mat. There's no normal
map for this A MAT, so I'm going to leave that. So let's go to the arts mats. Then let's bring in
the normal map for the arts so normal heart. Yeah, it's in there
now. That's fine. Is Iris normal. Okay. I think I actually need to actually isolate
this. Let's see. Yeah, it's pretty much
the same. That's fine. Muscles not outer
eye, definitely. I think we have a normal for
the outer eye, outer eye. Okay. That should be fine. Flow. Let's import
for this also. Just flow input this in. Shouldn't be so much of
a difference in there. But this is fine. Let
me save this file. I want to save it Xp cara. Rights even down here. Let me close, minimize
this for now. Okay, so it saved. Let's
bring everything back out. Show all. So now let's big
the entire tin instead of substance pens can get some other maps also too that we need for the
texturing process. So let's go over, select the big mesh
maps. Click on that. Coming year, we need to big for car exclude the hair maps. Let's turn that off
also on the preview. Okay. Then Turn off meniscus also. There are no maps for that. Okay, I think the
y should be fine. So I'll say legs cara now. Turn off normal the arts, turn off normale the
Iris turn off normal, outer eye, turn off normal, shirt, follow mouth,
turn off normal. Go back to cara.
Let's go over to ambient glution as same name. I always prefer using this. It gives me better bit for the ambient
delion without having to have interceptions and
some dark edges around it. You can use whatever you want to do so long it comes out fine. So let's go over to Co Covert to generate my
coverture from the normal map. Let's check this
for the art map. Similar instruction in the
IR simular instruction. Okay, it should be fine.
Yeah, these are all fine. So now we can start
biting in Let's bit. You can see it in years. You don't have any tm
map in limiton.com. So yes, so I'm just going to come in here and
select big selected. What's selected in years, the caramt, art mat, ey ris, out, eye, shirts, and polo mass. So let's big textures for that. So I'm going to
give you a moment and I'll come back
when this is done. Okay, so that is done now. Good. So now let's invert this
stay with invert, invert, invert, invert. Ar texture sets. Done. So I want to turn
on normal for this for the cotual Cvrture I'm going to set this to
generate for mesh. Okay? Shouldn't too
much difference though. I baking this for objects that didn't come with the on normal map that I
would not normal maps for. Okay, so let's bake
selected also for this. This shouldn't take too long. Okay. Almost done. Right. Almost done. Just running through and
doing his ten done now. So I'm going to save this legen. Save legen jump back right into pence mode and then
see what we can in there. Okay, so all done, so let's
return to painting mode. So not pency mode now. On this kind of check. To properly check around just to be sure if everything's
working correctly. Very important to kind of go
around and then check this. I think this is
working just fine. All of this is
working just fine. We have really good
skin texture in here. Okay. Let's check for the arts. A good in here. This will work just fine. A also let's move
our light around. Let's see. This is fine. A good in here also. Check in on the years. Let's see, that is fine, also. Alright, so we're good to go. So the next lesson, I'm
going to start and move on to start texturing the
skin texture for this. I'll see you guys in
next lesson, by for now.
27. 25 White Skin Base Texturing In Substance Painter: Okay. Welcome back, guys. So in previous lesson, we kind of big out the necessary maps needed
instead of Subtanspena. So now I'm going to start the
full texturing process now. Alright, so let's
jump right into it. So I'm going to be using
this reference as a guide. Kind of capture most of
the actual colos I need. But at the same time, I'm still
going to move in between. I'm still going to move between using using this
reference in here, actually. This one in here. Maybe you can use some of
the skin tonel in here, but the idea is to capture something as realistic
as possible in here. So looking at this now, I
feel the skin texture is most likely something quite
similar to this here. We have some redness,
some measure of redness or warm colour coming from the lightos around this
heating on the skin, making the skin feel a bit
more warm in colo tone. Okay? So yeah, so let's
jump right into that. So I'm going to pull this
to the side for now. But I'm still going
to make it slightly lighter in complexion,
something. Maybe using the skeleton but get kind of capturing
something like this, for the most part, okay? Alright, so let's do the
let put this up here, set this around somewhere
like, should be fine. Okay, put this around here. Now, what we're going
to be focusing more is this reference in here coasters. Those variations we need to kind of capture the essence of the texture more and a bit more accurately also
in here, so yes. So there keeping that in mind. Let's go over Let's go over
and then textual sets. Cara moouth let's
isolate the head. Okay, isolate in the head. Then I would like to go
over to a textual sets. Let's say this to
fk your resolution, so you can see these are the highest possible
quality in here. So something like this
should work just fine. Yeah, this would work just fine. All good. So now the light source,
you need to use for this to be a neutral light
because I don't want any yellow color warm
colour kind of on. This is my model linear,
so to avoid that, I'll go to my
environmental light. Let's use a more neutral
light environment. So tomaco studio seems to work very well for
the most part, giving us a more neutral a more neutral light
linear, right? So let's go to layers. I'm going to delete
this for now. Okay, this is what we
have. This work just fine. And now let's go over. I have a preset I usually
use for my skin tone. I have a presets. Let me reduce this this way. So I have a preset to a base preset to actually use,
so I'm going to use that. I'm going to use that. If you're watching this
on my Skillshare or you doload this loading
this from Flip normals. I of my online store, you should be should be
getting that preset also, too. So let's use that. So let's go over and over to SMAT materials. I'm going to type in red. So it's named KC red
skin based tone. So I'm just going to drag
and drop this in here. So right off the bat, you're
getting something like this, which for the most part is actually cool to work with why? Because we have a lot of
variation in here coming from different redness
of blood vessels surrounding the skin
and also veins also. You can see some let me
use on the keyboard, so you can see just
the base color. You can see red veins, you can see purple veins. I think I also have green
veins in here also. Yeah. There's some green
veins also around here. The spots of dark red
to India also, too. So all of this
kind of helps make my character a bit
more realistic. So you see wearing a bit. So now that we have
this, I'm going to create a new layer
on top of this, a few layer on top of this
item on the keyboard. For this, I'll take down the
take down the roughness. I like to keep my
roughness roughly around here, like, so
it should be fine. Still want to have
some roughness contribution in here slightly. That's way too wet.
Somewhere around here. Something like this
should be fine. Maybe a little bit more just to get some little shininess in there Okay, that should be fine. Now for this now, I'm going to this is where we start thinking of the clottin kind
of lay out on this because it's quite
important to kind of know which glotun kind
of lay out on this. So usually I like start from something darker
and then work my way up. And for this, let's
look for a more darker. It's not actually dark, though, but not the brighter
tone of it, though. So I'm going to go and look for something something
not too bright, even though it's a
lighter skin tone in here, but not too bright. So let's find something
that we can use. So I'm going to go to
Malo pica, eyedropper. Let's pick. Briton is bright in here. So let's do somewhere around this like a brownish
tone. Let's select this. Okay. Yes, this will work just fine. Since we're starting with a dark aton and
then work our way up to a bright aton you can use this can also pick the
Cloton also too if you want to can pick the Cloton. Also, too, in case maybe I
wondering which lotonly use, can actually blend or
find something from. Even though we know
in this absence of shadow information
on this albedo texture, we can always use this also to so I'm going
to duplicate this. Let's add the bottom
one. Let's select this. Let's get enclosed. You can also use this tone also, so we can also use
something like this also, too, to work with. But it's going to be a
bright aton on top of this dark Aton or
darker tone linear. So the idea is just
now we have two tonear so light more lighter tone than this darker
shade of tone ine. So basically, my entire process will be to kind of work
between this tone, then introduce some model
mixed tone in between this also to kind of
make the textures feel a lot more realistic. So let's hide this for now. Let me rename this to gold. Get good. Dark tone. You can give it whatever name
you prefer to use, though. That's completely
fine. I'm going to add a black marks on that. Okay? A black mark on that, and I'm going to go over to
my paint brushes in here. Red paint brush already. So let's go to this filter
search for brushes in here. And I'm going to use
the death brush, Dad brush this dad
brush worn in a. So this tends to give a much better results overall,
so that should be fine. Now we can start
painting over this. Let's do this with
symmetry turn on. Let's turn on symmetry for this. Go back, take down the floor. Take down the opacity. Then we can start
painting over this. Okay? You can see our
painting over this now. I'm just going to lighting, kind of a this
light tone on top. So I'm not really precise about it kind of making it more
strong down the surface. I still want to kind of see my the redone underneath
this quite more. So I'm not being too
extreme in here. I still want to
see the red tone. You see on the keyboard. I need to see the red tone
underneath this. To be a bit more precise, we can also reduce the
brow size if you want to. Use the brow size just
to get something a bit tighter around those parts. Maybe you want to get a bit
more tighter shape around those parts, increase
the bro size. So you can always play
the bro size variation in the Okay? So let's fill the parts. Oh, So you always
want to kind of use a lower percentage value for the float and also for
the opacity because you don't completely float feel
this and then lose all those interesting
unique detail underneath the skin based on using this base
skin redness texture, I kind of created for myself. We don't completely
lose all of that because we're kind of working in a more or less like a
layout layout system. So I kind of layering
things on top, kind of making sure we're not flooding float float,
filling it completely. So we're laying this
on kind of creates a bit a lot more unique unique texture on
underneath the skin. So it makes your texture
a whole lot unique. You can increase the
brush size for this because this is going
to be covered by hair, so we can completely hide that. You can do a bit more in here. It's not going to
matter that much, because hairs are going
to be generated in here and then we still have our hats that's going to be
on top of our so too so. Yes, let me reduce the brush
size a little bit more. Yeah, I think I kind of like
what we get getting in here. I think I can leave
this like so I hit M on the keyboard, Okay. Let's do a bit
more around there. Let's turn off symmetry now. So it's not looking too
symmetric on both side. You can break symmetry
up a bit more, yes. I think we need to do a
bit more around here. Yeah, most of these
parts are going to be covered with skin,
but that's fine. But I can see right of the bats, we can see now that our texture is already
looking quite interesting. I'm looking also
unique to an extent, looking quite interesting
and unique also. So that's why it's
important to have that. That's why I always
kind of use this my redness base texture. It helps a lot to kind of create a more unique
undertone for this. I use for every caucasian
skin I'm kind of texturing, it gives it a more
unique olivable look. Okay, now, that's fine. So
now let's go on top and then create another pass of
layer tone on top of this. Is another part of
layer on top of this. But ideally, ideally, I always like to kind of before painting a more lighter tone. I always like to
use a more goldish brown tone, more goldish brown. Goldish brown, we can find. Let's see if I can
find something around. I think there's one
other one around here I can actually use
to illustrate. I can use this
instead of ilustrt. One is like a golden
a goldish brown tone. See if I can find that, yes. So it's more or less like
from this dark skin texture, it seems more like
a golden brown. This golden brown tone actually breaks up the surface even more, creating some dark brown, goldish brown tone around the face to make it
more interesting. So I'm going to do that before I can of layer this
whiten on top of it. So I'm going to duplicate this. I'm going to add a black marks and the black marks to that. I'm going to pick this color. Pick this sloton in here, find a more darker shade. Yes, that's fine. You can
always use this code in here. In case you don't have
the same reference, you can just use
this code in here. Input that and then it should
be good. I'll close that. So let me rename this
to Golden Golden brown. Move this this way.
Golden, brown tone. Okay? So having this senior now,
the next thing is to kind of figure out where
it needs to be. And also to very important,
at least for me, though, I always like to kind of change my brush and make this kind of a smaller brush size, it's dot brush instead for it. So let's first figure out
where they need to be. So let's go back to
our reference here. So places where they need to be. You can see strong values
around the forehead. You can see strong ones
around the forehead. On the eye also too is one
last part you need to be. Then on other parts of the face, also to just kind
of break it up. We have a back reference
for this, though, but can you can
use the reference. So let's do that. Let me check this also in here. I can see that brownish,
that Branton around here. You can see it around
here also to around here. Okay. Around forehead also. Alright, so let's jump right into it and then
begin to do that. So like I said, I always like to use a different
brooch for this, so I think the dot brooch dot brush in
here should be a good one. Okay. I'm going to take down the stroke opacity,
take down the flow. Not too much. I still want to make it visible. And I'm going to take
down the bro size. Let's turn on mirror for this. Es on the keyboard. And let's start spray
painting this around here. You can see it's it's
actually in there. It's in there, but
it's not too obvious. Let's on the keyboard. India but not very
obvious obvious, which is precisely what I want. Maybe increase the
opacity a bit more. Okay? I'm just going to spray paint this around the
forehead, a bit more. Just to break that
texture so more. You should break the texture. A lot more paint around the eye. Yeah, looking at it feels
like it's not even in there, but it's actually
in there, okay? Yeah, I can see somewhere around these parts around there. Then around here also. I'm still going
to blow this out. But let's just make sure we
kind of bring them in there. Okay? Around here
also. All right. Yes, we have quite a lot
of them at the back here. Let's introduce a lot
more at the back here. Same here also, it almost feels like I'm
not doing anything bots. All these little tiny littil of textures actually actually
makes it shine later on, so for me, I always like
to kind of block them in because even though sometimes
you might not actually see them quite much
in the final rounds, it's always good to kind
of have them in there. Okay? Can turn up symmetry for now and go in and do some manual
breakup in there. There's a few more around there. Look for the other side. Okay. It's on the keyboard. It's actually in there,
but not too obvious. If I turn this off and I can
see the difference in there. Not too much, not too strong, but actually in there just
break up the surface or more. Okay? So I'm going to blow
this out. Let's see on the keyboards,
go back in here. Let's blow this so
it's not too sharp. So add a filter. Add filter, blow filter. Let's blowing that way too much. It's getting close
so you can see them. Let's find a good
value for this. I think somewhere around
there should be just fine. So we turn this
off and on again. We can see some little difference
in there, not to mode, but still enough to kind
of sell this character to be more rich in the Cola tone
in here, so that's fine. So the next one, let's see
what else we can get in here. A, let's introduce
some dark Ashe now, especially especially
for the eye. Especially for the
eye. So I'm going to duplicate this at
the black marks. Let's name this to dark
dark tone. Dark tone. Let's find. Let's use ecopic then find a
dark shade around the eye. And I'm going to darken
this even a bit more. Like, so this should be fine. But I think for the most part, it's almost like
almost like a kind of bluish tone, though. I don't matter that
much as long it kind of darken or kind of lower
intensity later on. So idea is that we still
have control over this. So let's use the
dirt brush for this. I think I can paint this in asymmetrical
fashion anywhere. So let's just take down
the throw capacity. Take down the floor,
reduce my brush size. Then let's paint. Let's paint around the eye. Like, we use the brush
size a little bit more. Okay, do the same thing
on this other side. All right. Spray paints around your
soap around your soap. Yeah, the other parts also, too, you need to spray paints. Let's look for other parts. This is darker shade in your. Maybe a little on the neck, but low opacity for this
lower flow out soap. It's a much bigger brush size, so we can just spray around
here like that to be fine. Okay. Let's see if there's other regions. We
need to introduce this. Okay. Yeah, I need to introduce
just a little bit, just a tiny tiny bit
tiny bits around these parts like soak around the so to discolorate
this skin a bit more. Make it slightly discoltd Okay. This is not too sharp, but still still enough just
to see an undertone for that. Okay? We can come into the nose
and paints for the nose. Paints in a darker shad
for the nose. All right. I can see we can introduce a bit more of that
around the edge of the lip. I use a bit more around
the edge of the lip, Okay, let's do the same
for the other side. Do the same for this other side. Let's increase
opacity a bit more. Reduce the broad size so it can be a bit more
precise in here. Okay. Like so should work. All right. So the next thing you
need to do now will be to blow and then feed feed it out. So let's blow out the filter blow blow
filter out to this. Then we go in and then
reduce your opacity. So it's not too obvious, but still in there. Yeah, something like
something like so should be fine. Okay. Something like that
should be fine. So now, this is the most I think the most
important part kind of. But this is where we kind
of now fill the skin with the actual lotu
want to be more visible. The actual colotu
wants to be more visible in here now with what we kind of use to kind
of fill this up some more. So it's now up to us
to kind of decide now, which particular tone we
want to use for this. So I can choose we can
choose between any of these, but I think I'm going
to go for this. So let me duplicate this. I'll add a black max. Okay. I'm going to let's take
this up all the way up. I'm going to remove the marks. So moving the k and
I'm going to come in and I'm going to
select colo pica, let's select this
bright stone in here. Since something that's
way too bright. But that part is a
bright spot on the face. So let's look for
something a bit darker. Something, something
like so should be fine. Maybe just tune this
down a bit more. Yeah, somewhere around
there should be just fine. You can use the X code,
right, so that's fine. So in the next lesson,
we're going to go in and then more or less like float
feel this around the face. Okay? So I'll see you
guys in next lesson. Bye for now.
28. 26 White Skin Top Tone Texturing In Substance Painter: Okay, welcome ba, guys. So now, one very common mistake I
usually made when trying to take show skin was not trying to keep accounts of the
light setup in my sine, so you won't kind of think
future in the aspect of if I use partler colo ton and I use more brighter light
source in my lightens, how would it affect
my skin tone. So that's one thing you
just kind of keep in mind. And looking at this
reference or rather this skin tone I'm using
right now in here. I know for a certain
that eventhough I picked the correct color
for now, though, I'm going to have a major issue when I kind of start lighting up my sin because this lot is
going to look blown out. So comparing this
to the fast I'm actually created. So these two. So just to kind of find a blend between
these two actually. Okay? So let me probably use, actually we select this again. Let me duplicate this for now. I always keep
duplicating just to have something to fall back to in
case I need them later on. If we come in here now,
let's say we're picking, let's look for the
brightest spot for this face and let's pick
the colo tone from there. So the brightest spot will
be somewhere around the egg. What's the brightest
skin tone in here. By the same time, this
Best skin tone is actually way too dull. Actually
way too dull. So let's say, let's
use reference in here and let's pick the
brightest tone in here. The brightest tone for Anna
is actually around the cheek, maybe let's come down a
little bit more somewhere around here. Yeah soak. This now we can use
instead of the older one, but the difference in there is just basically reducing
the tone some more. You can see variations
of difference in here. This one actually looks close
to the one on top also too. So I'm going to be settling for I'm going to be settling for something
somewhat like so. Let me bring this down. I will come back to the two at the top. I'm going to let's name these two lights
light skin tone. So this now, I'm going
to add a black mark, and I'm going to use my
death brush for this. I want to feel this a bit more. So double click No, I need to use the
death one rather. The death one I need to use. So let's reduce the
past a little bit more, take down the floor
a little bit more. So I'm going to paint
in this with symmetry to off and put it to the side. So I kind of know
where to paint. So I need to let me reduce
my brow size a bit more. Okay. So start pincing around around the
EC on the keyboard, so I can actually
see this a bit more. Pincus bro size,
pins around the. Okay? Yeah, also around
the ep, pincer as well. Pincer also as well. Come down, paint around the ebb. I its to paint leaf
for now, that's fine. Let's paint around the
spots. Fell the spots up. Kind of float filling
this now. Okay. Let's don asymmetry
for the head itself. So you can paint a bit
faster around the e. Alright. Do a little bit
more on the g. Okay? I think I can turn
of symmetry now, paint around the egg. I'm going to reduce let me take this put it
this way, put this up. Go to reduce my opacity
now so more white more. Let's print on this part. Just get something
light around the egg. Okay? I think this can work with increase some
more paint around the. Okay, clean this up, reduce the bros
stroke intensity. Let's get some light
shed in here also. All right? Yeah,
this should be fine. I'm on the keyboard. Okay. Clean this part out.
There's some more float filling on some parts. Okay. Go over this a bit more
the lower opacity. Alright. Yeah, they should work. So you always want kind of
switch between these two, between not having
shadow information in there and then shadow
information in there, so you can actually print
a bit properly in here. So basically just
float filling this. Okay. Lower intensity,
float filling. All right. Now for now, it looks a bit
spinty but that's fine. We're going to break
this up some more. Let's just get this in
where we need it to be. Okay. So this is what
kind of gives you that general top tone in here, of that gives you
the feeling okay. This skin is actually
is the actual or yeah, this is more like the general
skin ton around the face. So that's why I'm kind of
using this to kind of float feel some more Alright,
this should be fine. This, this should be fine. Okay. So now what we need to do is
to go in and then blow this out some more. Let's
blow this out. Let's add a filter blow. Just to soften this out. Let's do a bit more. Okay. Let's see on the keyboard. Let's go in, let's
see what we have. Okay. I think this we can work with I said we went to
extreme on the cheek, so I'll take that take
out the blow for now. It's on the keyboard, let's gently max out. It's way too bright skin
tone on the cheeks, so let's lighten that out. Alright. Something like
so should be fine. Go in painting a bit
more around the. Okay, a bit more in here
around a little bit. Okay. All right.
This should work. Clean that up. Okay. Yeah, yeah, This is definitely coming out the way I want it to. Let this out a bit
more around the egg. Add some more around
the egg. Okay. We still need some redness
on the skin, though. But I think let me
go back to this. I need to raise most of
this way to red in here. I need to raise this down, clean this off some more. Okay. All right. There's a bit more around here. Let me increase the opacity. The bit more around there. If you notice the
player, I mean, when you go that to layer
now, kind of filling this up. Fill up in here. Okay, I think we're
getting a proper blend. Let's see on the keyboard. Let's see underneath this,
that should be fine. I would now like to
introduce also in here looking at this
der reference in here. That's, it's important to have references you can
kind of fall back to. You can see more dark out to more darkish bluish
tone around this. Moles like fishy around there. Is not actually grow out yet, but you can see some
gray tone around these parts. So I'd
like to introduce that. Let's do I can just add
that just above this, let's duplicate this
at a black max. It M on the keyboard. Let me make sure this
is a bit more visible. Let me increase this more. Just make sure it's a bit
more visible in there. Okay. Let's say this to black. Take this down. Change
the color tone for this. Around more or less
get bluish tone. Somewhere around
there should be fine. Okay. Then let's go over this. I can paint with the
symmetry turned on. Let's pin symmetry turned on. So yes, the same death
brush would be fine. Let's turn on symmetry. Because the brush
size is a bit more. Easy on the keyboard. Let's introduce some
more around these parts. Okay. So that should make this spot this spot a bit more discolted. Introduce something similar
also too on the eye. Okay? Like soak. All right, M on the keyboard. I think that's way too much.
It's X on the keyboard. Let's take out some
of those. Okay. So now we need to introduce
the blow filter for this filter blow right. Blow this out a bit more. Okay, something pretty much
like so it should be fine. I'm going to go back
to the da tone, take this down some more. We can take this down also. Maybe somewhere around
there should be fine. Okay. I think we need to
introduce a little bit more around these parts. Like, X instead
around this part, like so, that should be fine. All right. Loud this stem loud. Let this save out. Okay.
Yeah, that's fine. This two work just fine. Moving on, let me name this
to darle dark blue instead. Dark blue. So we know
which glotonize for that and let that's
copy to at the end. Okay. Yeah, we can also
try something in here by doing doing let's see. Okay, take this back on. Let me turn this off. Okay, I think my blow
intensity is way too much. Let's go back to
the blow intensity and then take this down. This is a zero now. Let's see on the
keyboard. Let's see. Let's see this quite soft. Okay. Mm. Blow this
out a bit more. It's the only key but trying to find a very
good balance for this, this should be fine. This should be just fine. Okay. Now one thing I'd like to do
would be to stone in here. I would like to do let's see. Let's add a black marks to this. Increase your brush size, paint over it again. I'm not going to
do general paints across the entire
outing actually. The general paints
especially on the face. Okay. Round there. Round, down k. Okay. I'm just basically trying to lighten up the skin some more. Just fill up some
gaps on the skin. Okay. Alright. I think so should be fine. Let me name this to light
Let me lighter feed. La feed tone. I'm going in and
I'm going to add a filter blow filter to this. Blow this out some more. What I'm going to do is
to take down the opacity. I just going to get a blend between this to blow
it out some more. So it feels a bit
more washed off, kind of, then take
it down some more. Not in Azar is a zero now. So I'm going to use this kind of lighting up the skin
a little bit more. Alright, so this is fine. So now I think now we
can start walking. You can start walking
on the lip, I believe. Yeah, let's start working
on the lip. Save this. Before I start
working on the lips, let's make sure we finalize
on this Frackle de telenea. There's some fracle
detail in there. I think this is better this
is a better one in here. Is a better fracko detllenea. I'm gonna start by adding
fracles to this using using some procedural
textures in here, so it's more like a dark brown. Let's call a pick that
Frackle de tilina. I'm going to duplicate
this at the black marks. Let's find That's
fine brownish tone. Here, is that one?
Let's come close. Let's come in close
and actually pick something that is
quite close to it. Yeah, something like so, maybe darken it a little
bit small, like so. I'm going to increase
this all the way up. I'm going to add, area have a black
marks in there, so I'm going to add a few layer. Add a few layer to this. I'm going to use
let me complete the little of this. Let's do spots. There's a spot in here. This one looks cool. So also looks cool. You just need to
find the one that is best suited for this.
I look stretched out. Now also looks interesting. I think the best one
so far should be this. Okay, so let's go in the Make sure we're doing
this trapna mapping. Okay? Increase the balance, increase the
contrast to see this is a bit sharper
in here for now, let's get something like soap. And I'm kind of realizing that
the colo ton I'm using for this is not its is not its Most since somewhere
around there should be fine. Okay. Now, let's go back in. Let's take down the contrast, take down the contrast for this. We don't want this all
over the place, obviously. Okay. So, let's see. Let's see. Okay. Let's go to noise. Let's create some disorder in there just to break
this up some more. Okay. I increase this all
over the place. Let's just find a
good value for this. Find a good value
for this. All right. Maybe take this down so
you get a bigger scale. What actually need
two for this though. So that's a bigger scale, something that doesn't really
have a bigger scale to it, so let's increase some more. I'm going to add a
paint layer to this. So I'm going to remove this from where I don't be
everywhere actually, so let's even use a white max. Oh, great. Undo that
undo that. Do that. So I'm going to paint this off. Pin this off. A slide depends. Let's increase this some more, increase the flow some more. I don't want this
to be all over. I better way to do this would be better way to do
this would be to put this in a group and do that. Control G to put this in a group and add a black
mark to that group. Then I can specify
where I want this to be use the bros size. Okay. Should be around here. Use a bre size, ton of symmetry for this. Allright? You can see some fracle
details on the forehead also. So I'm just going to sparingly just introduce some
of them back in. You can see some for
the nose like soap. All right, we can reduce the slow opacity for this,
take down the floor. I just introduce a bit more
on some parts. All right. X on the keyboard can
also remove a few of these.This not too
obvious can remove a few. Okay. Like soap,
so should be fine. Let's do X on the keyboard, introduce a few
more around here. A few more around here also. Yeah, I think this
should be fine. Let's check this some more. Okay. This we can
definitely work with. Yes, this we can
work with in here. So while we are in here, I'm going to let me name
these two spots 01. I'm going to
duplicate this group. This is going to be my spot too. Okay. So this spot two, let's
just hide this for now. This spot two a different color. I think a more darker
brownish tone, more darker brownish tone. Let's see. This week Okay. Since something like so, add before I add a black mark. Let's go and increase
the scale for this scale for this
will be a bit bigger. So let's reduce the tylene
Okay, something like so. I'm going to add a black max. So let's introduce
some of this back in. Introduce some of this back in. Like so. Alright. Undo that. Shouldn't on
these parts, undo that. You just need just very few. Just very few. Okay. Maybe
a little around the neck. Okay. All right. Since something more or
less so should be fine. I think I need to reduce
the size is way too big, so let's increase the tile
in a little bit more. Like, so let's turn
this spot back on. You should get variation in now. Okay. But now, I'm going
to reduce it a little bit more so it's
not too obvious, sort of. Okay, that's fine.
This should work. So now I'm just
going to introduce some more redness to the skin. Think we can do this just above the senior.
Going to duplicate this. Let me save this first. Okay, so add the
black mark to this. Let's bring in some
redness to it. Let's bring some
redness to this. Okay. Somewhere around
there should be fine. Well, let me name
this to red skin. And for this, I'm going to be using I think the three
looks like a good one. Oh, let's try the three. So let's go back in here, let's introduce some redness. Yeah, this needs some
redness. That's fine. Reduce that reduce the
bro size some more. So you need some redness
around the nose. Introduce some redness
around the nose. Let's just introduce some
redness on the lips actually. Just give it a base
purse for that for now. It's gonna be like a base purse. Okay? Um Yes, around the cheek. Let me try this
death brush instead. Or dot brush instead. Nah. Redness is way too spread out. Let's see the twill good one. Use it brush size. Double click on this dirt trick. Come on. Okay. Let's just use the
that's one for this. You're not supposed
to be this sharp. I don't want to have
sharp edge in there. Still wants to be
a bit freed out. So take this down, take
this down, down some more. Itrodu some redness around
us. That's bit too much. If you use some redness, Okay, redness around here all so you should make
the skin lot softer. Redness in here I think
that's bit too much eggs. Let's take this down some
more degrease some of that. Okay. Add a little bit more
a little bit more Let's. Let's look for another reference in here that can give
us a clearer idea where we need to add
this redness in Okay. I think So redness
also for the eye. Let's take this down. Maybe
that's way too intense. Let's take down the
stroke opacity. Take down the flope you'll
use some redness on the eye. So redness around here also. Okay. Now, this we need to kind of make a bit reddish, actually. This should be a
bit more reddish. Let's just add that in the
same for the other side. Okay? So raw redness. That so should be fine. I think I need to take down the stroke capacity
even more, way more. Take down the flow,
increase the brush size. Let's introduce Come on. Let's introduce some more
redness on the forehead. So this should be quite light, but still in the
two for the soar. Yeah, this should work. This should work just fine. We'll introduce a bit more around around a little
bit more around the neck, just to break this up. Alright. We're still going to
dow this down, though. So let's get in close. You need to add some
more on the egg. Okay. All right. So if we can do, lighting and kind of
lighting this up some more, but still enough to kind of make sure it kind of pops out. I'm not going to be blowing
this type because this kind of helps break up
the skin some more. Alright, so that's fine. Next lesson, we're
going to focus on the focus more on the lip. Okay? So I'll see you guys
in next lesson. Bye for now.
29. 27 Pink Lip Tone Texturing In Substance Painter: Okay, welcome, but, guys. Let's do some texture
pencing for the lips. L to see, similar to
what we have in here. So the reference for the
same reference, actually. So I'm just going to use
this to texture the lips. Let's go over texture sets, or solo solo just one alone, then go back to my studio. Turn off shadow. All right, so about layers, and let's start painting
some leaps in here. So I think I'll paint
this from the top. Let's just duplicate this,
bring this all the way up, set this all the way
up at the black marks. Then let's select let's select
the darkest shade first. Let's start with
the darker shade. So we can start with this Okay. So I'm using the death brush for this dead brush just something doesn't feel right in
here. Remove this for now. Let's see. Dob click on this. I supposed I can't see my
gray white to black in here. I don't know why. Can we
reset this that do anything? Yes, something
doesn't feel right. Let's see, no one painting the internet though
so something is wrong. Let's do default. Let's do defaulting basic card. Something doesn't feel right. Something's off here. Is
to reset all of this. Let's see there's a
way to reset all of this set of defaults. Then reset to defaults here. Well, that's strange. Let's see. So I just needed to restart subtans painter.
And we're good now. So Grace is showing here now, if I paint, she'd be
showing now, that's fine. So let's go to brushes. Let's do that brush. Okay? Reduce this and then starts
being seen in a Okay. Cantonal symmetry for this. Take down the stroke opacity, get this back out and put this down here,
take down the floor. Then let's Zi pensin at all. Let's increase your expensing. But it's not aggressive enough the black marks in the Okay. Do we have anything on top? We don't so there's not really painting with an
aggressive stroke in there. Okay. Let's just carry on. Reduce the bros size. Not so much at the top.
Reduce the intensity for painting at the top. Okay. Let's start with this as a base. Right. Then I'm going to
duplicate this. When we do duplicate for
this at the black marks. This is a more registon for it. Cool pal, let's pick this. Okay. We can go back in here,
something doesn't feel right. Something just
doesn't feel right. If I paint this around
here still light under. Okay, let's increase
the opacity. So more. Okay, much better. Don't do that. Okay?
Use the bros size. I right. Okay? We can can paint the same
reuse the stroke on the floor. Let's paint the same
around the air. Okay? Yeah, something like this. Who's going to
blow this out too, but I think for now,
should be fine. Then let's go over duplicate
this a black marks. Then let's pick
this lighter shade. For this, let's add
a few layer to this. So you need to use the
core virtual for it now. So let's use the co virtual generated co
vrual for the head, Di ilittle of this core virtual. So use the coverture the head, texture for the
covature for the head. Let's see the mark for it. This is the max. Okay. I'm going to add a
levels adjustment to that unless adjust this
levels adjustment a bit more. Okay. Maybe something like this.
Let's do an inverts. Okay. I think something
more or less like, so Okay. I think we should work
it on the keyboard. I think we need a
bit more. Let's see if we can get this spread out a bit more.
L's wait too much. Spread out, like
so should be fine. Now, it's all over the
place. Don't wonder, so we are going to invert
the effect of this. We're going to invert
the effect of this. Let's get some more out. Get some more out of this. Okay. So I'm going to put this in a group and add a black
max to that group. Then I just spin this where
I need this to be actually. So just go over this increase
opacity, crazy flow. I'm going to go over and paint where I need them
to be, like so. Same also around here. Same also around here, like so. Okay. I should work just fine. This should work just fine. Except I'll need to blow this
redness almost out filter. Blow. Yeah, this blow
should be just fine. Then for this yes, this
is already on top. Let's Let's do lights lip. Let's use all caps in here. Lights, lip. Okay, that's fine. Then I need to duplicate. I need, no need something
darker. Something darker. Let's I think I can duplicate
this, get this on top. And I'm going to use a
different color for this. Is in a more darker shade. Let's see if we can pick this
darker shade close this. So we need kind specify
what I need this to be. I need to be on the crevices. So let's go back to invert it. Is kind of eating
into the craviss of this. That's
precisely what I want. Let's see if we can get this on the crevice invert
this actually. Something pretty much like. So something pretty
mode like this. See if I can tighten
it a bit more. Okay. Yeah, this should work. I should work. Let's put
this also in a group. Let's do leap co virtual. All right. That should be fine. Let's add a black marks to this. Let's paint where I
need them to be now. So I'll just paint where
I need them to be. Should be around down here. Okay? Around here also. Yes, that is fine. Basically you just need to kind
of blow this out. Let's add a blow filter. Okay? Yes, this should be fine. We can reduce let's reduce the visibility
of this not too sharp. Just somewhere around
there should be fine. All right. I think I still need
to let me close this. I think I still need
to paint over this some more ton of symmetry. Don't do that. That's way
too much. Turn off the blow. Introduce a few more around here just to round up the lip some more, then turn on the blow. Okay. I as a bit much. X on the keyboard, let's erase
some of this. All right. I think this should be fine. Sus we have kind of
finalized on the lip. This should be just
fine for the lip. Yeah, this we can definitely work with. Let me just see this. Okay? So the next lesson, we're going to work on
creating textures for the eye. I think I can use I want
to use an eye that's a bit more obvious to see Now, most of this is we don't really
have a close up for this, but I think we can
use something like, so we can IP the Colton and then reuse that right so so you guys in the next
lesson, buy for now.
30. 28 Face Sweat Roughness In Substance Painter: Welcome back, guys. There's one I like to do
before texturing the eye, and that will be to get our roughness in Let's get
some reflective skin on. So let me slow out again,
go the way to the top. Okay. I think we can let's
see. Here's for the lip. Let me put all of
this in the leap folder so I know what it is. Group this name this lip. Okay, it should be fine. A so let's create the roughness
for the skin in here. So there are a few tips to keep in mind
before painting this. So what you keep in mind is the te zone where we have more oily skin on the
surface of our character. And so this part is
going to be more oly. But the other parts of
the face also going to have some reflectivity on it, but this region
around the forehead, cheeks, the nose, and then the jaw and the lip is
going to be more oily. So keeping that in mind, let's jump right into Softanpaa and then create
some roughness map for her. So yes, to do that, I would need to since
we're in here also, I think for the need a bit more redness for
this part in here, get some more redness
in the All right. I think that should
be fine. Okay. Maybe go over to the lip, select this light fit tone, and then pen that okay, do that. Pen out a little more. You're just too dull,
too dull out the color. Alright. So for the roughness,
let's go over, create a new fill layer. This fill layer, turn off everything that apart
from the roughness. Okay? So usually I like to start with let's start with a
paler number in here, like something rough like 0.4. So it's quite rough,
not entirely rough, but it's rough enough or maybe take this roughness up
a little bit small. Okay. Trying to figure
out if this is way too much or just the
right amount we need. So I'm just moving this
around just to see. Okay. Maybe roughen this
a little bit more. Just looking for a good
base to start with. Good base. Yeah,
this is a good base. Can I use as a good base. Then I'm going to rename
this to base roughness. Right, so then I'm going
to duplicate this. Now for this, I'll need to add a bit more
reflectivity to it. Maybe somewhere around here. I'm going to be driving
this with curvature map. So let's go over
to the black mark, and let's do a fill. Let's use the curvature in here. So I see on the keyboard,
let's see the max. This is the mark
that's driving this. I'm going to add us
add Levis in here. Its M on the keyboard. The levels now should
be controlling how reflective this should be. Let's go back to the shade
and make this quite true. So you can actuals see
what's actually happening in the to the levels
adjustment now. You can see how using this
kind of control how wet this surface is in here. Let's go in, but I
don't want this. I want this to be the inverse. I want to I want an
inverse of this instead. So white, oily. Then we'll take this down. This take this down. Take this down, so you feel like sweating
in between the pos. Let me show you guys
an example for that. Seeing ibas in here. So zooming let's look for
more closer pose surface. Yes. So you can see in between the pose and I can see some
reflectivity in there. So it's precisely what I'm
trying to imitate in here. Okay. But I think we need to take this down
a little bit more. Let's do something
shiny, like so. Okay? Yeah, this
should work for now. But though this is going to be on top of the entire outset, this is supposed to be on
top of the entire outset. Also some issues in a few
places, but that's fine. Let's just make sure this
is in here for now, okay? So let's name this. Let's rename these two
roughness call virtual right. This should be fine. We can also blow it out a
little bit small let's at the filter at the blow filter. Let's say my blow
intensity is way too much. Take it down a little bit more. I think somewhere around
there should be fine. Okay, I'm going to temporarily
hide that for now. I'm going to duplicate this. I'm going to name
this to T zone. So the T zone for this isn't the reference
we having here, just to block out where it needs to be a
bit more reflective. Compared to the other parts, let's see, not this. So this is what I'm
going to be using. So the ya are now
kind of marked out. This is what we're going to use to painting on
roughness map for this. So let's make this a bit more reflective at a black marks. So with the death brush, take this down and let's paint
where we need this to be. Um, Okay, we can't use set properly in here,
though. Leisure spins. We just the blow side still need to we're still
going to blow it out. Leisure spent where we
need the roughness to be around the nose
down here also. For the cheeks, around. Same on the other side. Sara reflectivity in here. Maybe reduce the stroke
opacity, reduce the flow. We need a film around the ir. He also reduce the opacity, do a bit more around the air. Yeah, we definitely
some under the neck because the neck sweaty, so let's add some
more around the neck. Let's see what we are
doing in here like so. Around here also. So we need to reduce
the broadside. I need to get some
wetness just underneath the eye Underne DI need to get some
wetness around the eye. So let's come in. Show
you some wetness here. Let's top part also too. Show us some wetness. Same also in around. Okay. Similarly, also in
here if you around here too. If you're around here also, get some wetness in here. Make this quite wet. Okay.
Go around this also. Let's go to the top, add
some wetness in here also. Okay. Yeah, this should
be should be fine. As a bit more around the air. Should be quite wet. Okay.
Yeah, this should be fine. Okay, as for the lips, the lip needs to be quite wet also. Doesn't increase so the
way up, increase the flow. Get some wet lips on R. Rotate my camera, cans it
properly make these sets. Okay? Opie also. Alright. Okay. Let's see what we get. Let's go in a bit more. In a bit more around
here should be fine. Now, let's blow
this out let's add a blow to this filter blow. Okay. Let's a bit more. Let's get this quite soft. I think something like
that should be fine. Then we can go back and turn on this roughness
curvature in here. Roughness covature is
way too reflective. We can reduce that. Let's turn off this
tea son for now. Let's come in here and
reduce this a bit more. Okay. I think this
is a good place. Let's turn on the tea son now. All right. In this season wetness, I feel like I should
still reflect. Let me take it down
a little bit more. Okay? Yeah, I think this
should work just fine. I should work just fine, so yes. So this we're going to
use for a final render, except proven otherwise, but this should be
just fine, right? Okay, except we need to
think for this COVtu I need to I need to remove this from. Let's use the paint paint brush, crease the brush size,
X on the keyboard, I need to removes way
too strong on the air, so let's move a bit
of that from the air. It's a bit too
strong on the air. Let's go to the other side. Okay. This should be fine. All right, save this. I'll
see you guys in next lesson. We'll start texturing the
eye model. By for now.
31. 29 Eye Glass Center In Substance Painter: Okay, welcome B guys, so I think the previous lesson we kind of finalize on the
roughness of the skin. Okay? So yeah, this seems fine. So in this tutorial,
we're going to be working on the I in. Let's work on the e. So I would go over
to the Iris. Okay. Open up the iris in here. I need to import my textures. So I will primate texture. I need to import in here and
I'm going to modify that. Let's add a few layer in here. Let's go over to
textures, type in iris. Okay. So I have my base
texture in here, let's drag and drop
my base texture in. Then I go to roughen this up, it should be quite rough. Something like this
should be fine. Okay? Yeah, this work just fine. So basically, you
just need to work on just one part because
you're both sharing the same you're both sharing
the same UV tile. So let me create some
more space in here. So you're basically
saying the same sharing the same UV shell, so, moving on, I would
need to go over. I kind of show you
guys the reference I'm going to be using to
texture this song. My reference is
going to be this, but at the end of
the day should be looking most likely like so. So maybe we can actually
even use this instead. Let's use this instead. Alright, so let's go
right in. Let's go right. Anyway, there's one other thing I would like to do just
to check if everything's working correctly
would be to go to the let's go to the outer eye. And I'm going to set a
new shader for this. Set this to PBR metal of
Tager blending. Select that. Then go to textual sets
and then add opacity. To pass it to that,
open that up. So I need to import the texture. I have some textures in here
to import so Let's go and type in outer eye. Yeah, so let's drag
the base color in. Yeah, already have nomuse in here already, so
that should be fine. Maybe you should put the
normus again in there. That's just going to
make it a bit stronger. Then for the opacity, we have the outer eye opacity. I'm just going to drag
and drop this in there. Okay? You should be getting
something like this now where we have it cut
out in here this way. Okay? Then let's make
this quite reflective. It should be quite reflective. You need to add, don't need
to add any metallic in there. So if you go back in and
then turn on the iris, you should be able to
see the iris through this you'll be seeing the
Iris now in through this. Okay, let's bring
everything back out. We might just need to make
some corrections to this. Let me this for now. The only I feel like I
need to kind of tilt. I feel like I need to
tilt this a bit more. I need to tilt this,
and it's going to move in this
direction a bit more. But I think let's compare
this to our main reference. Let's see what we have in here. Let's see. She has it's more wider. So we need small is like
a bigger high around her. That's completely fine.
You can always adjust the opacity for the outer eye. But when it's going to move,
it's a little bit small. This will need to
move some more. Let's open up the file. Let's open up the file. We need to open up that file. I need to open up the Maya file, make some adjustments
to it so let's open the Maya file up. So we're in here now, so going back and
then comparing this, I need to move this towards
the right hand side. The Iris I need to move towards the right
hand side a bit more. Same, for this, I'm going to move this towards the
left hand side instead. So let's go in and then do that. Need to do this a lot
of precision in there. So let me hide. Let make sure I bring
out my outliner. Open this up. Okay? I think we can hide this for now. Okay. So this we're moving
to the right, then this one
moving to the left. So let's go over face mode.
Double click on this. Let's move this compare this again towards
the right side. So move this this will lead to. Okay. Double click on
this. Let's compare. And we're moving this
towards the left side. Moving this towards
the left side. Okay, let's bring
back the outer eye. All right. This little. I think I need to I need to
scale them out a little bit. I feel like I scale them
out a little bit more. I feel like I should
scale them out some more Let me just move
this down a little. Scale this out some more. Okay. No. Let me undo that. I onto this a little bit
more precision. Into this a bit more precision. So I'll need to kind of separate these out first, separate them. Okay. I'm going to scale
this out, center up votes. Let's scale it out some more. Is the value. I'm
using one oh six, one Let's do using
value 1.0 667. Tap 1.067, 1.067. Oh. Let's don't do that. I need to center
pivot on this first. So 1.067. Let's copy that value and
then just space this in here. Let's bring back the
outer eye. Okay. Nice bulging out. Let's select them. Them back in a little Okay. Make sure it's not coy.
It's not coming out. Now, studs gonna
run some test also for you just to make
sure it's in place. Leads to combine them again. By type history, Iris. Let's use our cups. Okay, drag this back
into the group. As this. Let's see what we have. Okay, bring this out. Now, let's test this out. I'm going to select all of this. Then I'm going to
expose this out. Just put this out. Let's see. Make sure what's in the same
directory for this. Get this up. Copy. Busy directory in a main
cars Let's out in front. Okay, exports. Okay, so back in
let's import that in. Saving this five fi
fi, input it in. Right so edits project
configuration, selects no wrong folder. Let's import the two in a
preserved through position. Yes. Yes, this should
be fine. Click Okay. Then let's give this
a moment to kind of run through recalculate and then bring itself back in here. We can compensate if there's any other correction
we need to make. I just back and forth and do that until we get this right. Yeah, I think it's perfect. This is perfect. This
will work just fine. This will work just fine. Except for one thing though.
We need to scale out. We need to scale
out the opacity. You need to scale out
the opacity map for the for the outer eye. So let's go into the eye. I'll need a new opaste
map for this actually. I need a new one, so let's remove that help just to
help myself a little bit. I'll go over, create
a new field layer, and then import the opacte
map to the base color. So basically, what
I'm going to do next, just to use this Acid
guide kind of create a new shade or rather a new texture that
should copass entire tool. There's some weirdness in here. You have some weirdness in here. It's probably upscale.
Let's upscale. Let's see if you're out.
Where is this coming from? It's coming from the
Is quite strange. The US actually okay. Let's check the US. Okay. Yeah, I think this
is just weird. Let's move this undo that. Undo that. It's coming from
the ambient seclusion. It's coming from the
ambient seclusion in the Let me turn this off. Probably bake a new
embientltion for this. Let's bake a new
ambient clusion. So I don't need to bake
for the outer eye. Let's bake new embntltion
for the outer eye. Turn that on. Select
the embntltion. Okay. Let's bake this. I shouldn't take too long. Just give you some moments. Oh, it's still in there. The issue is still in there.
Let's see, almost done. We still have the
issue in there. Return to painting mode. We still have the issue in here. Okay, anyway, it's not going
to be a major issue though. It's not going to
be a major issue, so I'm just going to
sign that for now. Let's turn this back on. So what I need to do
in here actually would be to let me get some space in here would be to create
a new layer in here. Turn up everything. We
you need color for this? I only need color for this. I'm going to set this to
full black full black. And I'm going to
add a black max. I go to add a fill. And for this fiel,
I need a circle. Let's just use a circle in here, put the circle in here, go over to repeat
should be unknown. Okay. I'm going to scale this down. Noting this correctly. Come on. Come on. Okay. I need to scale this down.
Scale this down. I kind of this kind of
tiling across itself. So I'm moving down
Control and Shift to kind of scale
this down this way. Repeat come on repeat none. So already had the
previous one in there. I was going to use
the previous one as a guide to kind of
get this look right. Control Shift to kind of
scale this down some more. Okay. Let me get this up. Let's see. Let's use something
a different color instead. So we can see this
a bit more clearly. Let's use red circle. So you can actually
see through this. Let me reduce the upper 62nd
see through it a bit more. Okay, so this is the size
that was there before. We're just going to scale this way this needs to be bigger. This needs to be bigger. So yes, I think this
should be fine, and I'm going to duplicate
this duplicate effects. Duplicate effects,
drag this down here. Let's get this
properly centered. Okay. I just need to work on one then if this one
is actually okay, we can move this
to the other side. So let's turn this off for now. Let's say this ton of color. Let's say this to opacity. So let's see a
hole through that. Let's go back and then bring
everything back on show. Let's see the size for that. Let's see if this is
the size we want. Shing this down.
For the most part, it looks like this is the size
we actually want for this. Let's look at our main
reference and then compare it. Yeah, yeah, this
is the size win. Maybe maybe a little bit
too big. Just maybe. Let's just see. Let's compare phase like slightly too big. Just slightly too big, slightly. Yeah, yeah, slightly too big. So let's go back in. Let's
talk up the first one. Okay, let's go to the first one. Let's work with just one. Let's see realty
preview in here. And then I'm going to scale
this down a little bit more. Yeah, perfect. Perfect. I move this this way, little toward the center. Okay, I can delete this. Let's duplicate this
instead, drag this down. Okay. Let's turn on the other one. I would like to
change the color. Let's set the color back again. One of the opacity, so I can actually see this
exhibit more accurately. When you see this bit macro, your cecum position
is in the center. Okay? I think this way. Alright, let's go back in, turn off the color,
turn on opacity. You just need to find
go back in here. I just need to find the
right spot for this. Okay. Get this down some more. Yeah, this looks, this
feels like it should work. I'll save this. All right. I think this should work just fine. It should work just fine. So now we can turn this off. Let's turn on texture we have. Okay. This should be fine. All right. So, this is fan. Next lesson, we cannot go in
and then work on the Iris. Since we cannot position this cannot position this precisely
where we need it to be. You cannot go in and
work on the Iris. I'll see you guys in next
lesson. Bye for now.
32. 30 Eye Iris In Substance Painter: Okay, poco baa, guys, so now we can just go into the Iris
and then work on that. So everything's all set now. Let's three d view solo, and we get into it. So layers. Now we already have
a texture in here, so now, but this is
the actual reference to kind of use kind
of texture this. So let's get in there. Let's get in there then start working on this. I
have an idea actually. Let's see if we can use
let's see if we can use the what's it called again? Let me duplicate this.
We can use actually. Let's just add a filter to this. The only one filter
affecting the color alone. Let's see if we can get
some color balance to this. Okay? We have no color balance. Let's try something else. We have color corte in here. Let's do should be some
kind of H. Let's do Hs HHS. Is this the one I guess? Okay? So let's adjust the U for this Na's not going to give me that specific look I'm going
for I paint this by hand. So I think I'm just going to
have to paint this by hand. Yeah, I have to paint
this byan so I don't give me those necessary textures
I need for this bian. So that's completely fine.
That's completely fine. We just do this by an. So I'm going to create a
new paint layer in here, and I'm going to select this
dark blue texture in here. Let's do another one. Dark blue, so we don't want
any metallic material. We also want roughness in here. Okay. And I also
need, that's fine. I think we can
alternate between that. So I'm going to add the
black marks to this. The black marks to
this, this here, we can use, let me
use the dead brush. I want a dead brush already. This is the dead
brush. Not tell. Let's go over the check. Let's go to brushes. Let's use the dead brush. I want the dead brush
already. All right. Just to make sure of
one thing though. I want to make sure this center part is darkened out already. So I'm going to create
a new few layer. Turn all this off. Set this to full black at a
black mark at a few layer. Let's use the same
circle in here. Let's go over to two D
and three D. Repeat none, then scale this down. Scale this down. S to be roughly around
the same size as the other one inside
of it, almost there. Scale this out a bit more. Okay. Get this roughly
in the center, this should be fine.
It should be fine. I'm going to add a filter
blow filter for this. Okay. Yeah, something pretty
mots, so it should be fine. All right. This we can
work with in here. So I know where that is now, so I'm just going
to come back down here and then start painting. Yeah, we can paint
the dark blue now. Think I can maybe I shouldn't paint this
on my two dv instead. So let's just focus
on the two dV. Let's paint this on my two dV. Okay. So I'm just come
in here, don't do that. We use the bro size
a little bit more. Okay. So basically painting
this on the edge, painting this on the edge. We're going to blow
this out though. Let you just get
this on the edge. Okay. Paint across. All right. That should be fine. Reduce the bros size. Let's paint in here
also Pints in here. Okay. I should be
fine. All right. So now that we have
this in here now. There are a few things now
we need to kind of do in. First of all, I'm going to
start by duplicating this. IDs for now, let's blow
this out, add a filter. Add a blow filter to this. Let's blow this out some more. Okay, that should be fine. Alright, so now,
let's come back. Let me just rename
this to deep blue. Deep blue. Okay, let me use
all caps for this deep blue. Okay. The next thing
I'd like to do be to add let's use this now, add the black marks to this. And I'm going to use a more dark cnt may be almost black actually
most black for this. So this is now going to be
driven by a curvature map. Probably name this properly. Do. It's gonna be driven
by a curvature map. Let's name this to curvature. Dark curvature in here. I'm going to use add
a few layer first. Then let's type in Iris in here. So the Iris should have a
curvature map for the iris. It's something pretty
much like this. But it's supposed to be
the inverse of this. The inverse of this
would work way better. So let's add a lays adjustment
to the inverts on inverts. Let's kind of play
with this some more. I would like to tighten
this get this back. Can I shrink this this
way? Does it do anything? Yes, it does. So I'm just going to use this kind of tight in this a bit more like, so Oh, okay, let's tighten
this a bit more like so. But I think I need to
shrink it some more. It should be dark, though,
but I need to shrink this. I don't want to be
all over the place. They kind of shrink this. Now, does it even do anything? Okay. There's a maximum
we can go for this. Can we use this too? This is
just doling out the colors. Just doling out the colors. Maybe somewhere around
there should be fine. Okay. I'm going to
add a filter to this. Let's add a blow filter to this. This is not too sharp, just in there All right. I
think this should work. Next thing I'm going
to do would be to use the same curvature, Control D to duplicate
that, the blow. And I'm going to change this to a more bright bluish tone, so it's way too bright. Let's just see if we can
unpick the color in the Okay. Well, it's just all
over the place. Sort of one also it's
all over it, okay. Let's come back into the levels
adjustment, invert that. Let's get this feels like
it's all over the place. I want this in here. This is not give me the results
I'm going for. I'm going to close close this. Let's use the generator instead and then use the
CVrtual generator. That should give us something. I don't want to be I don't want this to be all
over the place. That's one thing though. I don't want this to be
all over the place so. Let's go to the co virtual. Let's get it somewhere we need
it to be first and then we can now make some
adjustment to it. Reduce the balance. See way too high. Let's see large. An of this isn't doing anything. Fine. Let's take
down the fine sharp. Okay. Obviously, it shouldn't
be all over the place. Get this down. Let's see
what we can do, reduce this. Okay. Basically just playing
with this and it's gonna figure out what we
need to have in here. All right. Okay, so now I'm going
to add let me name this to sort of dark, let's lim this to bright
coverture instead. Let's do bright. Okay. Yeah, this should be fine. This should be fine. Let's just say this in a
group. Add the black marks. Before I add the
black marks, I need to blow this out some more. Adterblow filter. That's way too much. But this will shrink need to
shrink this down some more. Let's see if we can add
a levels adjustment to this and see if we can string this down
a little bit more. Yeah, pretty much pretty much
like so it should be fine. And add the black marks in here. You better still add the
white marks instead. Let's add the white mark because still sees visible in here. Then we can erase what we
don't need on some parts. For example, the parts, nothing should be
around the edge. Let's screen up the edge. We don't want any
contribution on the edge for this, okay? Alright. This should work. We also need to paint some
textures in here though. There's some other textures
we can paint on top of this to make this
shine even better. But the dark, this
dark one, let's see, we need to be we need
this to be more visible. Need this to be more visible. If you kind of shine
through a bit more. Okay. I think this we can work
with. This we can work with. Name these two bright
bright coverture Save this file. Okay. Yeah, I think we
can work with this. Let's see what else
we can do in here. Which colours we can
introduce in here. Make this shine even more. Okay. I think I need to
reduce this a little bit more so it's not too bright
and then way too distracting. Come down here to
this deep blue, duplicate this deep blue. Try and see if we can
brighten this up. You know, brighten this
observant look a bit awkward. I think the previous color
we used before is fine. Now, let's introduce
more let's introduce some more variation
in here Okay. X on the keyboard, painting. So more. Let me make
this a bit brighter. Slightly brighter. Okay? Are the black marks in there. Oh, it's supposed to be on top. Gonna do that. Rdce the bro size some more paint over this. Pint over. Add a filter, blow filter to this. Blow it out a bit more, reduce the strength a bit more. Okay. Now, It's begin to introduce some yellowish tone around this, so I'm going to
control D for that. Let's name this to bright
yellow, right yellow. Okay. Yeah, this should work. Let me change this increase
the opacity for this. At the black marks, change this to yellow to let you just
pick the tone from this. It's not on full yellow or something somewhere
around be fine. They will start
painting over this. I can start painting over this, so I need to work mystr
copacity in here, take down the opacity, take down the floor, increase
the bros a little bit more. Okay. Now just use the br size. Sprepant across some
of these parts. Use the opacity, paint
something light in the air. Okay? All right, reuse the
brush size a bit more. Do a bit more around the air. Okay. Th something pretty
remote like so. Right. Yeah, this you can work with now let's add a blot to this. Let's add a filter bl filter. Let's blow this out a bit more. Quite soft in there. I think the overall ambience of this I need to brighten
up this dark blue. Just brighten it
up a little bit. Let me duplicate instead. Duplicate instead. I duplicate. Let's just brighten this
up a little bit more. Okay. All right. Okay, so I'm going to
create I want to create. I think I can create
a bigger darker sphere around this, though. So let's select no, let's select this the duplicate
of darts at a black mark. So say it is too
full black in here. Should be at full black. Generally, you just want to paint something
black on the edge. Probably turn this off. Paint full black around here. Maybe just or even remove
the marks instead. Let's move the marks instead. Let's get full black. Don't do that. I think we still need I think we still need this. I think this should be fine. Okay, better still better still. Let's add a black mark in here. Let's do a fill. Okay. Let's do a circle. Let's circle There's one butler circular there's
kind of halfway. Let's just halfway. Yes. That's the one. Okay. Let's turn off
tiling, T that off. This actually should be on top. So let me just name this
ring or black ring. Black ring. This
should be on top. Would you see instead. Let's start by giving a
full white color instead so you can actually
see where that is. Come down here, select this. Okay, let's reduce
the border with, come in close, use
the border with, let's increase this some more. Crease the border with. I think I should bring
this all the way up some more on top of
the entire in even. So yes, then this should
be on full black. Be full black. And let's
add a filter to this. Blow this out by lots. Maybe us bit too much. Okay. Getting close. Extend this out a bit
more, maybe even more. Maybe even more let's get
the outer paths quite dark. Okay? Blood this out some more. Let's do some more side
feeds properly around here, I guess. Okay. Maybe not too extreme. Something like that should
be fine. Let's save this. So now we need to introduce. I think I would
like to introduce there's some brighter spots
around this lower part. So let's go to that deep blue. Let's select this let
me collapse this. It's a brighter blue tone. We have, you can use this. I'm going to duplicate
this at a black mark. I think I need the lower
one to increase a bit more. It's a bit more obvious,
increase this all the way up. This should be like almost
most entirely white kind of. This should be fine. I'm
going to have a black mark. I'm not going to name
these two bright. Spots. Okay, reduce my bro size. I'm just going to paint. Yeah, this needs to
be a bit brighter. I'm just going to
paint brighter spots in here. Okay. Just to get some brighter
tone around this a bit more. I think just underneath the eye, like so should be fine. And I'm going to
blow this out at a filter blow blow
this out a bit more. I don't need to
be too bright do. I think some pled
should be fine. So let's see unless
now, let's check. I see this dark brown spot. Let me duplicate this brown
spots brown spots. Okay? Let's use a strong. Let's use this crystal
instead for this. Use a dark dark brown
tone for this, like so. Okay, let's go over that tone of the blow and we
can Whoa do that. Come on. What's
going on right now? My bross too big? Oh, yeah, my bross definitely way too big. Size is way too big for this. Take this down, down even more. No, it's not paintings paints. This isn't painting
anything. It is actually. It's not intense. Brush is not intense. We'll just get some brown spot around a few places though. This is actually going
to make most difference, but let's just get
something in there. All right. Let's visualize
everything now. Show all. Let's go to a three D view. Okay. So as much as we
getting this to work, I see me some
corrections to this. For example, one correction we need to make in here
would be going back in. Let's do two D and
three D instead. This out ring, we need to scale it out and bring back the head and
bring back the outer eye. I need to scale this out. Okay. Something just doesn't
feel right yet. The outer edge is way too dark. I turned this off. Do that. I think we definitely need to
extend this out a bit more. Definitely need to extend
this out a bit more, which is kind of shrinking
down way too much. Shrinking down way too much. We can easily fix that. We can just duplicate
this hide the top one. This, we need to make a lot
of corrections to this. Let's select it first.
I shring this down, reduce this border and some more
33. 31 Eye Iris Refining In Substance Painter: Way too dark. I turned this off. Do that. I think we definitely need to
extend this out a bit more. Definitely need to extend
this out a bit more. W is kind of shrinking
down way too much. Shrinking down way too much. We can at easily fix that. We can just duplicate
this hide the top one. This we need to make a lot
of corrections to this. Let's select it first.
I shring this down, reduce this border some more. Then make it more visible
for us to actually see. This is a more darker
bluish done for now. Do that. Come over sharing this down. Shing this down some more extend these out. Okay. Alright, so let's use the colour close to what
we already have in here. No. Let's use something
a bit darker. Okay. Let's try this one, Let's blow this out some more.
Let's see what we get. Let's turn on the
blow. So probably darken this out some more. Okay. Let's see what we get out of this. This is almost almost
almost there. Almost there. Feel like, let me
turn this off again. With this just in
here, let's see. Maybe. Okay, because
the outer eye, the glass shed that
we have in there for the opacity is actually fine for this actually working. But one thing I need to do is to extend extend the
colours out some more. Extend the colour out some more. This is one of two
ways that we can still go in and then increase the size of the iris in Maya and
bring this back in. That we can actually do, or
we can leave this like so. I just one of two things. I think I need to
increase the size of the iris some more instead of Maya size of the iris,
a little bit more. Let's actually look for any
reference. Let's compare. Let's see, actually
dark on the edge. Yeah, we need to kind of scale the iris out a little bit more. So you just start going
back and forth just to get this to look just
to get this to look right. Let's compare this again. I think the size for this fine. Let's just extend this
out some more Okay. I'm trying to see if I can just pin the edge I can
spin the edge in. I should just be able to pin
the edge in so Um Let's see. I should be able to
just pin the edge in. Okay. That's for
the center parts. Of on. Let's see this ring. Let's go to the
coverture All right. I think this is where the
major issue is coming from. This off now on off. Okay. I think where the major issue
is actually coming from. Didn't go back up yet. If I turn this back on, I think I can use this kind of extend this out a bit more now, so I should know where this is. Let's go into this. Get this roughly around
J, should be fine. Roughly around should be fine. We raise this up some more. Basically, I just need
to extend this out, pin this out out
towards some more. So the curvature, we're going to come back to
curvature in a little while. Usually center, aluminum to
center or a dark center. Okay. Let's go in and
then Okay, as for darts. As for darts. Okay. Can't we just fill this
is the particular color? Let me see if we can create
a new fill layer in here, roughen things up
all the way up and then just pick
this tone in here? You should be able to use this. Ducking some more
it is darkened out. So more, pretty much like
this should be fine. Let's see where this is.
And I'll come back in here. I'm going to extend this out. I'm going to extend
the paint out instead. Let's use the dead brush. I'm trying not to go go
I'm trying not to go over to Mayan to
increase the size again. You should be able to
just fix this in here. So let's extend this out. Stand this out. So what you need to do some more manual
work in here bots. This should work. Okay. Then now for the dark
curvature in here, kind of darkens everything. We need to put this in a group. Name this to dark curvature. Okay. Then we can at a Let's
the white marks instead. Don't do that. Might
raise any of this at all. Okay, I am. Unless you raise as actually painting
something in here. It doesn't feels a bit
awkward. Well, look. Estrone raise that. Zoom out a bit more less
you are getting in a Okay. I think I will need
to manually paint in a few things in here. Let's start by adding a
filter to this art blow. Okay. So I think I'll need to manually paint in some few
things in here, so let's go over Let's see what we are
from a distance first. Let's compare. Yeah, it's beginning to feel a
lot better in here. Except we still need to do
some more manual work in. So more preferable
way to do this would be to paint in some
darker sheads. What do we have here? Oh,
yeah, that actually helps. That fits things out
a little bit more. That fits things out
a little bit more. Let's see if we can
keep this Okay. I'm going to duplicate
this at a black mark. Let me just name
this to black lines. Okay. Basically, I'm trying to kind of fix some
things in here now. I fix some things in here. I'll need to use the default
default brush in here. Default art brush. Rest re juicy bro size. Juicy size a bit more. No, feels awkward.
Way too sharp. Soften this hardness,
take down take this down. Okay. It doesn't look like it's
on full black, though. But it's on full black. Should be on full black
here precisely what I want. But the brush size should be way smaller than this actually. It's something way smaller. Let's go into the edits 0.05. Okay? Basically faking
something in here now. Faking faking the length of this Because I'm trying as much as possible
not to extend, increase the size of the is anymore than it
already is right now. So trying to fix an
extension around here. Okay. I'm going to blow
this out to add a filter blow blow this
out a little bit more. So more like so, so
it kind of blends in. Yeah, I going in there now, I feel like it's
kind of blending in. I think back, it should be fine. Okay? I think I need to I should actually extend this
all the way to the end. I should be extended
all the way to the end. Okay. Old wet weather black ends. So extending this old way out. Okay. There's actually
a lot of work but necessary work in here. Alright. You should be fine. So another thing we
need to do now would be to let's see No, that's blowing out way too moto. I need to create another one. Replicate this at
the black mark. For this, I need to
pick I need to pick this bright spots this color for the bright spots in here. Okay, and go back to paint two, then extend extend them
out a little bit more. Let's do some
extensions in between. So more or less like
doing this in between. Also trying kind of
connects the two, kind of. Okay. So it goes in between my
curvature map kind of drive this because the curvature does not extend so there's
no extend all the way. Normal map does not extend
all the way to that end, so it's going to be an
issue kind of capturing that's in the Okay. Let's blow this out, add
the filter. Come on. Add a filter blow
filter to this. All right. I think
I went overboard. I think I went
overboard with this. A little bit cover but let's take down the
visibility for that. Shouldn't be too
visible in there. Take down the blow. Okay. So, one thing I can do
will be to go back to this black ring and then, you know, the other
way around instead, push this a bit closer. It's working actually
actually working in there. Actually working in there. I need to blow it
out a bit more. I need to blow this
out some more. Go back in there, bring it even closer. That's bit too much. Okay. Maybe I need to move this up a bit
shrink this down. Oh, get this in. Kind of eyeballing what
I'm seeing in here though. Eyeballing what I see in here and adjusting it Okay. Maybe duplicate this Yeah, basically, the idea is to kind of see this
from a distance. So long this looks good for me distance, then
we should be good. We should be good in here. So I'd like to go back
to my let me save this. I like to go back to the
outer eye, the outer eye, select this the shell
that we created in here I need to blow it out some
more out filter blow. If I increase the blow too
much, this is what we get, you get a softer
transition around the so this should make it should make it a whole lot
believable in here now. Yeah, I can see from
a distance now, it looks a lot more natural. It looks and feels a whole
lot natural in here now. I said, I need to
brighten up the blue. I need to brighten up the
eyes a little bit more. So let's go back to the iris. So the base blue, we have the deep blue
we have down here. Also open that up.
This center. Okay? Maybe just brighten this
up a little bit more. You know. If we go all the way up,
we get something that is looking white or natural, it doesn't look too natural. So we need to take this down
down a little bit more. Okay. Maybe it's
somewhere around there. The one thing you need to
do is to see see. Yes. I think I can go back to let me name this
two blue lines. I'm going to duplicate this
Okay. All the black mark. I'm going to
increase a bit more. I'm going to use a
more brighter shade for this is a more
lighter shade. Okay? And I'll go in. And then just on parts, I'm just going to
lighten that up. Lighting those up. Or maybe not. Let's use the death
brush instead. Let's use the death
brush instead. Reduce the brush size and maybe just create some undo
the others way too much. Create some some breakup
of brightness around this. So brightness breakup Okay. Let's see if this
works. Let's add a filter blood is out by lots. So it shouldn't be
too visible in here. Let's take down the visibility. Okay. Let me use a more brighter maybe almost almost white
Clotone actually. Okay. Let's see. Let's see this from a distance.
Let's where we get. We can go and eat eggs
and remove some of this, break up the flow for it. Turn this off. Let's
break up the flow. Okay. I bring some back, break up the flow,
turn on the blow. Alright, I think this is an interesting one.
Let's get in close. Let's see. Let's see in here. Okay. I'll duplicate this
again at a black mark. This time around,
I'm going to use default brush also
basic standard. I want to basically
draw ad lines in here, so basically draw
ad lines in here. Let's draw some straight
outlines in here and do that. You need to reduce the
bro size some more, increase it all the way up. Let's use 0.05. Okay. Yeah. Yeah, this should be fine. Basically, I just do
this on selected parts. Okay. I also need to change the color though. I need
to change the color. Let's use a more brighter
blue, somewhere around here. Probably too bright.
Add a filter. Add a blue filter to this. Make this quite
something like so. But the color for this
is just way too much so Let's tune this down. Let's get this somewhere
around here instead. Blend this down.
Take down the blow, maybe the blow is way
too intense. Let's see. This week, I believe
this week can work with. We're going to looking
at this from a distance, so I think this
should be just fine. Okay. Yeah, I think this
should be just fine. Let me save this Woof. I wire sometimes can be quite intricate intricate
cannot get right, so I think what you did, I think we did a really
good job in here actually. So let's make sure this
is reflective metalness. Introduce some
metalness to this. So you can at least
see All right. I want to at least see the
glass poking out through this positive was get
this all the way up. I want my reflection kind
of pass through this. Reflection is kind of cut out. Reflection yeah, yeah. Because we are blowing here, so reflection is a bit cut out. It's still cut out
in this way, though. Let's see, I still
cut out that way, so it's just gonna
get something in here just to simulate something that looks
realistic enough. And for the most part, I think this should
be just fine. It should be just fine.
One other trick though. Back to the iris,
one other trick. I can create a layer in here at a levels adjustment
this to pass through. And we can use it to brighten
up the entire outing. So this will also case what's going to
brighten out the eye. You can also use it to
brighten out the eye. If we need to if we need
to has a bit scary. So if we need to in here, we can always
brighten up the eye. Okay. So we still have the control. We still have control over this we want. So
this is default. No, I don't want something
too bright, though. I think something
like should be fine. This we can work with. Okay. We have this in place.
So the next lesson, we will start working on the hearts, and we
should be good. I'll see you guys in the
next lesson. Bye for now.
34. 32 Hat Base Fabric In Substance Painter: Okay, welcome back, guys. So previous less, I think
we finalized on the eye. So let's move on
to something else. So let's give this minuscs a wet material in there needs
to have a wet material in. See a lot of discrepancies
on the texture in here. Can't show why I'm
maven that though. For example, you can see this
weird artifacts in here. He's definitely coming from
he's definitely coming from a Iris outer eye. If I go if I remove the ambient seclusion and do
that stay actually in there. Let's walk our way down. Let's do two k. That
is not even fixing it, Let's try one K. Let's
not fixing it either. Let's try. Let's go back to four
K. It doesn't seem to be fixing that issue we
have in there for some reason. Okay. Anyways, let's
even check the texture. Let's see if the issue is
actually on the texture. Texture is rotated,
move a light source. Check this is actually in there. You can see the issue
actually in there. Well, this we can actually
fix inside of Maya though. I'm not going to
ignore that for now. All right, so let's go
over to the minusculs. Let's add a new channel in
here, partitive channel. Then delete this layer, add a few layer in here. Okay. When this is fine, then
I'll go over to let's see, increase the opacity. Okay? Add roughness all the way up, metanness also, too, add
some metans in there. Because metalize
kind of simulate that shiny watery
filling in there. So we definitely need those. Think a mouse to raise this. The geometry can
raise this scope. I need to raise the
geometry up in there, except I go into
the skin itself. I go to the skin itself
and then make sure. Let me create a new material in here hide everything
apart from the roughness. Make this quite shiny, add the black marks. Let's say a bro size, okay? Let's turn on symmetry for this. I'm just going to paint
some wetness on top of this pretty much like
so it should be fine. So it's entirely wet. Make it completely wet. Okay, should be fine now. Yeah, that should be fine.
All right, so that's fine. So now let's take show
the hearts in here. Actually, I'm sure a
specific name for this ad, but I have no idea
what the name is, so just bear with me if I just give this generic
name of hearts. So art Matz, isolate that. Oh, yes, let's import the
graphics we have for it. So we have the smiley
graphics in here. We have these graphics also
in here. Let's import that. I already created that
inside the photoshop, so I'm not going to
drag these two in here. I would import them
in as textures. Okay. Texture. Let's see. Okay. Texture also. That is fine. Then input
this into this file. Okay? You're in here now. So you're PNG textures,
PNG textures. Okay? So yeah, let's now go over and then add a default material
to begin with. I can really see it's quite the fabric detail is
not clear enough, though, at least for
the it information, so I will just have to we just have to work
our way around this. Let's go over set material. Let's do fabric in
here fabric in here. Okay? I think the closest to
this would be fabric demi. Fabric demi seems to be
the closest for this, so I think I'm
going to use fabric demi drag and drop this in here. Okay? Let's check how the
UVs are laid out. If the Us are not
laid out properly, then we would need
to redo this yes. For one, we need
to redo let's see. Let's see what we have in here. I need to redo the
Vin. Make this kind of flat. Make this kind of flat. I was trying to eliminate sim
lines around this, though. Let me add Let's add the black
mark first to begin with. Then go over to Fully fill. Let's do mesh fill. Let's fill up this mesh first. And let's try and see if we can capture the orientation in here properly. If possible. Let's see what we
can play in years. Let's adjust the rotation.
Yeah, that's what it seems. No matter how we rotate this, it's still not going to give us that accurate
tiling for this. So we need to go back to semis we need to go back
a few steps, though. And we also need to rebake this also, too. But that's fine. That's fine. So let's
go back to Maya. Let's open up a
Maya five for this. Select this, go over to UV D ten so there's no right
or wrong way to do this, just to try this and then figure out what is wrong in here
and then just correct that. Basically it. I'm going to go to the back instead and
add my SIM line at the back. Just a sem line here, create coats on food,
arrange layouts. I'm going to do a coat to
add the coat in there. Okay, I'm going to select
this let this to actually unfold Unfold this. Let's see. Let's just see
again. Let's check. In here, let's see if there's
something we Come on. Let me move this out. Let's
see if there's a way we can work with this without
having to Okay. No, no, we just need to
get some cut out for that. So let's go back in here. Think I'm going to
rotate this this way. Rotate this this
way. Select the two. Let everything instead,
no, no, not unfold. I don't unfold everything.
Let's do the layout first. So I also like to check in
here would be let's add Let's fd the black marks again and
then select this instead. Let's see what we get from this. Okay. Just checking,
though, checking. Just checking, see if we
can somehow make this work. Rotate it this way. I'm going to do tiling for this. I do some sharper tiling. Yeah, I think this
will actually work. It will actually work.
Yeah, this can work. Let me try this for this also, too. If you actually need. Let's try to make
sure if absolutely needs to recreate vizina. Let me select this. Go out. No, no, for a Satin, I
think we can use this. We can most definitely use this. Most definitely we don't need to kind of go back and
redo the vis again. We can actually use this. Shouldn't be too much of an
issue because the button is going to be quite shrunk
down way more than this, so I want you to let me go back in here
and undo all of this. Letson do all of this
back to the default. Okay, save this. All right. Loves this. So back in subcon spina, yes. So we can use A kind of tile, make this tiling way smaller
than this right now. So let's make it a small. Let's do seven. So at seven, we can barely see any major
discrepancies in there. So I think seven is a good one. Seven is definitely
a good one anyway. So basically what we want to do now is to change
the color for this. Let me go back to DD. Was the fronts. Let's see the fronts. These
the front. Okay? So let's kind of
change the colour to something a bit more yellow.
So let's come in here. Let's see, there's
some preset in here. We have the dark blue, classic blue, bicolor demi. Yeah, let's use this instead. Yeah, so let's just
change this color up. So this is a bright because
this is a brighter tone. Is a more darker tone. So I'm just going to use a
more lighter tone for this. Use a more lighter
tone for this in here. Okay? So I'm just going
to change the color up. Because the colori and then
just pick colors from this. Let's use the color picker now. Let's let's start with this. Okay. Then the other
color is way too bright. This is the brightest
colour though. Let's look for the
brightest spot for this. Maybe way too bright. No major difference
in here though, except I would need
to I would need to select this more
darker shade from this far more darker shade. Okay. Let me see. Does it
actually do anything? If I put this to why, what
does this actually do? Would you see is way too
much. Let's get this. Let me come to this.
Let's get this roughly where it was before. So let's use this. Okay. I think this would actually work.
This will actually work. I'm looking at
this, I feel like, I need to just di
gym fabric in here. Yeah, I think I can I can. Why not? I mean, why not? Why not? So yeah,
this should be fine. This will work just fine. Fabriclvaration.
Let's dig this down. Let's see if that does anything. Take this down. Oh. Yeah, I think there
should be fine. There should be fine. Okay, so now I have this all set up. Let's go in and then go
to technical properties. Let's reduce the height range. I don't want the eight
ran to be so strong. Shouldn't be too strong
in there something light, so maybe add a little bit more. I I don't want it
to be too strong, so something like this
should be just fine. Okay. Yeah, this
will work just fine. So this is how we kind of
create a base fabric for this. So in the next lesson we're
just going to go on and then add some graphics
to this, right. I'll see you guys in next
lesson. Bye for now.
35. 33 Hat Detailing In Substance Painter: Okay, welcome but guys. So let's carry on on this. So there are a few things
I like to do here though. So the first would be not that we have the color
in here at the very least. We have the color in here. I feel like I
should still t some more just leave this
as its instead. So let's add some feed to this. I'm going to create a new layer, add some roughness to this. Tono tono ides normal and metal. Let's use a more
brtle yellow tone. Somewhere around
there should be fine. We do this out a
little bit more. Okay. I'm going to add
a black mark in here. I'm going to add a generator. Let's use the co votrog here. So I'm basically trying to add some fad some fadedness to this. So. I want to reduce the
balance for this to begin with. I also need to break this up. Let's see if we can break this
up somewhere around here. Okay. Here's something
like so. Let's see. Large, let's take
this down a bit more. Let's add some blood to this. Maybe not too much.
Somewhere around there, then we can take this
down completely. Okay? Maybe let's take this
down a bit more. This is not too
obvious in there, but stay in there
at the very least. Think we need a bit more. Okay. It's way too
bright, though. Take this down just a
little should be fine. Alright, now let's
add deaths to this. I'm going to duplicate
this at a black mark. Let's go back to
our paint brush. I'm going to use a more
brown dead stain for this. Come on. Let's pick
something around here. Okay? And I'm going to
name this to fade. Well, you know, we
can actually use let me turn this off. We
can actually use. Let me make this more visible. You can actually use the
smart marks in here. Let's do fabric fabric edge. So dragon drop this in here. Okay. So we're getting
something like this. So if we turn to make
these two visible, let's do screen to make
both of them visible in your I can now cannot
take all of this down. So more round should be fine. Okay. Then go back
to the deaths, increase this all the way up. Then for the same smart mark, we can do det can do a
death in here. Let's find. Let's find something
that is good enough. Let's dead soft edge leisure
can drop this in here. Okay, I'm kind of liking the discoloration we have
in here, which is cool, but would need a bit more to increase
this all the way up. That becomes way too intense. Let's just have a fraction
of that in there. Okay. I'm going to drag in
another one in there. Let's use let's drag and
drop this in there Okay, that should add some broken
updates across this also. Let's blend this together. Let's you screen. So get this to visible in there. Okay? Take this down. Okay, no, that should be up. Yeah, something of this
nature should be just fine. The default is
actually just fine. Okay. Maybe take this down, balance, take this down
a little bit more. Randomize. Where is
random randomizing. Randomized randomize Random. Random. Okay? Randomize again. Increase the balance. Let's
see a little more of this. Yeah, I think this will be fine. This
will work just fine. So now let's begin to add some of these graphics in there. So these graphic should just
be above the fabric demo. Let me rename this also a
date in here, save this. So the first graphics I'd like to add will
be this one dying. I need to input that in. So I already have
this created Okay. Wonder. This should
actually be on PNG. Let me save this again as PNG. Save this as PNG. Go in PNG, replace that. Okay, that should be fine. I'd like to try
something in here to try this embroidery pattern in a let's see if I can
make it to embroidery. Come on. Okay. Move show all actually. Embo. Dragon drop is in a Okay. So now let's import W is it? Let's import the wonder in here, import this in.
Import this Imports. Okay? So let's fix
our texture in there. I believe we should Imagine
this correctly or notes. Okay. No. I think I'm not doing
this accurately enough. So I'm supposed to bring
this into this part here, so don't scroll down. Just scroll down, and then
you can drag and drop this in here. Okay? It's interesting. Let's get this where
we need it to be. Okay. Maybe I
lately add a color. Probably import this
with a color though. Can we use color in here? Is to color this in
here? Let's see. I guess now the colors
the colors comes with color comes with the
substance designer file. Let's Let's try a few of this in here.
Let's see what we get. It is actually an
interesting one. Yeah, this actually
looks quite interesting. It's a position this here again. Yeah, I kind of
liking this though. Colors in here, we
have eight colors. Let's see something else
in here top stitch. Okay? Interesting.
Feel an outline. This feels and looks even
more interesting in here. All right. Technical parameters,
there's something else. There's something
we can do in here. But I think I need to
give this a color. Start something in here, but
I don't know if it works. Let's give this a try. If I do or rather add
an ankle point in here, then I create a new fill layer. I'll turn of all of this off set this to
red. It is to red. Add some more reference to this. Let's see if this works.
I'll add the black marks. And on the marks, I'll add a
few layer on the few layer. Let's use the ankle point
for this embroidery, okay, yes, that actually works.
That actually works. So, let's let's just kind of
pick the color from this. Let's pick this
color from this in maybe something a bit Sos a darker red tone
instead should be fine. Okay. Need something quite dark. It's gonna give me this
feed defect in here. Um, extract alpha. No. Keep alpha. Let's see. Let's see
if we could just legs in here if that
actually helps. That's completely
washing everything out. Let's do let's find
a good value for this now this color is no
resonating with me quite well. Roughness, it should be
a bit darker, too dark. It's kind of updating
quite slowly. The updating is quite slow. Cancel this. I'm
going to these two, I'm going to drag them down. There should be just
below this feed. There should be just
below this feed. So let's drag this on
top of the fabric demi. I'll go back to the embroidere. I would like to change
this let's use Outline. Outline seems like a
good one. Density. Let's see. Let's make this a
little bit of dense. Okay. Imperfection, increase
that a little bit more. Okay. But the color is still
not sticking out for me. Color still doesn't feel still doesn't feel
right for me yet. Still doesn't feel
right with me. Let's just keep playing with
this until we get something. Feels a bit fitted out.
Feels a bit fretted out. I want something that's
more quite dark. But to of this roughness,
what does that do? Not much. Not too much. Let's go back to the m. Let's see if there's something we can play with in here
that should help. So we have colos. Let's
say it's close to one. It it won't do anything. Not really. Okay? Okay. Yeah, I think this is it. A
technical parameters you can now move this however we
want and then darken that. Okay? Maybe way too dark. Let's take this down. Let's take this down a little bit more. Yeah, I think around
there should be fine. Let's go and then try
the fill an outline. Let's see what we get too busy. Let's just do fill, let's see. I think I'll sticking
with the outline instead. But the height information
for this is way too strong, so let's dig down
the height range. I don't need to be too
aggressive in there. Just enough where it's going
to stand out this way. I think should be fine. Yeah, it should be fine.
Now let's go in and then put all the graphics in here. So let's simple this graph smiley face
graphics in here now. Let me see this for now. Just not simple
this smiley face. We're going to tie this up, and then we should be good. It also comes with
some colors in here. I already have some
colors laid out for it, so it's just to apply this
and then tile this across. Let me name this to embroidery
embroid embro color. Yeah, that should
be fine. So, let's create a new fill layer. Don't know if everything
apart from color and roughness, increase
the roughness. Let's come in here
to the smelly face. Let's find the smiley. Let's type that in the drag and drop this
on the base color. Okay. Let's tie
this across Okay. Yeah, it seems to be seems
to be all over the place. I don't want this to
be all over the place, so we still need to make
some adjustments to this. We need to make some
adjustment to this. But let's see. Let's see. I take this down, it's
going to be too small. So we need to go back to this. I think smiley face should
be around here. Or better. We can also import it in here, so we can just do new inputs. Let's import it to
a new documents. I'm going to reduce the size, reduce the size this
way, set one here. Okay? It entero, drag
another one out. Yeah, so let's create
a bit more space. It needs a bit more
space in here. Let's let this two
get this down. Let's get a bit more
space also in here. Let's get this done around here. Select all of this, set this down here. I'm going to save this
out again as a PNG. Set as a PNG file, PNG. Let's put two in front. Save. Okay. Then
I'll go over to. Let's go back to Subtn
Spencer and then import this in drag and drop this in. Text your file inputs. Then let's replace this. I'm not going to drag this and then, replace this in here. I'm going to reduce the tiling. Yes, I think something something
like so should be fine. I'm just going to drag
this below the embroidery. So it should be something
more or less like so. Reduce Italian even more. Let's do Italian of two. That two is way too big. Let's do four. Let's
do an offset for this. Let's do some offsets. See if we can get a
good offset in here. Yeah, I think this
should be fine. Yeah, this should be fine. Offset this this way a bit more. Okay, something
similar, like so. Something similar like so. Alright. I'm looking at the emoting.
I feel like I should make this maybe bigger
than it is right now. Can we do the transform here? Let's do transform in here, Transform, skill
this out some more. Move move this this way. I'm getting a feed
now at the edge. I don't want that
feed at the edge. Let's scale this down. Use the move brush. Move this way. Okay. Yeah, I think this we can work with this we can work with. This is working just fine. This will work just fine.
I'm going to save this out or save this out. Oh, I see something
I'm missing in here. I'm noticing now that
there's an outline. You can see this outline
on this character. That's an outline, so
that we can easily fix. We can just go put
this in a group, duplicate this group, add
this group, open this up. Let's add a stroke around it. Just reduce the stroke. Something modest,
it should be fine. Let's save this again. Let's just replace it with the one that's
already in there. So let's do a replacement
for this sieve. I believe we can
update this instead of sbkanspnter right
click on this, reload. But we need to kind of drag
and drop that in again. Name this layer to Smiley. Let's use our caps instead. Then we're going to drag
and rope to update. Yeah, much better. Much better. So this has been
successfully updated in a this we can certainly work with somebody
who's going to do save. All right. So I feel like my debt is probably
way too much. Since debt avenges way too much, so we might just need
to take that down. So let's go into the debt. Take this down a
little bit more. So it's not a bit too aggressive in there something light, like so should be fine. Something like so should
be fine. Yeah, so yes. So that's how we kind of create this I'm going to create this. Now, we can actually
really fit this out. It's smiley, though. I think
weight is actually fine. We can actually fed this
out if you need to, though. But really I don't think
I need to fed this out. I don't think I need to
actually fed this out. But maybe we can just
see if we can take down, no, no, that's just going to
make it look a bit awkward. Yeah, I think somewhere
around there should be fine. Alright. Okay, this we can
definitely work with, okay? So let's bring
everything saving this. Let's bring everything back out. And let's see where
we get. Let's turn on some lights shadowing in the Let's see some
shadowing in there. Yeah, interesting.
Yeah, this is fine. So I'm going to see you guys
in next lesson. Bye for now.
36. 34 Whiter Skin Variation In Substance Painter: Welcobgus. So noticing here there are a few little differences in here you might not
have noticeable. Let me just show you guys. So let me make sure I
remove shadows in here now. So I made a little
adjustment around the eye. For one, you lower eyelid, kind of raise that up a bit more fled that up a bit
more my zebra file. Then the ey ris, I kind of rotated them out a bit more kind of facing
me a bit more so I did that in my eye instead. So it's not really major
difference per se. As if I didn't mention this, you might not have noticed
the major difference in here. So basically, I just selected
the outer eye and the iris. I kind of selected
them with this. Kind of selected them
as an individual piece. Let me actually show you guys
to older, the original one. This is the previous one. This is the previous one
that was there before. You see the direction
is different. But let me select this to select this these two, select this. You can see differences
in here now, not in the same place. So basically, I just select, let me hide this for now. So I just kind of tilted this
to be facing me a bit more. I did the same for the out for the outer eye and
also for the iris. So that's why in Sot penton I feel like kind of
facing us a bit more, so that's basically it. Nothing much, though,
not too much. No too much. So let's carry on. So let's just finalize on the's finalize on the
garments on shirt in here. So also looking
at the skin tone. I kind of looking
and feel like I should make my bit more whitish or I can
have a variation of it, so maybe you should have
another variation of it, so I'm just going
to go in there. I would like to
have a variation, more white skin tone, more white skin tone
variation in here should solo this so basically, I believe it should be this one. That should be the light
skin tone. That's the one. That's more lighter skin tone. I can use the variation by
doing by duplicating this. Let me delete this and name
this to white skin tone. So we have control over this. We have control over this,
so I'm just going to select this and then I'll just go over and then I'll pick
use clopka and I'll just pick a more brighter tone
from this reference in here. So just it. Basically, adjusted
that will just kind of brighten brighten out the
skin some more this way. That'll give us a more
brighter skin tone. So the blend the blend with
the one underneath it, that should give us a
more brighter skin tone, so it isn't much or
rather it's more easy more easy fix thought kind of blend down some of all this
detail around here though. Maybe we should won't
do that. Let's do that. Let's get two
variations out of this. So I would just go over
this is sports leap. I'll leave the leap. Let's go
from all the way down here, select this Bodine group. A group and I'll just
rename this two. Let's rename these two.
Let's name this tan skin. I'm going to
duplicate this group. Duplicate this group
now. I'll hide. Before we hide, let's add
one of the top first. Let's rename this to white skin. Okay. Then this one in
here now, this tan skin, I'll go and then the save out. So for the white skin, I will just go over and
delete this instead. So you should get back
the tanned skin in her the tan skin in akin, let's see, there's
a lot of stain. I'd like to remove
that sin some more. No, not that one. Not that one. Is this this
golden brown stain on it. There's definitely no spots. Should be this dark,
should be this dark tone. Yeah, that's the one, maybe
take this down little bits. Okay, but we still have idea is that we still have control over over this red skin. We can also take this down also to take this down a little bit better,
let me go and paint. Let me erase some of the
redness around the neck. So basically trying to show you guys how you can get
variations out of this without having to paint paint the entire
thing from scratch. You can just erase some of
the redness around the neck. Okay. Let's see there's something else you can
erase, dark spots. Let's erase some of the dark
spot around your neck also little bits, golden brown. Okay, Let's see. Let's go and then paint, paint back this light skin, reduce the opacity,
reduce the flow. Let's paint more of
this white skin around the neck, use the brush size. Let's fill up this
part some more. It's a bit lighter, a bit
lighter skin around there. Okay, something more like so. So this should be fine.
So let's go back, close this turn this off, open up this white skin. No this white skin. An. Then there are a lot
of things we need to kind of tone down to tone
down quite a lot. So golden brown. Let's see, not that one. Let's see, not that one. Not that one, either. I like to keep this.
Okay. Yeah, that's fine. Better still, we can just go
in and then paint paint in more whiteness in
your more whiteness in your let's take
down the stroke, down the floor opacity
and this floor. B more whiteness
around the neck. I feel like I'm
missing something in here something doesn't
completely feel right in here. Now, this see some spots trying to figure out
where that spot, spot is coming from
this spot in here, so I'm going to X and
reduce that by a lot. Don't so much spot around here. So let me increase the
opacity, actually. The floor there's a bit more. Okay. So we need to
reduce the stand up, look for the face some more. Turn this back on. Some whiter skin. Let me pick this color again. Spit this color again for it. Then increase that some more use that a little
bit more more visible. And the redness for this, you need to take down, reduce the redness for it. Pretty mot like so
should be fine. Then you have to spot in here we also more
spot on the forehead, the redness of the forehead. So let me isolate this and then reduce them
on the forehead, quite a bit more
on the forehead, so let's take those down by lots much like so let's go for the same
for the spots two. Take them down by a lot also. We use a few of them also
around here around here also. Do the same for the red spots, reduce them a little bit more. S is not too
aggressive in there. Okay, get something a
bit lighter on the skin. All right. I think this we can work with, Let's increase this feed, increase all the
way up a bit more, get more white skin
toon from this. Okay. So now, yes. Basically that's how we get variations
out of this. Let me save this. So now we have a more while more white
skin tone in here. So I would like to
go to the redness. Let's go to redness for this let's intro some more
redness around the nose, somewhere around here, so maybe there's a
bit more on do that. I think what we have here
should be just fine. Intro a little bit
more around here also, just on the tip of the nose. Yeah, pretty somewhere
around here should be fine. Let's do a little bit
more underneath the eye. Similar also, so
something light. So yeah, pretty much something
like this should be fine. Remos something like this
should be just fine. This we can work with just
to get variation in here. So yeah, we're actually going to test
two of these though and figure which one works best in our final render.
Save this again. So yes, that's pretty
much how you kind of get some more whiter skin
tone out of this, and then you can
pick between can pick between any of the two depending on what
you want to use it for.
37. 35 Vintage Polo Texturing In Substance Painter: Okay, O Cumber guys. So kind of when we left off. So in the previous lesson,
we kind of worked on the skin tone just a little bit small,
getting more white out. Skin w. Okay. That's for that and
then, yes, that's fine. We can moving on. So I'm going to just to
reality just work on the we call it polo
shirt instead. So just finalize on this. So to do that, let's go
and isolate that first. So shirt polo, isolate that. Quite a few things
happening in here. So I don't really
have any texture. I can kind of import this to
get this pattern in here, but also we can kind of
create that in here. All of this we can
create also in here. So let's get into that. So to do that, I'm going to create
a new filler. You know, before
creating new fiel, let's add let's add
a particular fabric, gative fabric going
in here first. CBs gative bis fabric in here. So materials, let's
type in fabric. Fabric. Okay. I think it is a good one. This fabric felt seems
like a good one. Let's see, fabric felt is
definitely a good one. For fabric wool. I think fabric felt
is a good one. I'm just going to drag and
drop this in here C base. Okay. Let's go and then set this to four k
resolution so we'll get the yes's good
quality out of this. Okay? Just for the
preview, right. We're good. So now the
tiling is not good enough, so we need to work on the
tiling for this on the tiling. So let's go down let's
go down in tine, increase this all the way up. Like something extremely
small should be fine. Let's use the value of ten. So look at this from
a distance now, this should be looking, believe it should
be good enough. Set we take down the
intensity of the heights. I. Let's go over to
technical parameters. Let's take down the
height position. Take down the height position. I don't see much happening
in here, though. Let's take down the
normal intensity. Let's see if that does anything. Want something quite soft in here, that's not
doing anything. Let's take down the
height range here. Height range is the one. You still want some value,
measure of height in there, but not too strong to kind
of see this from close up. Somewhere around here. Let's find a good value, make it slightly visible, but not too visible. Because we're going to look now at this from a distance like so, so we don't want it to
be too strong in there. Except when you come
a bit close up, something like that
should be fine. Now let's adjust the
colors in here now. So we have a few yellow line. Let's try this yellow line. Let's see what it. Yeah,
this is a good one. This one works just fine. I think, yes, our tuition
will be manipulated again, but adjusted again,
let's take this down. This down a bit more. Yeah, Dax should be fine. Is actually a good base. It's actually a good base. Maybe we can change this
color up a little bit more. Let's dark in one
of this a bit more. Darken a bit more let's darken
this more darker range. Yes, a bit more darker orange. Because I'm kind
of keeping in mind my lights on top
of the material. I want to kind of add more
light to this material. I don't want to get
to get blown out and then it will be
way too bright so. Some darker tone
should work just fine, as darken a little
bit more also. Yeah, I think quitting or somewhere around
here should be fine. It should be fine. So this we can work with. I'm
going to save this. So now let's work on
this pattern in here. So how do we go about putting
this pattern in here? I for one or rather, one way of doing this
kind of manually paint. You can actually manually
paint in the texture in here, this green texture in here, you can do that if you want to I think I have a preferable, I think I have a preferable idea to go about doing this, so. The idea would be to a
few layer, layer in here. Let's select the color we need. So this color in her. Let's daran, B, increase
the roughness for this. Let's get to the
fabric roughness in something pretty
mots should be fine. Okay. Then I'm going to I want to apply this in
for a strip around this. So let's do a black marks in here a Come on.
No, not pints. Let's add a few layer in here. Okay. Then for this few layer, I'm going to type in strip
type in strip in here. Come on. Why is not trying. That's why for some reason, I always like to
delete all of this. Kind of confuses
my search results, so strips one I'm looking for. Apply this in here.
Let's do a rotation. Let's do a rotation for this. There's a planer. Yes, I want this to
come come across the entire outsin Is
there a rotation? Yes, there's rotation in. Let's just rotate this this way. I want you to just cut across the entire mesh sps
exactly what I want. Should cut across
the entire mesh. So I think let's
rotate it a bit more. Let's do 45 degrees instead. Fire that's fine, so now the, just the tiling for
this we need to fix go to depart on
any I meant something. C do that. Learn so much though, so we need to take this down. To take this down.
Tying a value of 0.5. Get off of this. Yeah, half of this is perfect for what we need it for. This
work just fine. All right. This work just fine. So one thing I'd like
to do would be to go in to go in lets a filter. This filter, I'm going
to add a wp filter. Let's add a WAP filter to this. This is just going to
warp the edges for us. I'm going to get the
edges a bit wopped out, so let's increase intensity. Can we do divide
let's see one? No. 1,000. Okay. Then I think ten is a good one. Wp in a directional warp. Let's see, actually no, no, no. One is to work all round. So let's just do regular wp. Yes we need to do
on corrections in. Let's go to the
perimeters in here. Let's see what we can adjust
in here have default noise. Okay? Let's use customise instead. Now, where's slot for customise. So let's look for a grunge
material in here, so grunge. Let's use I'm not
spelling that correctly. GRU. Okay? Is typing
the wrong thing. Alright better. Okay. Now let's look for
something that resonates more with the reference we
have in here Whoa. This is way too much. There's no following
the particular pattern you need for the edge. You need this to be
directly on the edge. And this is like
all over the place, so I think I think the
default noise should be fine. Let's suggest the tiling for
this, not so much tiling. Not so much tiling
contrast Okay. It's gonna bleed. I don't
want it to bleed out. Should don't bleed out that far. Okay? Sauce blow. No, I don't want too much blow. Okay, sauce balance.
What does this do? Alright. Okay. Fair enough. Fair enough. Well, let's see what we can No,
that's bit too much. That's bit too much. Okay. Let's add
something in yours. Let's add a I'd also like to break up the colors
of the colors in there, though, but let's add
a filter to this. Let's do a blop blow I think a blo slope
should be good one. Okay, makes it even
more interesting. If let's see what it is that this divide actually
does. Let's set this to one. As as I'm liking this, I need
to blot this out quality. It really need this to
just be on the edge. Just the edge should be the
edge should be just fine. Okay. Intensity, we've
worked with that already. Yes, something around
there should be fine. Let's go on that source. Let's see if there's
something else we can manipulate in here. Yes. Definitely we
want to blow this out. Get this blood.
Blood way too much. I think I found a
good value somewhere around somewhere
around, I believe. Okay. All right. I think we can use
this trying to figure out. Okay. That's nice. You see
a bit more contrast. Some sharper contrast
around there, that's fine. So I'm going to
name these two By green Bass all caps
in here, base green. All right. So, I think, yeah, yeah
it should be fine. Base green, and yes, so I'm going to add an
ankle point to this. Let's add an ankle point ankle points
ankle point to this. I'm going to duplicate this one of the
black marks in here. So for this, I'm going to
use more darker shade. More darker shade. Then I will go over to
add in a few layer. Let's use Let's use the ankle points in here. But I need to break I
need to break this up. Let's just do, I think this should be fine. Extract alpha instead, no. Keep Alpha. I'm going to add
a new feel layer in here. This I'm going to use grunge
grunge material in here. Let's Let's try this instead. Then drag this underneath
this. Let's see. Does this actually
do anything in here? No, we can't at least see
what's happening in here. Okay, so I'm doing this wrong, actually. I'm doing this wrong. So a better way to do this to
make this work would be I'm going to delete this
grunge called the phone. Now, I'm going to name
this to Dark Green. Darker green, like so. So what I need to do is since we already have knuckle point
also to that's kind of making sure this color
in here is stamping directly where we have
this pattern in here. So more or less like we're
using this base green layer in here as a max to use
for this darker green. So anything I'm
doing in here now or my train of
thought is to darken. If you notice here, there's
a variation of darkness in here. Vary dark. So I'm just going to
put that variation in here because now we
don't have it in here, so I need something
like a max to use. So it doesn't bleed out where
this yellow is actually. So kind of maintain
where we have all this where we have all this beze
green texture in there. Kind of maintain
that and then be marked or clipped
to that instead. So that's basically
what I'm trying to do. So that might not make sense, but let me just show
you guys a process. So dark green nows. I'm going to put this inegro so this is already anchored
down on the mark already. So for this group, I'm going to add a black
mark to the group. And I'm going to add a
few layer to that mark. For that few layer,
I can now use a grunge material.
Let's try this on. So now I can see difference now. You can see how
I've kind of broken up the surface
somewhere in India now. So I'm going to go back
to this base stone. I feel like I should
lighting this out a bit more. Let
me do duplicate. Okay. So I've been lighting this
out a little bit more. So it's a bit faded. So it feels like it's a
bit faded on some parts, almost similar to
what we have in here. It's something pretty much
like, so it should be fine. Then I'm going to go over
to this ground material. Let's Let's use
triplanar map in here. Then let's tyle this
up some more. Okay. Let's increase the
balance so it covers N as looking a bit
weird, do that. I think the first one we
did was actually okay. Let me make it into let's increase the
balance. Let's see. That's way too much. On do that. Just a little bit of
balance should be fine. A little bit like so. But we need this to be a bit
bigger around this. Or we can create or add anodle
Ground material in here. Let's add another field
in here for this field, let's add another
ground material. Let me use the cloud. Let's use the cloud.
Let's use cloud instead. Let's use cloud cloud. As a more wider
range across this. I'm going to let me first, adjust the values in here
and add some contrast to it. Let's increase the
balance for this first. Some balance to this.
Adds a little bit of contrast to it also. But it's actually too soft.
It's actually too soft. I don't want something
that's too soft. S to stop. Let me use the BW, BW
grunge seems to be a good one recover. Let's try this on instead. Crease the balance. Crease this a bit more. No, still not give me
the result I need. Something a bit more precise, something a bit more precise. Let's do concrete. Concrete. Spot has a
polar pattern to it. It has a paler shape
or pattern to it. So let's look for
something that kind of resembles it a bit more. Come on, show us preview. No share knows
preview in her Nope. Nope. Let's try this
is the balance. Yeah, yeah, I think we
can definitely use. This we can definitely use. Yes, then we can now blend
this with one below. So let's do, I believe, screen. So this screen will multiply. Uh, multi, no
multiplier so trust, then screen actually
blends them together, so that's what we want so want to blend these two together. If I hide this now,
this is what we get. I'll need to blow out
a li little bit more. Is there a blow
feature for this? Um, I want to say this down. Set this down. This on top. Set this to normal, said this to screen, screen. Then I'm going to add a
blow in between them now. Add a filter, filter, low low filter to this. If I turn this off now, the blow shouldn't be affecting the one on the lower
parts, I believe. As blowing density
is way too much. Something soft in there. Yeah, pretty much. So Yeah, this will
work just fine. This we can definitely
work with in here? I think this is more
or less what we need, more or less what
we need, I believe, this should be just fine. I think we kind of nailed
most of the feature in here. One more thing we need to do. I think for this Bloss look, I feel like I should make
some adjustment for this Bloss look Bloss look. Okay? Um let's see for the wb. I think closer just
the web a bit more and still just all over the
place, something like so. Alright, so now, let's make sure I see a few things
we need to do in here. I would like to see Okay. Let me minimize
this close this up. Let's name the two light green in here this
should be fine. I'm going to
duplicate this this. I'll drag this on top. I'll black mat in
there let's fiel. Let's select mesh feel. Let's select this and this and then make this
a more darker tone. More or less will pick
the tone in here. Oh, no, that's a bit much. Let's do something a bit darker around here,
so it should be fine. Then I'm going to Let's do. Let me drag this all
the way down actually. So this is going to be
for the next strip. Let's just put it just
put it up instead. Put it up instead. Okay. This risk I only
need height for this, sot of favor snapper
from the heights, increase the height some more at a black mark at a few layer. Let's type in strip in a strip. Okay. So this should only be
affecting let's add a polis knee group or a black marks group.
Still on the same field. This should be affecting this, go back to paint brush. And then I will just come into the strip change the
orientation to begin with. Kind of get like so, increase the counts, rotate
this even more like so. Then the weights to go back to pattern down take
down the weights. Increase the number
for this quite small. Adjust the rotation
also a bit more. Yeah, something pretty mode so. But it's quite intense,
though let's go and reduce the height value for that don't need to be that high. So something roughly around
there should be fine. I think we need to increase
the width for this strip. Use the width a bit more. Okay. Yeah, I think we found
a better value in here. I think I would like
to multiply this bit. Let's do 20. That they won't do anything. Okay. I think this is fine. Get this direction. All right. I think we can work with except I will need one of
these green at the top. This one needs to be at the top. So let's go back down to
this base about the strip. Um, can we adjust this? Give me an Andros
I can adjust this? Can I? Oh, I can. Awesome. Get this cover this up. I'm going to go down there
and then increase the width. Let's get more broader
width to this. Fantastic. This should work
just fine for this. Yes. I like to do
would be to go over I think let me just name
this folder instead to sripGe spellings wrong. I'll save this. I'm going to apply an alco point to this
strip, an ancho point. Let me delete that.
To name this. Let me name this also,
too, so I know what it is. So I know what it is. I want to add an
ankle point to that. All right. I'm going to come over, add a few layer this
ton of metal normal. I add some roughness to this. Then let's get more
yellowish tones. Let's just put this
color in here, make it a bit brighter, right. I'm going to add a black max. I'm going to use let's
use a generator in here. Yes. Let's use the Cato gent. Now for this nting, can I use, under microdtails. I'm going to turn that on. Then go over to macro heights. Let's use the anchor point. Let's strip ankle point in here. Why is this all over the?
It's all over the place? Invert this. Not much
happening in here, though. Nope. Okay, let's see what
we can do in here. We do? Is this won't
do much at all? Micro details. Let's see what we
can get out of this. Not so much, though.
Not so much, except causing they are wrong
ones. Let me close this. Let's apply it again. Let's start by working
with defaults. So edges, cavity instead. Cavity should work. Use the balance for this, get something light in here. All you want to be on
a specific region. Blow that blow is way too much. Way too much blow.
Edges, invert that, no. Let's just do cavity instead. Cavity instead, sharp sharp. The large. Let's take down the
large big also. Okay. Let's dig down the balance.
Let's see what we get. Okay. I think this
should be fine. Carve it. Just cover
your rather. Coverture. Then just to cover. I'm going to put
this in a group. One of the black marks. I want to kind of control where I want this
to be visible, so. I really want this to
be visible around. Like so. Okay. Pretty much like
so should be fine. I also also need something that breaks up
this top path also, too. Very important. Of course, let's blow this
out. Let's blow this out. Let's blow tiny, tiny
bit of blow in there. Tiny bit of blow in
there should be fine. Tiny bit nods with too much. All right, that should be fine. So we don't really need
that much, though. We can just break this up. This we can break up with some other variations of
texture in here. We can do that break up in here. I'm going to duplicate this,
drag this all the way up, name name this to co vtal names named neck or color
Brick, break up. All right. I want to add the
black marks in there. Then, yes, we can go in and
then use some smart maxing. Let's is on smart maxing. No smart smart max
won't be too great. Let's use This is Gronging. Let's some gruge
material. Gruge. Some grog in here.
Let's try this. Here is a good one. Except let me compete this not yet think we can adjust this. I go to add a blow to this. Add some blow filter blow, filter. Okay. Yeah, that should be
fine. I'm going to duplicate this at
the black marks. Maybe not oven black marks. Just leave this as it is,
or just change the colour to more should we
say more dark green. Almost black kind of
most black, kind of. Okay. One of this. Let's
randomize this. Let's do a randomizer for it, increase the balance more. So I'm going to select these
two, put them in a group. I'm not going to name them
to color Color stain. Wrong. Color sin. That's fine. Then I'm going to
add a black max. I'm going to use the polypill. Let's select this and this. In there now, we need to make
some corrections in there. So let's go in and begin to. Work on this a bit more. Let's get something
lighter across this lighter across
this, select this also. About the blow. I think my
blind test is way too much. Coming here, randomize, randomize, randomize,
randomize again. What do we need? I think we need to kind of
increase the tiling for this. I get quite small
tiling in there. Let's set this
stripe na mapping. Yes, better. Pena mapping. But for this, we need
a stone of this blow. For this, now we need to
take this down by a lot. It's not too
aggressive in there. Something light in there
should be just fine. Yes, that's fine. Okay, so we can just
finalize on this by bringing in this jelly mellow. Yeah, I cannot finalise by bringing this in, so
we should be good. So let's create a new fill
layer on top of this. Drag this up. Alright, take the metal, take the normal on its. L we turn on it in the
make this quite rough. Pick the colo tone for it. Okay? At a black max at a few. Let's type in jelly. So Jenny M in here, let's go over to d
and 3d2d and three D. Make sure we s this ton
repeat should be unknown. Let's kale this down. Our big mission now
is to find the front. So, it's the front. Let's make sure we're
visualizing this in here. I go to shrink this a bit more. It out some more. It should be up around here. Okay, I think that's more
or less like a perfect fix. Use a little bit more.
The color for this, I need to make this even darker. So it pops out out
of entire tens. And then let's add a
little bit of eight to it. It's a tiny bit of eye to it. Okay, and then also Yeah. I want to add some
reflectivity in there. Maybe. Um, maybe maybe not. Let's make this
also quite rough. All right. So one thing that's
still boring me, though. I think I like to 30 that still slightly boring me
is base fabric in here. Be fabric in here. I
feel like I just feel like I feel like I should. Let me duplicate this first. So I will backup
want to work with. Uh feel like I should
prank up the tylen. Let's use 30. So it should be quite
small in there. Yes, I think I think this meets
the requirements in here. This meets the
requirements in here. I think this we can work with, yeah, that's pretty much it. That's pretty much it. I think should this work just fine. So now we just kind of
visualize all of this as one single piece and let's
see let's t everything back. Photon everything
back on the hair let's just give this
black material. I mean, just give this
one feel of brown, redish kind of material. There's some a little
bit of roughness to it. Something pretty much
less. So it feels more like brunette
kind of a kind of. Okay, yeah, pretty much, pretty much there.
Pretty much there. Okay? And then let's introduce
some shadows to this. Let's see where we get some
shadows to this. Okay? So let's also move between the variation of
skin tone we have in here. Let's use the other one.
Let's see what we get. Let's see here and
use the other one. So good to put this in a group, et's turn of this white
and set this t Okay. I think some makes better sense. So feels a lot more
natural at least to me. Well, I think we
are good in here. I think we've completed this, and then we should be fine. This we can work with in here. Right. So next lesson, we're going to export
this out and then move it to May and then starts some
egg gen process in here. So thank you guys for watching. I'll see you guys in next
lesson. Bye for now.
38. 36 Exporting Texturing In Substance Painter: Okay. Welcome back, guys. So let's continue from
where we left off. So basically done with
all of this, though, just to export this
out and then get some textures or get
this into Mya, right? So this for the most part should be That's for the most
part should be just fine. All right, so let's
get into exporting. So I'll go over to
export textures. So I want to export this at four k resolution. As a default. Let's specify a particular
fod that export this out too. So I'm posting this
to the girl on art food fold and XP textures. Okay. Set folder. So we don't want to export cara. We don't want to
export the hair, the hearts, Irish
yes, minuscule, no, I want to use a glass or water
material instead of Mya, Aa, shirt polo, yes. So, let's open this ns. We don't need metallic. We don't need this nonma. We don't need this eights. We don't need mixed AO. Okay. We don't need metal. We don't have any metallic
property in there. We don't normal es
won't normal open GL, ton of this AO. Okay? Let's go to the next
one Iris ton of metal, normales, AO outer eye, ton off. Okay. Yes, ton of
metallic normal height. I live opacity. I'll leave
normal open GL, ton of AO. Okay. Then to off, shirts polo. Do you have any metallic
property in here, I think, not. No normal height. Mix AO. Yeah, that
should pretty much it. I think everything's
all set up in here, I'm going to spot this out. Let's give this a moment.
I shouldn't too long. I shouldn't take too long,
running through now. Probably around a
minute should be done. Maybe should be done. Then we go and then check was spotted out too just to be sure
everything's in there. So it's done now.
So cancel this. If you go back to XP texts, see textures, this is not it. XP textures in here, she
our texture in here. So we also need to export
that texture for the face. You need to export that
texture for the face. No weird on white more
white asking for. So let me name these two good Gold Cara. No, no, that's going to mess up the entire naming
convention for this. Let's just put God
in between. Okay. So now we're going to go
back to the main skin. Then we need to don't know if this dan skin
white skin in here. And then we're going to export
out the Are you going to export albedo texture instead. Looking at this now, I don't
know if this is too white. Given an impression
that this is too white. Maybe let's dull down the whiteness a bit
more, less fine. I think should we can use this. Yes, we can just take it down
a little bit more like so. Then we can export
texture again. So we will need to export
let's all of this down. We need to export all
of this down also. Just the base color
should be fine. All right, so let's
export that out. So we'll have a new
variation for this. We get a new variation. All right. I have a
new variation in here. Let me just name these two. After the base, put White White. All right, so we should
be good in here. Okay, so we'll have
two variations not to play with
and then figure out which one works best.
Save this file. Now I think we believe
we're done with Supanpnter, so let's close this out. Close out, save. So now we need to go into Maya
and then start working on the start working on creating or generating
s out of this, okay? So yeah, so we'll do that next. I'll see you guys next
lesson, bye for now.
39. 37 Head Scalp And Xgen Guides In Maya: Okay, welcome back, guys. So moving on. J now, we need to create
gen F for this. So I'm going to start by
selecting this piece. I'm going to
duplicate this piece. So Control D. Let's
duplicate the head, shift bit, send this down. So this is what we're going
to use kind of generate our scalp for now. So I'm going to hide all
of this for now, okay? And I'm going to give
this a default material. Let's use a lamb bat. Call the lambat material
to this I mostly use lamba use doesn't really have any issues with working
with egg gen in yet, so let me just stick it to
what I'm familiar with. It gives me less issues. All right. So this
should be fine. Maybe I'll darken it
a little bit more. Now, one very important thing to keep note
before creating gene A inside of your to
create a new project file. So let's go to Project Window. Let's do new. Let's open this up, phase the file directly, no. Let's go and copy the
five directory for this. Copy this file directory
in here, copy this. Piece in a let's
put a new folder. Let's name this folder. Cara Maya select that, select. Okay. Then I'm going to name the two Maya folder. Okay? So all of this is all set now. Should be fine. Click on Accept. So this should be fine.
Then save this save this. So now, if you go over
to that same folder, we should be able to sit
down the aramia cara folder. Yeah, that's fine. So we're all good now set up accurately. I'm going to
duplicate this again, hide the first one. For this now, it's going to crop out regions where I want
the hairs to grow out from starting from the starting from the headhe starting
from the headhir now. Let's do the head
hair first. Okay. Start from the head can see where the s are
being generated from. So the idea for using egg
generating egg gene is to create a scalp that is
more than what you need. Actually creating an s
type of scalp in here. So that's what we're
going to do in here, so the should be generated
around these parts. Let me just use the face mode. So should be generated around
roughly around these parts. We select this don't do that. Let's select this. So
basically around this region, but we're going to select
more than what we need. That's a general idea in there. So let's come in here. I'm going to select a loop around here, delete,
delete this. Come down here, select
more than what we need. Let's select a loop around here. Deletes. All right. We're getting
something in here now. I'll leave the s also to
the also kind of gives me an idea of where I need to
kind of create my guides from. So I'm going to leave that.
Okay, deletes deletes. Okay. The lids. I think this should be fine. It's more than what we need, so this will work. Just fine. All right, so I'm going
to go in and then rename these two head. Let's all caps in
your head, scalp. Okay, I'm going to hide this for now.
Let's duplicate this. Duplicate this. All right. Sit to make this visible. Okay, so now we need
something to kind of generate that scalp to generate the
eyebrow and eyelashes. Also selecting more
than what we need, so I'm going to go face smooth. Let's do something around here. Okay, delete, delete this. Let's come down
here. Double click. We need something that goes
something like, delete. Delete this all this
should work just fine. This obviously more
than what we need. Let's create a bit more
space in here actually. Can we do something around here? No. That's gonna just
mess things up. No. I need to do it. I cannot leave this
as it is, though, but I would like to No, no. Can we connect this
here? Yes, we can. Select this go all
the way down here. Set do that, select this, go all the way
down here, delete. Yeah, I think this should
be just about right. So let's name these two I scalp. All right, so this is basically all we need for the scalp. So the scalp and then
the I scalp in here. So we should be good in here. I'm going to put this
two in a group Control G. Let's name this to scalp. Scalp let me name this
to XG scalp instead. All right. We should be golden in here. So now what we need
to do now is to make sure we have UVs in here and then make sure that UVs
occupy most of this space because we're going
to be painting marks instead of substance
instead of Maya. I've been a substance
painter too long. I keep I'm just
reminiscing back to that, so Anyways, we're going to be painting textures
instead of Maya, so those textures needs
good UVs in there, so Us occupy quite a
lot of space in here, so you can work a bit
accurately in here enough texture
resolution for Egen. Maps generated with gen
so double click in here. Let's do a cut Let's
do cut in here. Then select these
two. Don't unfold. Okay, then orients Come
on, orientation falls off. Let's rotate this. Select these two. Let's
do a layout in here. Okay, so it's occupying
a lot of space, which is precisely what we want. Let's do the same
for the eye scalp. Select it on fold. Then let's do a layout, so it occupies more
space in here. All right. That's fine.
I'll save this out. Okay. Let me close this out. All right, we are good in here. I'm going to change our
workspace to gen. Let's do gen. Always let's kind of remove
this because just copying to more space. Remove this. Remove this also. Alright, this should be fine. I'm going to save this out. So the first thing
you need to do is to create let me bring out my think I have an
gegen pure ref in here. Let me just type in
pure ref in here. So we have one
specifically for gen hair. So we need that also
to opened up in here. Okay? So I have some variations of NN here
we can actually use as a secondary reference kind of gets kind of capture
what we need in here. So we would need
that. We need that. So yeah, um, so yeah, just
to keep that in mind. It's always good to
have references. Kind of helps kind of gets the looking precisely the way
you want them to look. So yeah, just keep that in mind. I'll put this let's
put this up here. I'm going to press the
middle mouse screw, drag these two all
the way to the end. I don't want to convert my gen generated a into polygons.
I don't want that too. Also to our outliner
Window outliner in here. I actually helps to create
a bit more space for us. So we have enough space
to work with in here now. So now let's go to Egg gen.
Let's select Egg gen in here. So now to generate our egg guys, we gonna select keep a last cup going to start
with first. So let me select. Let's select. Um, let's see. I'll select this scalp, scalp. Let's start with this.
Let's start with this. I'm going to select the clic
on create new description. So this description is more
or less like a subgroup. We put that in any way. N collection is like
our main group. So basically, I'm going
to rename this soon. He let's underscore. Let's underscore
in here under sce. Sorry about that head here. Underscore DESC for description.
Then create collection. The correction will
be like a main folder kind of our main group, so I'm going to
name the two head underscore scow
underscore collection, CLL should be fine. So we need splines in a random
across surface, correct. But this means kind of change the placing and shaping
guides because we want to kind of manually by ourselves place and shape
our guys the way we want to. Click on Create so we cannot create in
precisely what we want. I'm going to select this, and I'm going to hide this, select this selected
let's create guides for this because it's based
on the guides you have to kind of directly, directionally force their
follicles or trans, kind of follow those
guides direction. So it's more less
like one of using you guys cannot create the parts before the air to
generated out from. So I'm going to go over
here to the top screen, top menu here and move guide. So I select this. Now, we would need this
reference close up in here. So I would like to start from somewhere around let's do
somewhere around here. So I grade my fast
guide in here. Okay. This would work just fine. Okay. We can use. So I'm going
to scale this out. Like so. Yeah, that should be fine. So what now I like
to do be to make sure I get with this
guy selected now, let's rebuild this let's use the value of
let's use a value of, let's use eight, the
value of eight in here. So click Okay. So you should have eight
points generated out of this now so you can
have more CV count for it. So let me just show you guys control guide control points. So should eight of this
in here now, so one, two, three, four, five,
six, seven, eight. Okay? So it's more like having enough resolution
to work within her, so that should be fine. So now we just kind of shape these guides to shape these guides to where
we need them to be. So I'm going to
selet sculpt guide. So I'm going to
increase my browser. It's B with the left mouse. I'm actually using my
pen right now, so. No. So B with the left mouse click to increase
the brows size. So now input this year. So now I'm just going
to shape our guides. Key on the keyboard, select. Let's go over to object mode. Okay, EGT EG to go back
to our scope guide. Okay. Let's bend this down. Start by rotating it this way. Then E G on the key
I G on the keyboard. Is G on the kyod's not working. I think we need to
use this first. So let's bend this over. Okay. Yeah, something pretty
mode like this. Get that cove in. So basically, I'm trying to recreate this cove
in here first. That's basically what I'm
trying to create. Okay. I feel like I should
extend it out a bit to my guess rotate this. Select this, rotate it
this way. All right. I think I need to scale
it out some more. Okay, rotate it down some more. Out a bit more like so. Alright, let's
create another one. Put another one in here. So we don't have a good reference for
this cider that's fine. We're just going to merge
this as closely as we can. Scale this out,
rebuild it. Okay. I'm going to bend this down. I think my scale is
way too much. Okay. Let's get this around here. You always want to
make sure you have some shape in there,
very important. Get some shape in there. I think I need to
move this close. Maybe that's way too close. Lestend this out a
bit more. All right. Get a more bigger
view around this. Move this outward this way. Let's add another one. O. One around here. I'm almost kind of block
out the major forms. I want to block out
the major forms, more or less like
creating more space in between, so I
want to remove that. I always like to kind of work. And for now, larger creating
larger space in between. So one kind of blockout or create more guys
in between then it's going to kind of interprate in between those larger space out guides
we have created before. So let's do one year, scale this out some more if it's more, let's rebuild this
eight. Alright. Let's use the sculpting guide. This feels like it's
way too much, see. Okay. Let's get this. I think I will need to
bring out the garment, actually the garment will
actually help me help me no soon be touching the garment. So let's bring this Come on, let's bring this garment
out down here instead. So we're going to serve
like a placeholder. So we don't kind of create something that
actually touches it. Okay? Yeah, this should be fine. This we can work within years. Let's go back to Egg Gen. Create another guide. Let's create one down here. Yeah. I see how this kind
of interpols in between now is more or less
precisely what we want. Let me move this this
way, a little bit more. Let's select it,
rotate it this way, a little bit more all right that we can work with Okay. We can go back in here. Okay. I think I need to make
slight correction in here. I'd like to get this
out some more Alright. Yeah, I is working just fine. Let's add one around here. Okay. So see that kind of
interpolate note so in between, which is also cool
precisely what we want.This work just fine. Okay. Yeah, precisly what I need. I'm just going to bend this over this week, a little bit more. And I don't want it
to be this long, let's scale this down
a little bit more. Leave that up a bit. Like so. Okay. Yeah, this should be fine. Let's bend this this way. All right. Moving on. Let's create one Yep. Yes, is interpolating
in between now. Which is exactly what we need. I think I need to
bend this also. Let's be bend this bend this over, do that. Get this down. Okay. Get a
curve to this. All right. Yeah, we're getting something interesting in here, no doubt. I feel like I should select this and rotate
this out this way. So more Okay. That
would be fine. Yeah, definitely getting
something in here, so let's continue with
that same energy. Bend this over. Okay. Yes. Let's add another guide. Study guide around here. So this one should be a
bit closer to her neck. So I want this to be
quite close to the neck. Let's bend this over this way. Okay? That should be
fine. Let's create. Another one roughly around here. Okay? This one should be
maybe slightly shorter. I move this closer to the neck. Right. So let's start with the back. Let's start with the
back. Let's create. Let's create one. There's going to be a
hart around on our head, so let's do one here. Some of these tines kind
of just a bit more though. But we should just get this in, do another one around here. Yes, kind of encapulting in direction where we need
it to be, which is fine. Okay. So let's create
another one down here. Yeah, we need to Let's
just cop in instead. Let's get this out this way. All right. Bend this this way. All right. Get
this up some more. I think this is a good place. Let's kind of visualize this
from this angle like so. I see some things I
need to pull out this, for example, get them out at
a bit further out, like so. Okay. Let's generate a few more
around there, just to hold. Just just hold the
shape a bit better. Ben it over. Somewhere
around the edge be fine. Let's add another one. See fill up can fill up
these gaps in here now. C fill up these gaps in here. Let's bend this
down in this way. Okay, scale it out a
bit more. All right. Let's do one also around here. Yeah, also, also, like,
so should be fine. So don't go too crazy, though because you think
it kind of do for the opposite side to do
for the opposite side, so seeing this should be fine. Sow let's generate some eze out of this let's
see what we get. Okay. Let's do that next
lesson instead. So let's just do once and first. Let's select all
select all of this. Then mirror this
to the other side. So we have something
like this now, right? So next lesson, we're going to continue on. So bye for now.
40. 38 Pt 1 Head Scalp Density Mask Xgen In Maya: Okay, welcome back, guys. So carrying on with this. Just before stadding some
drinking s out of this. Let's just strength
analyze on the guides. So I would like to see
where the heart is. So let's bring the
out of the mix. Let's put this here. So I know where to
generate s from. So following the same pattern
in here, that'll be fine. Okay, so let's go back to X gen, still on this scalp,
out. Let's add one. Okay. Increased a bit more. Do we need to bend this? Yes, I believe we do need to
sculpt something in here. Okay? Yeah, pretty mot so
it should be fine. Okay. Get some cove in there. Let's do one also up here. Okay. Add some sculpting to it. Let's add some interesting
shape also to that. All right. A add another
one around here. Okay. I think I need to
make this quite long. Let's see let's
figure out the shape in here up a bit higher, a bit higher also around here. You should start bending towards the center, pretty much like so. Okay. Let's add
another one down here. This should be quite long. Let's cop the shape in Okay. Bend this over this way. Alright, so let's do one
more down here. Okay. Scope the feature in. Let's get this fist
in this direction. Okay. Yeah, pretty much like
this. I'm going to select. I think I can
select these three. And I'm going to mirror
this to the other side. Now we have some
conflicts in here, so let's resolve those
conflicting directions for it. Turn this over, select
this, get this across. So now we need to create
a few more in the center. Let's do one here. Okay. Get this out. Alright. Let's do. Let's do one also up
up all the way here. I'm going to let this go up. Okay. Move this this way. Let's do another one around
here around here also. I think this is this
we can work with. I'll save this. So now we need to work on
the opposite side. The opposite side, the direction
for the opposite side is quite different in here. Okay. So need to flee
some of this out. I can select all
of this in here. All right. I'm going to extend
them out a bit more. Should be a bit out some more. Let's use our sculpting to
get some shape to them. Okay, clear this
out, select this. Bend this this way. Select this. Get this down out like so. All right. I'm not basically
trying to break the similarities in there actually trying to break
the similarities in. Also right. I think I should scale them out some more kind of route
them out this week. Then come in and bend this
down, bend this down. Alright, I think this
we can work with. So I'm going to save
this. Let's generate as out of this. Let's see. Okay, it's fine looking
quite interesting in here. This we can definitely
work with definitely make obviously some
corrections to the bots. I think this is coming out nice. Okay. This we can work with let's adjust this CVicon
let's set this CVCun to 20. So this kind of
force the strengths, kind of follow the guys
a bit more accurately. Unless I make some
adjustments to the weed, so I'm going to use
the value of 0.01. For the weed save this, let's make sure we turn on antes in so you can see
the s a bit more properly. So it's slightly more
better definition in there, actually. Okay. Then I'll go over to Um, yes. Let's make sure I'm using
Nicole red value for this. It is c value for this. So tapa 7.1. So let's come to the tapa. Let's do this 0.71. Then the TAPA start,
should be 0.760 0.76. Okay. Now, let's increase the
density of our head here. Let's get this a
bit more densed. So we know what we're
working with in here. I'd also like to bring
out the head also. Let's see. Let's bring out
this head out of the mix. Now this is affecting the neck. I actually touching
the neck so we can see this a bit more risk in here. Though we have a generating we are not supposed to
generate it out from, but I think this should be fine. Rotate this out some more. Okay. I think we are good in here. We gets in the air we
need let's make sure. Let's review the heart also. Let's see this with the heart in here.
Let's see what we get. Okay, we see one issue
here, so select this. Put this down some more. Let's go back in
here, refresh this. Okay. This is fine. Select this up a bit more. Select this also up a bit more. Run this through. All right. I think we have something
workable in here. Okay. Yes. So now, basically, let's just go and hide hide all of this. Make sure this cap is visible. So now we just need to
paint where want this cap generated out from.
Go to your preview. Turn off only primitive in view, so it generates on
other regions, too. Let's bring back the
hats and the neck. Let's review this. Let's see. Yeah, this is quite good work. I believe this is quite
good work in here. Let's select this to scale
them out a little bit more. Run this again. No, I think that's way too
much. Let's put this down. We should use the brush
instead and pull them out. W some more run this
again, that is fine. Yeah, that's funtion. Us of specify where we want the
hairs to grow out from. So let me select this
and this and hide them. Save this so let's eye the guides from
the generated for now, let's kind of paint where
we want the s to grow out from. Very important. Let's paint where we want
the s to grow out from. So to do that, let's paint some density mouse. Let's go back to primitive, open up this option, create map. Let's say this 250. We painting full black.
The full black in here. And then let's name
these marks to head. Let's our caps in here. Let's head unsce head under scoe D ENS underscore max, perfect, so let's can create. So right off the bat, you should be having
something like this, full black, exactly
what we want. I'm going to turn on wire
frame on shaded also, too. Then let's eye the hair. No let's paint where we want our hairs to be
generating out from this. So let's go to the brush
set up in here first. So let's do painting with solid
brush, let's solid brush. So a painting with full white I also want to paint
this with symmetry turned on, so I need to shring this
down a little bit more. Let's paint this
with symmetry on, so go to Crook, I believe, on reflection. So you're painting
with symmetry on now. These are bro size. The
broize is fine for now. So I'm painting with full white. So yeah, let's get into that, so I'm just going to
paint around, like so. Okay. Print here. Then we come in here,
let's pins down here. Fill this up. Now we
can just fill this up. Okay. Let's get this filled up. Alright. This should be fine. Alright. This should be
fine. Let's test this out. Let's test this out to be sure. Let me more or less get
something around here first. Okay.
41. 38 Pt 2 Head Scalp Density Mask Xgen In Maya: Now let's save this. Let's see. I'm going to save
this. It's going to generate from those parts. So those parts we
mark start now, we're generating out for us. So yes, let's start of
fire from shaded from now. Okay. Yes, let's
hide our guides. I think we can work with this. Yeah, this we can
definitely work with 70 cars, yeah, that's fine. I think this is
This is a good one. This is a good one.
It's a good one. So I like kind of assign texture in here
S this to four k, assigned texture, sieve texture, sieve also in here, right. Then we can sieve our file. So now let's kind of fed
this out because the edge is kind of a bit sharp in
your Let to fied that out. Let's go back to the pins. Let's set this pin
brush to blow. Let's say this to block. So we should start
blowing this out now, So what needs to symmetry to do is precisely what we need. Let's do remonttd also again. Okay. There's always some
weirdness in here on the center part all the time. Actually went
blowing things out, so there is some
weirdness in there. Okay? So let me tone of
symmetry for this, which is the reflection
tone of reflection, and I'm just going
to paint this. It's a bit weird kind of s
separating things out in here. It's a bit weird. Let's repaint. Let's repaint that. Blow. Fantastic. You just repeating
the same issue in here. Let's go back to paints. Paint this low intensity, reduce the blows size. Let's just do something
like soap, no. Quite can be quite
annoying sometimes. Reduce the browse size
a little bit more. Use the blow, reduce
the bros size so more than just blow this. Fantastic. Anyway, Tim being
major issue, though. I felt increase the brow size. So more blow this
out a bit more. So you get properly fided
edge, properly fided edge. Okay, Let's save this. Turn off Ram and shaded. Save the file. Yeah, this should be fine. They should be
fine. So we need to kind of make some corrections
in here for the year. Let's bring out our guys. Let's ID for now. So we need something kind of
ps this out. Close this now. I would select this, rotate it out some more. Do the same for the other side. You select this. Come on. You select this, lip
this up some more. So knew some guides kind
of force that in place. So let's create a guide here. Okay. And I'm going to
please don't crash. Please don't crash. Please don't crash. Come on, don't crash. Come on, come on. Uh Well, that's great. I think my eyes, new it Kw it. Anyways, let's open
this up again. See, I crashed on
us, fortunately, so let's go over to
five set Projet. Let's set that's Pu jets. Let's copy my Karamayaopen
this copy these five parts, paste this in here, then
select the folder sets. Let's go over. Let's
go over to Egg gene. We need to remove
this remove this, bring back our guides ID here. Now, you need to kind
of redo this again, select this. Get this out. Select this out. Then create new
ones around here. Well that out. So more let's just mirror this
to the other side. Okay. We can do one more around. Let's do something around here. Kind forces in a
butler direction. Select this out some more. Okay. I need to let me
move this guy out. Let sculpt in two. Criticize
move this out some more. Okay. All right. Let's mirror this
to the other side. Has it been mirror
to the other side? I guess, let's
visualize as in here. I think I need to
move this this way. I don't think we have something
in on the other side. I don't think we have
it on the other side. Et's mirror this
to the other side. Oh, I think we do. I think we do, but let's
delete this older one. Run this again. All right. Okay. Just checking just to be sure if everything working
correctly or not. Yes, I think this
should be fine. Let's bring back the arts. Bring the back out. Let's see. Yeah, definitely
an issue in here. Yeah, definitely an issue here. Gonna make sure
the ears are kind of relaxing more on this call. So let's fix that. Most likely, this
is way too far out. So let me I think there's
a way to move this. I think there's a
way to move this. If I still remember
correctly, though, I think control put control and the middle
mouse crew drag this up. We set this up here. Okay. Let's get this more
towards the skin. Okay. Generate as in there. All right. Okay, so should work. We definitely need to do
some cleanup around there, but I think this should
be working for now. Okay. Yeah, this is the one I believe deletes that's Let's
select this new one. Let's select this mirror
to the other side. Save this. Let's go
back to the paints. Let's paint full black in here. So let's go over. Double
click in here, solid brush. Let's paint full black. Yes. Need to ease ease. Oh, come on. Painting, full
blacking, you know. What's going on? This is full
black already. One paints. Yes. And what is better now? Let's do wire frame unshaded. Let's see raise this, go back to blow, take
down the blow size. Blow this edge. I'm supposed to do
this symmetrically. Supposed to do symmetrically. Let me undo that.
Okay. Let's make sure symmetry is done
on for this reflection. Black. It's supposed to be on this pen. Yes. We get wheeze some of
this out some more. Okay? Just a bit
more. All right. Let's go to the blow,
use the blow size. Okay. Let's save this torn
off wire frame shaded. Now, some of these as we
need to fix most definitely, we need to delete some of this, but I think this should be fine. Save this. Okay, so we'll
continue on the next lesson. I'll see you guys in the
next lesson. Bye for now.
42. 39 Pt 1 Head Hair Modifiers Xgen In Maya: Okay, welcome back, guys. Alright, so let's continue this. There are a few things I would
like to do in here though, but for now, let's start by. Let's start by creating. Because I feel like I should create show you guys in here. I need to kind of create
a side hair like sew, just to give it a bit more
a bit more surface surface. Should like soft, kind
of hair detail around the side of her face just to make it feel a
little more interesting. Because that would
actually help. Then is not so much indoor. It's kind of pushed all
the way to the back. So let's see let's see what we can get
out of this though. So let's start adding modifiers in here and let's get modifiers running in here. So I'm going to use
my presets in here. I have some preset I can I
can actually use for this. I'm going to be using
those preset now. So, we have this
albino hair in here. Quite a lot to use
in here, though. It's a nice coil to eat. I go for something that does not have any measure
of coil in there. Okay. So yeah, let's have
some Asian A in here, so I think there's
one for short A. There should be one for
short A around here. Eye clumping, T clumping, pong hair quite a
lot in here. Be no. Okay. So let's just use
this Asian A in here. Asian will be a good one. So let's do that, so. Let's start with the
Asian Long clump one. So I'll go to generate generate generate
some clumps for this. I'll click Save. Allow
this run through. You should be getting
something like so. And I also need to. I also need to can see some coming entering the
skin, which you don't need. You don't need entering
the skin in here. That feels a bit awkward. Let's go That's why I
need to add modifier. At least. At least see how this is actually
working in here, it should be this two. These two in here. Let's use the sculpting to get them out the bits,
ground this again. Okay, another one
around that parts. Okay, I think a better
idea would be to use let's hide this now. Is to kind of create more
kind of create additional Oh, no, maybe not, maybe not. Because what we have here, the guards we have in here
is already good enough. So I just need to rotate
them out some more. Most likely, this one. Okay. Let's get it out. Right. Let's do the
same for these sides. Let's get it out a bit more. Select just this out. Let's run this again. Let's see. Okay. I think once in the
actually open here, definitely to add additional
guides on the lower part. So guides let's see. Okay. I'm not supposed to get this
kind of entry into the here. Maybe we should come
in here and increase this civic council around 40. Let's run this again. We still have them penetrating in. Yeah, I would also have to. We need to create
some guides in here. I create some guides, kind of tag guides around. Let's do one year, one year
or and select those two. Select those two. I'm going to push
them out by lots. Okay. Get this pace in this way. Okay? At some more. Put my selection to. I'm going to mirror
this to the other side, and let's run this again.
Yeah, that's fine. You can say it's pushing that
out now because those need extra guide is going to
push that out. That's fine. But rather, I need to crank up my let me ID
guides for now. Save this. I need to crank up
the density in here. So let's use Andre, I guess. Let's go back to modifiers,
generate, generate again. Let's look at our
main reference so we can follow this a
bit more precisely. So the clumping I have in here, I need a bit more
clamping in here. So let's do a value four,
generate, generate, save. So you get more clumping around now, this
is way too much. I think we have way too
much clamping in here. This is This is
not ones we need. We need something in there. Let's go back to set up
in here. Let's do one. Be here, we kind of have
larger clumps in here. See larger clumps in here. So I'm trying to recreate
those larger clumps in year. Now, we have too many
clums right now. Close enough. This
seems close enough, not entirely there yet,
but before I am continue, I'd like to adjust some
of the setting aneus. Let's grab the roots
up a bit more. Get the roots up a bit
more like so. Okay. Yeah. I still need
to work on I still need to work on the numbers
of clump we have in here. I need to reduce you have too many cloms happening in here right now, so
let's reduce that. Let's reduce that. Okay. So let's go back to setup. Let's use the value
at 0.3 initially. Let's the value of
0.0 0.3 generates. Save this. Yes, now we have bigger
clumps in here now. Yes, something like
this should work. Something like this
should work fine. Okay, so let's carry on. Let's carry on now. Let's go over to the
clumping load user. Let's do clump two. Let's do clump two,
setup, generate, save. Let's allow this run to
see what that gives us. Okay, so this is going
to start breaking up this original clump a bit more. This actually looks nice. There's a guiding in here.
We need to push out. This guide. This guide needs
to pull out some more. So let's this. I need to get this out. Let's get this up a bit more. Okay. Like so it should be fine. Okay, I think that's the
corresponding parts. Okay? I feel like I should know. I feel like I wanted
to add more kind of rebuild most of these
guide points in here, but I don't think
we need to do that. I think this should
be just fine. This should be just fine.
Let's run this again. Let's see. Yeah, we have
the penetrating es in here. I think that we need to add. We need to add more,
another guiding here. It's kind of all this tightly. Let's do one very
close around here. Reduce this size a bit more. I'll push this out quite more. It more around here. Let's add some es in here. Let's see what that gives us. Try to force some of the
ears out of the air. Out of the air. Let's run
this again. Close enough. Yeah, This is fine.
This is fine. I'm going to duplicate
this to the other side. Let's get this on
the other side, and let's go to mirror
this to the other side. That should help. I'm going to again see how that helps now. Most of what is
generated in here, we can just delete those hairs. Those hairs, we can delete it's going to be a bit tricky
cannot delete them though. But delete them
anyways, that's fine. Let's add the guys for now. Okay. Here, we get some you. Looking at this
now, I feel like we need a bit more densed hair. I think our hair needs to be
a bit more densed in a Okay. Maybe go back to the comp one
kind of spread out e more. Get this spread out
some more. Okay. So just to make
it feel like it's a bit more dense in there, so trying to make it feel a
lot more densed dns in there. Okay. Right. I think this
feels a lot better. This feels a lot better. Okay. There are some
interceptions in here. Let's see if we can
get that fixed. Let's see
directionality in here. I think is this
one. Okay. Get this back out a bit more. Okay. I think pretty much
so should be fine. Let me select this. Let's get this out a little bit more on this
edge. Run this again. I'm just making smaller,
smaller corrections to this. Making smaller corrections
to this. Let's continue. Let's go back to the modifiers,
selection modifiers. Let's add another modifier in her so do we need to add a coin? Don't think we need to
add a Let's just add the coins Let's see
what that gives us. Now, we don't necessarily
need this coiling here. Maybe just a tiny
bit should work. It's a tiny bit, so the idea is kind of the
randomization we having here, so for the counts, we need to take down the randomization for
the counts in here. So let's do from 0.52. Let's rise 0.5 to two. Okay. Yeah. We still have a lot of coiling we need don't really
need so much coiling here, so let's take this
down also from 0.1 to 0.5 instead. Yeah, this is kind
of, this is nice. Let me hide my guides for now. But it's kind of grating
some weird to this, the end is a bit
weird for the tip. Let's see if we can figure out. A
43. 39 Pt 2 Head Hair Modifiers Xgen In Maya: Let's see if we can
fit it in here. Okay. Not really. Not really. Let's get this up. Let's spreading it out, get it back down
all the way down. Also, I don't want this to be
affecting the entire head. So let's randomize
the max for this. So let's do a value of 0.1. So a value of 0.3 instead. So not everything is
going to be affected, a few of them is
going to be affected. Let's compare let's see. Okay? Something like so, yeah, I think this can work. I'm just kind of a bit more concerned for
this tip, though. Though we have some of
that tip in here, though, if you can see some of
them, is a bit shabo. I like to space them out. I think what we actually will
be adding noise in here. So let's add. Let's add
noise asian long noise. Okay. It's not doing much though. It's not doing much. Let's
go this qui. I think. Let's find dominating
there. Let's try. This I think I should
definitely be the one. This feels like it is the one that's kind
of messing things up in the Okay. Let's cup this down completely. Okay. Stiff is awkward, though. Stiff is slightly awkward. Let's. Let's see if that
actually does anything. Nah, nothing at all. Get this back to where it was before. Though, for the most
part, this can actually work. It's actually work. If I get this back in here. Okay? What will actually make better sense with adding
some codes in here. So let's try and see if we
can add noise seems fine. I don't want something
that's way too noisy. The noise in here
should work just fine. Oil. Let's see, okay. Not the root now
trying to figure out if I need to do
something for the roots. I think I do so these roots, let's take root like so okay? Okay. Let's see. No, no, we need some volume in here. Take this down. Let's see. Basically trying to
compare this just to see if I can get
some volume in here. I think that should be fine. Now, this nice tea feel like I should reduce my clump in one. Feel like I should
reduce this even more. Let's set this back to let's use a value of four
instead generates, save. Okay. Okay, we have big junks in here. Just need the right. Right
value going to sell this. Let's do three. Run this again. Let's see where we get. Let me run this down more. Okay. All right, I think we
can work with this. Let's do a value of 80 in here. So maybe let's do 70 in here. So just a plecora trying
different settings in here, cannot figure out
which one works. Which one works just fine
for your set op in here. I'm going to
generate this again. Run this again just to see. Okay? I think we can definitely live with this.
Let me turn this off. All right. Looking for a number
that should work for this Clumping one again. Let's go a bit extreme. Let's try value of
one in here generates save Let's clump two C Nah, this is just way too small. Way too small. I
think the best value for this should be let's do 3.5, generate, save. Yeah, I think we
can live with this. Let's go back to let's review the guides.
Hide this for now. Maybe because we are
maybe because our guys are way just too noisy probably. Probably try also try
something in here, so we can do just for the sake of experimenting
in here, let me hide this. We do set up in so we generate our clump
from the guidance itself. So if I save this now, it's going to be
generating gloms from where we have our
guides in there. So anyway, we have guides, it's going to generate clumping. Well, it feels like a
mess in here though. It feels like an
entire mess in here. Okay? Let's just put in here and then see if we can see play
with the certain a bit more. So long eps Like so I think this work. Let me go back in here and
let's do a value of 15 year. Let's see how actually helps
with anything. Not really. But the point is that you have so many options, kind
of work within here, figure out figure out what
works best for your character. That's completely fine
and completely up to you. I'm going to delete some
a few things in here. Let me use this select
primitive select primitive. If I can just find it a
stubborn one in here. I need to find a
good angle for this. I'm selecting everything
that something at the back and I deselect this. Yes, I can. Awesome. Select this also. Okay. I'm going to use this thin cooling primitive,
cool primitive. So select that to kind of delete that extra
haze in the air. Okay. We have a
few also in here. This selects all of
this, all of this. Okay. Let's delete
this. Select this. The select all of
this down here. Do that. Let's
select them again. Can I select them as
individual strand. I can't, I can't select this. Keep selecting keep
selecting them. Okay. Just select all this. Let's see. This select, then we can delete this, I think I'm going
to be using this as my final setup instead. But I don't like
I'm not like get this pinching in here the root. So let's see where
that is coming from. Coming from pin, it takes
down, that actually helps. Just need to find a
good value for it. Yeah, I like this one more because there's
some volume to it. So let's go back in here and then increase the
volume all the way to hundred just for the sake of trying something
out in here again. There's no end to kind of No, guides instead, it's
supposed to be on guides. So let's run this again. Now we have more hair in
here. Doesn't really do much. Not so much happening in here though. But I think it
should be just fine. So I'm going to save this.
I'm going to go back. I feel like I should play
with this coil some more. I should play a little bit
more with this coil. Okay. Let's increase this
number a bit more. Let's use all the
way to 90.1 to 0.9. Let's increase the
visibility of this from 0.12 70.7 Okay, maybe just maybe we
can actually use this. Let's turn it off sea without
any major difference. Okay? Sharp. Then we have
this a bit fuller in here. Should be a bit
sometd ones in here. Okay. Maybe let's take this
down instead of seven. For the mark, 0.7 let's do 0.5. So, there's no right or
perfect to do kind of try things out here and then to figure out what
works best for you. Okay. Let me take this down a
bit more Let's do four. Cut that off. Okay. I think that should be
fine. I'll save this. Let's bring back the
other primitive. Let's see what we have. Okay. Yeah, this is nice. This is nice. This
we can work with. Except we can do
something in here, we can we can come in here and then
we can go to primitive. We can extend the length of the. Let's do zero. Let's do 1.5. Okay, now we have
this way too long. Way too long. Let's
do 1.1 instead. Let's try 1.2. Okay, I just pushes the
hair out a bit more, like so should be fine. Yes. Maybe not too much, though. Let's do 0.18. Yeah, this should be fine.
So I'm going to save this. So the next lesson, we're
going to work on creating the eye lashes for her. So no, no, I think we need we definitely need
some hair around here. So we need some
hair around here. So we'll do that next
lesson by for now.
44. 40 Teddy Hair Xgen Guides In Maya: Okay, welcome back, guys. So previously, I see kind of finalized on this hair in here. But I would like to add
some additions to this, like, putting some
teddy air on the side. So I really have some
reference that I doloaded on interest
to kind of use. Maybe you might use
something like this. Or maybe something
like this since something like this makes
better sense instead. Just try to kind of merge the length of the hair
around those spots. Let's do that. I'm going
to go to outliner. Let's select this and this. I did those back to the cup. So generally, the hair is going to be roughly around here. Also to one now,
I like to do this to let me show you
guys kind of sieve out your egg modifiers because I made some modifications to these are modifiers in years. Let's save them out.
Let's save them out. So I'm going to come down
and start with this. Let me show you guys
have to save out your modifiers so I'll
go to this folder icon. Click conceive modifier. I'm going to name this to. Let me give the name
of my character. So let's do cara Cara underscore shots He
underscore clump. There's the clump underscore 01. Okay. Saved. I'll go to the next one. Pretty same to know, T is
basically how I kind of save out my modifiers in here. So now reuse for other projects. So let me save this clump two. Okay? Let's go to the
coil, sap modifier. Okay. Let's them this to coil. All right. Same for the noise. Let's same for the,
this is the noise. Only have one noise in here, so no let's go 01. Okay. Then let's
do for the coords. So this is something
I can always reuse for other projects. So this is the codes.
I'll save this. Alright, so good.
So now let's create the side teddy hair for this. I would like to flip this image. Let me just flip
this image this way. Because I want to mirror
this to your side. So select this scalp, let's go into description,
create description. So this description should be teddy a description ESC. They want to this description to be added to the ESCA collection. That is precisely what we want. I'll leave that as it is. I'll leave that as it is, and I'll go over to
random across surface, plt in a shipping guide, create. Yes, this is fine. I'm going to leave this
as it is in here in here. Just give me a guide for me. Let's add a point here. Okay. On here, that should
be fine. Get this out. Scale this out a
little bit like soap. A little bit more. Okay. Then let's go to AscopTin two. Let's reduce the
size of the brush. And I'm just going to
bend this in here. It should be kind
of in here like so. Okay. Yeah, bend this around here this way to
add a curve to it. Yeah, that should be
fine. Create another one. Let's add I'm going to create a large gap in
between though, so. Let's create a gap in between. Let's create a gap here.
Extend this out a bit more. I there's way to extend it out. Let's cope this down. All right. Get this
bent this way. Should be also
closer to the skin. Let me increase the
broad size some more. Make this closer to the skin. Okay? I think so it should be fine. Let's create another one, take up around the
air, scale this in. Fold this down. So the skin somewhere
around. That should be fine. So now if you create orders now, they should interpolate between what we already have in here. Let's do one year. Okay? Yeah. Yeah, oh soak. Alright. They'll need one year just
to hold the shape a bit more on the edge. But this I'm going
to take down by lot. Let's do another one
here, soakle these two. Fold this in some
more and some more. I need to scale them down. Slate these two leave
them down some more. Select this This also scale them in Okay. This I need to bend
this way some more. Let's get this out of
the skin slightly. Okay. Let's select that bend this this week goes
out to the skin, right? You need one around here. Do that. Let's do
one year instead. Let's go to our scoptin to
live this up some more, pretty much like
it should be fine. Let's generate on those parts. I Tn this off. You should have gen
written out in here. I don't know why can't find
something is oddly off. Save this. Just hide this for now. Come on. Zbrush Engine
is acting up now. It's neither refreshing
anything in here now, so kind of close the soft
to open this soap you save this basically acting up. Nothing seems to be
working anymore. So I'm going to close going
to close. It's working now. It's working now. Go back to the teddy hair.
Take this down. All right, so now, what I'm
going to do would be let me show these guides hide this. Let's add another
one around the. Okay? Yeah, somewhere
around there should be flying closer to the skin. Okay. Save. Let's put our set in here. So 0.01 for the weights. Then let's see set up for this. TPA should be 0.71. Then TPA that should
be 0.7 common. Right? Something. Then tapas
that should be 0.76 Alright. But yeah, we can work
with this in here. This we can work with. So I'm going to select all of this and mirror this
to the other side. So let's mirror this
to the other side. Let's mirror it now
to the other side. To run this again,
this is what we have. Now what we need
to do is to paint where we want our to
generating out from. So let me save this. So let's go in and create some
density map re a bit more. Let's set this see if we
come to 20 Okay, snow, let's create Let's create some marks in here
start colour black. Say this 240. Set the marks two Okay, 30 Osco DENSO Max. All right, as fine. I'm
going to click on Create. An wire frame on shaded in. I can actually see the
structure bits properly. Let's go back to Let's go
into a two solid brush. Painting solid brushing
painting with the full whites. I'm going to reduce reduce
brow size a bit more, like so, hideas for now. That's going to pin
paint around here. That so should be fine. Okay? So I think this
we can work with. Then let's add the blow to this. Men smear or something symmetry. Okay. Let's blow the edge. Okay. Blow this edge. And let's do it save. I feel like I should clean I feel like I should clean
this up some more. Generates hairs
first. Let's see. Oh, save this first. Save our clumping. I need to kind of clean
this up some more. Let's side the hairs. Print it with full black. Let's erase some of this. Okay. Then go back to the blow, reduce the blow brush size. All right. Let's save this. I believe this we
can work within electron of fire frame shaded, ton of wire frame
shaded, save this again. Okay? Mmm. Let's crank up the density of the air. Okay. Yeah, obviously, some airs, we need to delete in here. But for now, I think
this should be fine. Let's just first make sure we add the clumping in here that we need before 40 19 now, so yes, I'll save this. Okay. Yeah, I think this
should be fine. Let's make sure we turn on the head instead
also in here so we can actually see all of this
as one piece. That's fine. So next lesson, we're
going to work on creating creating the adding
modifiers to this actually. So we're going to be
adding modifiers to this. I think I made Oh, nice systems. I think I made this way too
long. This is way too long. I need to erase some of this I let's go about our teddy
hair. Go to the max. Painting out full black. Need to erase a
bit more of this. Let's don't know wire
frame on shaded. Hi there for now.
Shouldn't be this long. Let's erase this some more. Save this. Come on. What do you just Did
I just blow this out? Bring it back. Paint,
black, solid brush. Yes. This is where we're
supposed to be. So now I can erase. The erasing
is quite sharp in here. Okay. Then let's go to the blow. Reduce the brush size. Okay. Save. Great, snow now, we need to
do some more clean up in here. Pretty broad size. Paints a lot of erase
these parts out, sieve. Yes, much better. Much better. So maybe what we actually
need here is that the guides are way too long. Let me turn off why f shaded. Select guides. Select these guides in here. Select these guides. Come on. Con through shifts. Let these guides scale them down some more,
run this through again. Yeah, that should be fine. Okay. Yeah, that should be
fine. Saved. So continue the next lesson. Bye for now.
45. 41 Teddy Hair Modifiers Xgen In Maya: Okay, G guys. So now let's just add
modifiers in there. Let's work with
modifiers in there. So let's go to modifiers. Add modifiers so now we can
use what we just saved out. So we have our in a
carasot Clump one. We're actually generating
generating from the guides, but I don't want that let's just generate, we
need a bit more. We need a bit more in here. So let's do one. One
is gonna seem small. Let's do five. Okay. Generates, save. Still way too tight,
though. But anyways, let's just add the next one. We just circle back to that
and try and fix most of this. Let's add the clump in two. Set up map generates. Is that five, let's double
let's three put this actually. So let's do 15. Save. Okay. Let's go
back to plump one. Let lift this up some more. Let's start of act in a really weird in a really weird way. Spread this Nah. This is not working accurately
as I would want it to. Even the default is
actually way better. I think we need to
make some variation in here or some correction
in what we have in here? What can we use? I actually doing it in copy. Let's say this to one
N doesn't do more. Let's see cop ef. I suppose to make this kind of follow the curve a bit mobile. No really getting
what I need in here. I'm not really getting
what I want in here. It feels a bit off. I can modify this to get
what I want to do, but let's try delete this. Let's try a completely
different modifier. Let's try this T clump one. T clump one. Let's delete
this in the center. You. Go bally sticking here. Fantastic. Come on. Come on. Try to just delete
this can just delete, delete, delete,
delete put Oh, great. Great. I'm coming
so out of delete. Let me save this first. I should be able to delete
this finally finally. Yeah, this one is a
better one actually, so it's putting out
the clump too much. I think roughly around the
center p should be fine. Generveo? Let's make some
corrections to this. Let's go back into the setup. Let's do five. So yeah, there's no, like, perfect or straightforward
way to kind of do this kind of try it out and
then figure out what works. Okay? So let's go over local
user lumping two. A clumping two is
fine the way it is. Local use Oh, no, not fine yet. We need to do setup setup
generate set this up. Save this let's see what we get. Please don't crash.
Please don't crash. Okay. Position not done zero pixel up and disqualified. What
does that even mean? What does that even mean? Can't even see any effect
working in here actually. Delete try that
again, clump in two. Something feels oddly wrong. Something feels oddly wrong. Anyway, that's computer
should be f let's see if it is exactly
working in there. So I think this one feels well, let me select that
then delete Okay? We can spread this out
a little bit more. Let me increase this to a
value of 2020 generates, save. Yeah, that's fine. Then going back in the Okay. Maybe I just a little
bit of clumping in here. Just a little bit of clumping. No, no, this is this kind
of breaking the shape. Breaking the shape. Local user. Let's do coil one. Whoa, whoa, whoa, whoa, whoa. I don't think we
need coiling yet. I think I can
delete, delete this. Add another user in here. Let's do this Carl
shorthair coil instead. Yeah. Yeah, this is way better. I think I can work with this. This we can work with Okay. Let's go in and add the
noise. That is fine. Then we can add the carts. Yeah, this should be fine. So
let's go and then visualize the parts and the
character itself. Okay? Oh, yeah, yeah, we need
to be a bit more dense. This should be a bit more dense. Add some more density to this. Yeah, we need quite a
lot in here, actually. So let's double down on that. Okay. So after doubling that on that, this kind of updates
the clumping, most especially the clumping. Generates updates
that on the clumping, generates, save to
update that also. Let me hide this for now. Let me just see
how dense this on a dark shaded background
or dark shed shed near. I think that's way too. Let's put this to 150 instead. Let's do 120. Yeah, I think this we
can work within here. Okay. Yes, just checking, checking to be sure if this is working as you would want it to. Alright, I think
this should be fine. I'll save this. Alright,
so this is fine. So in the neck classing
we're looking to work on the I'm going to work on the eyebrow for this
character here, I'm going to work
on the eyebrow. I think I need to add more. Maybe this is fine. I'm
looking at length now. Maybe I need to pull
this down some more, but I think should be
This should be just fine. I should be just
fine. I should work. Alright, so I'll see you guys in next lesson.
Bye for now.
46. 42 EyeBrow Xgen Guides In Maya: Okay, welcome back guys. So previous lesson, I think we finalize
on the teddy hair. So let's work on
the eyebrow now. So I'm going to select
this and the hearts. I'm going to hide those, and I'll go over to
N put this here. I should like poopie instead, so I'll go over to Egen. I think I need to minimize
some space in here, so let's go to the E gent tab. So you can scratch this down. So let's hide. Let's start by hiding
the head head. Let's hide this for now. So we have enough ram
space to work with. But the plan is actually
occupying a lot of ram space in there, right. So moving on, let's go over
and back to Outline nine. Let's hide this scalp. I'm going to hide this for now. Let's turn on. Let's turn
on the scalp. Review that. Okay. I think I would also like to let's hide this di also. Hi do. Okay. And then I'm
going to select this. I believe we have renamed
that already, so yes. Did we Uh, I go to
confirm something. I want to be sure if the
material I used for this, I renamed them. I
did not rename that. That's fine. That's
fine. You don't necessarily need to name
them because he's not going to be visible on a
final render, so that's fine. Even though it's nameless,
that's completely fine because I don't
change the name mess up Egg gen in here because you really want
to be careful with E gen. So you don't mess things up. What you have there,
you started with, you want to leave
that as it is so you don't mess things up in there. So let's select this
scalp now and then we'll go over to description,
create new description. So this should be I this
is all caps in here. Eyebrows scalp. No, no. Eyebrow hair unders
DESC for description. Okay? This is work
for description. That's fine. So now we need
to create a new description. So this description
will be I underscore, cow underscore COL collection. Yeah, that should
be fine. So spline definitely randomly across
surface, definitely. Laser shipping guys creates. So she has some
kind of unique like call it unique or I won't
say most people do, but she don't do any makeup
and then she's not kind of dressing up the
eyebrows or shaping it, so she has more
natural eyebrows soot a distinctive shape to
it or direction to it. So now that that is in then
now I've created that, let's go make sure it's there, then let's block this in. Okay? So I would like to Oh, yes, yes, yes, yes. Very, very important.
Let's start by adding. Let's add one in here
first just to begin with. Then I'll go over to so I need to bring back the
placeholder for the hair. Um, Let's open this up. Base What's the base mash. So let's bring this
out of the way. And I'll need to kind
of separate this out. So I would select this, select this ship right at. Let's do tart faces. Okay. Select this, select this. Let's combine them.
Sheet right shift. Bright can hold. Let's
do combine eye brow. Okay, you should be fine. Then I'm going to hide this. So I need this ne
just to give me a good idea where it's
going to block out my guide in here. So let's go back to EX Gen
to put this up here for now, it should be around here
around there should be fine. Okay. I'll select this. I can delete that. Let's go add. And then let's start blocking. Blocking now the ship in
here, so let's add one. I think I'll add
one around here. So basically what
I'm going to do is going to block out
the ship first. Add one, add one year. Okay. Yeah, yeah, I and, and, this should be fine. So can I use this as a base? This work as a base
blockout for this. This is a base blockout
in here. Okay. So now I think I can hide
can hide this for now. The second hide to
control H to hide that. Let's work with this
using the reference. Let me just put this reference
around here to begin with. So let's go to our
sculpting to select this. Then with the sculpting
let's be bend that in place. This actually looks
quite long, though. It looks quite
long. But anyways, let's just get the
shape in first. Let's get the shape in. Getting close should be closely on the skin
directly on the skin. Let's just leave this
part up some more a bit more on something that is
kind of touching the skin. Like, so let's go
to the next one, select this IG on the keyboard, go to my sculpting too. Let's get this on
the skin. All right. I should be up a bit more. Like, so get this in. Yeah, the length of the guys are quite long, but that's fine. We're still going to
chain that up later. So let's just first
get them in place. Okay? Give them up out
a little bit more. Bend this down this
way. All right. Go to the next one, select this G on the keyboard to use the period
to select the two, which is the scope guide to. Bend this over this way. Okay. Get this
close to the skin. Right. So you touch
the skin like so. Yeah, that should be fine. Okay. Go to next one, select this. Unless bend this in place. This one should actually
be quite short, shorter than the
others actually. So let's just get this
way closer to the skin. All right. Go over this. Get this face in this direction. Okay. Yeah, there should be fine. All right. That
should be fine. Okay. That should be fine. Let's
go to the next piece. IG on the keyboard. Bend this over this way. Okay. Bend this over, a
bit more this way, touching the skin some more. So now the last piece, select this bend
this over this way. This one used to be
quite short also, too. Let's get the directionality
for it first. This way, maybe you rotate
it up a bit more like so. Alright. So now let's start
by shrinking all of this. Let's set all of this. I want to shrink
them down some more. Okay? So we need to start
lifting them out a bit more. All right. Select
this. All right. Select select this. Out some more select this. Get it out some more. I think I need to get this
out also to a bit more. Okay. Same here also. Okay. Do we have for this? I
think that should be fine. All right. Yeah, this
we can work with. You can work with in years.
Now let's add some more guys. New guys now should inapolate between
what we already have. You should inaplate between what we already have in years. Let's do one around. One around here. One down here. One in the
middle one in the middle. O do that. Let's do one
in the middle around. This will need to
bend this way. Okay. We definitely need one here. Okay. One in the middle, another
one in the middle. Okay, let's do one here. This part and I'm going
to bend this up this way. Should be this way,
facing upward. Then I'm going to do
one I just go straight down this way, so
it should be fine. This should be fine.
I'll save this. Alright. Now, let's generate some as out of this.
Let's see what we get. Let's generate air. Now
let's just setting in herir. So the weight should be 0.01. Then this actually
TPA should be 0.71. Tapat should be 0.760 0.76. I believe that's the
right setting for it. Yes, it is. Let's go back to review output turn off
for the primitive in view. Okay, go back to primitive. Let's increase this a bit small. So now we need to kind of paint where we want the
house to grow out from so to paint where
we want as in here. Save this. Okay? So just before
we end this tutorial, let's let me just select all of these guides and mirror
to the other side. So let's mirror this
to the other side. Awesome. So let's run
this again so we having eggs around this like
so, which is fine. Alright. This we can work with. Okay? So in the next lesson, what good going on then paint some densty marks
for this, right. I'll see you guys
in next lesson. Bye for now.
47. 43 EyeBrow Xgen Modifiers In Maya: Okay, welcome back
guys. So carrying on from where we left off. Let's see what kind of paints
density marks in here now. So let's go in and
then create map. So I want to paint this starting color should be full black. Then map reston 40 is fine. Then I'm going to type in I. Let's do a cap so this I brow underscore D ENS underscore max. All right, so let's can
create so I announced, let's go in the top tap
on the setup in here, let's see, we're painting
with solid brush. Paint paint ful white. They want paint with
symmetry turned on. Let's go over to stroke. Reflection is turned
on. That's fine. Okay. So let me put this all the way here, should be fine. Then I also need to turn
on wire from my shade so I can actually see
the shape a bit better. So let's turn off the
generated has in there, reduce brow size a
little bit more. On less pins. Let me get this around here. It's no less pins. Let's just since over
where this should be. Okay. So should be fine. I think this we can
work with center part. Now, let's blow up the edge. Let's blow out the
edges for this. So I'm going to go and
then said this to blow. Okay? O. I'm trying to figure out if I'm supposed
to paint white or black. Let's start. Okay,
black is fine. So let's just fid out the edge. Get this edge faded out. I'm just going to
do this just once. Just one should be fine. Just one should be
just fine for this. Okay. So around right. This should be fine.
I'm going to save this. So we have generating
now on this part, which is precisely what we want. Yeah, this should be fine. I think I need to kind of scale down the heads around this path, though. So, let's set. Let me get this up. Let's
do assigned textures. F save textures. If that doesn't anything. That's fine. So now
let's save this again. Go back to selection two. I'm going to select
this select this. Let's shrink this down. Okay. Run this again. All right. Maybe we won delete a bit of those around
those pad boots. I think this should be fine. So let's turn off wireframe
shaded. No freshaded. Let's the guides for now. Yes, this is precisely
what I want. This will this will
work just fine. So basically, what we're going
to do now is to increase the in the Okay? Let's see what we
get. All right. This we can definitely work
with. I just checking. I'm just checking
just to be sure. Just to be sure this
is good enough. Maybe I need to erase
some of this at the top. So this part, just
trying to figure out if this is in the right
place or not. Let's go. Let's go back in here. I think this is a bit too high. So let's go back to paint unless solid col
less paint full black. Freeze the bros size
a little bit more. Going to clear this out a
little bit more like so right. Okay. Same here also. Then go back to blow. Going to blow this out. Just to get something that
matches around there. Save this. I think this should be
fine. It should be fine. Close this, go back
in a run this again. Yeah, this is fine.
This is just fine. This is fine for
what we need it for. So I think I'm going to increase
this a little bit more. Then set this modifier
CV count to 20, so we get something a
bit more definitive, a bit more defined in there. So that's fine. Now let's add some modifiers in there increase
this a little bit more. Okay. Then I will go over to
modifiers. Let's do. Let's use my templates in here. Uh, we can use, I think we have let's see what we have in here
that we have one in here. Can we just bino eyebrow. So let's start with
Abeyebrow clumping one, set up, generates, save. Okay, that's a good one. Let's go in there
also clumping two. Setup map generates, run
this again, save that. Okay. Let's go in local user. Let's do Yeah. Let's do noise. All right. That's fine. Let's go and do cuts. Okay? So I think what group
just now be the clumping. Let's just get
this clumping one. Let's free up this clumping
one a bit more, so we can, I believe, lift this you know, that's tighten out
with too much. Let's leave this the way it is. Let's look for the tip instead. Let's lift this tip up so more just a little bit of
clumping around there. I think somewhere
around there let's look for a more close up
reference that should help. Okay? So let's go in and then see if we can tighten
this at the tip. That's way too tight.
Let's get something around nature of so. Yeah,
this should be fine. Yeah, this should be fine.
Yeah, this we can work with. We can work with this,
let's go back to the guys. Let's see if we can just sik of getting
something a little off. Let's get this this
way. Run this through. Okay. Run this through again. All right. Okay. Maybe add one guide
in here and rotate this guide this way
out a little bit more. Let's run this again.
Let's see what we get. So we get some slight
breakup in there, let me mirror this
to the other side. I selected, I'll mirror
this to the other side. Run this again. Okay. Yeah, that seems cool. Select this bend this this way, run this again. Okay. Yeah, now we have a little
more interest to it. I'll save this. I
think this should be just fine for
what we need it for. Let's our guides. Yeah, this would work.
This would work. All right, so that's fine. So the next lesson was going to creating the eyelashes, right? So I'll show you guys the
next lesson bye for now.
48. 44 Eyelashes Xgen Guides In Maya: Okay, welcome bad guys. So in previous lesson, we kind of worked on finalizing
on the eyebrow, right? So in this lesson, we're
going to be working on the eye lashes. So let's get right into it. So I'm going to
select this scalp. Go to description,
create description. So accurate description, let's rename the description to to caps in your I Las
underscore DESC. Okay. Let's do hair in between that. Alright, so I want this to be in the same ice
cap collection. Splines random lacrosse surface, placer shipping guide
creates right now, let's go to R guide. Let's create our first
guide at the top. So let's do it around here. Okay. That obviously wait
too long, that's fine. Let's do another one here. Then we'll do one in
the middle year. Okay. Now, let's start bending them
the way we want it to be. I'll just get this out
of the way. All right. So let's go to our sculpting
guide or sculpt guide, let's bend this
over up this way. Okay, select the next one. Bend this up over. Ship in this direction,
so select this. Get this up. Okay. Okay. Let's bend this up
also up a bit higher. I need to get a curve down here. Make sure this is working
correctly. It's fine. So now we need to kind of reduce the length of these three, so a select them, reduce them some more maybe
around there should be fine. I guess a little bit, okay. That should be fine. Now,
let's create some in between. So this kind of enterplate
between what is already there, so just precisely what we want. One, one year, maybe one
year should be fine. So that should be
fine. Now, let's create for the lower parts. Let's first start
by selecting all of this and mirror this
to the other side. Okay? Let's do one here just
to fill up that gap. One year, do that. Let's do one around
there instead. Okay? Now, let's do for
the lower part, use this. Let's get one down here, one, another one here,
another one middle. Then let's start adjusting that. I'm going to let this get this facing the other way,
facing downwards instead. Facing downwards this way. All right. That should be fine. Select this. Okay.
Bend this way. All right. Select this. Bend this this way, facing this direction instead. Okay? It should be fine. Yeah, it should be fine. Now, let's get some in betweens. Let's get a bit in between. So let's add one. Add one, and, okay? Alright. This should work. Except we need to select
this and bend this down some more Blit
it up this way. Of a good angle for this, bend this this way. Alright. I feel like I should extend this
out some more though. Spot law doesn't still
sit right with me, skill it out a little bit more. It doesn't feel like it
sits right with me yet. Bend this down some more. Yeah, it should be
fine. So I'm going to select everything
on the lower parts. Mirror to the other side. Alright. This we can work
with. I'm going to save this. Okay, so now let's see
let's increase the, get some maze in here,
to preview output, turn off only primitive in view, and let's put in our values
in here for the 0.01, for the TAPA 0.71, TAPA start be 0.76 Okay. This we can work with. I feel like I don't want to extend this out
way too much, though. Let's see the height
of this first. Let's see the height of this. Select the top parts. Select the top parts, scale them out a little
bit more. Run this again. Yeah, that's fine.
Okay. Now let's go in and just paint
some densty marks for this. Save this. His shouldn't take
too much time. So tone of the hairs
fire freon shaded, create denty map for this full black say
this to full black. I lashes underscore.
Yes, underscore. Underscore. What's Underscore
DNS, underscore, Max. All right. Yes, this should
be fine. So clic on create. That's double click
on a brush painting, set to paints, full
white, solid brush. That's fine. Symmetry. Do
you need to paint this. I don't think I need to
paint this symmetrically. Um Okay. But with the top part, I
can pin symmetrically, but I think the lower part of the eyelid is not
entirely symmetrical, so I need to be
careful about that. So let's start with
the top. Instead, put it around the air. Okay. Okay. I'm going to reduce
my bro size by lots. So should be fine.
Hide the hairs. Let's painting where the
hair should grow out from. Okay. All right. Stops here. They should
be fine. Now, yes. Yeah, we don't really need
to blow out the marks. We don't need to blow
this out, actually. I think they should
be fine. Let's see. Making sure it's
not going AYR in here. Yeah, that should be fine. Less turn off reflection, which is a symmetry in here and less spent on the lower parts. That kind of straight off.
There should be fine. Go to the other side. Okay. All the way should be fine. Let's save this. Yeah, this we can
work with a sytext shows Sin text show,
save textures. Save this again. Contrast to save my entire file. Let's turn all fire
from unshaded. Then we're going to crank
up the density by a lot, so we can see let me
hide you guys for now, so you can see a
generating out from those part to create the marks. Whoa. So we're having in part where we don't want to be
generating out from. So let's go in there
and clean that tube, let's face double this 200. Let's dug that begin with. Okay. Well, we can actually
just delete. Let me close this. We can actually
delete where we don't want to grow out from
D. Let's just paint. Let's just paint instead. So solid brush, let's
paint full black, quiere frame and shaded. Let's just ease erase
this under here. Okay. Raise also a few on these parts. Okay. Save this. Do the same for the other side. Okay. All right, clean
this up a bit more. Okay. Save this. Yeah, that should
work. Let's see. Trying to figure
out where I need to get this painted out. Let's do around these parts. Okay? I want to be careful
though to save this. Let's come in around
the lower parts. All right, cleaning things
up a little bit more around. So it feels a lot
more believable. We clean this a little
bit around here. Save. All right. Let's close this. Okay. Don't of wire
frame on shaded. Yeah, yeah, this feels a lot cleaner now. This
feels a lot cleaner. Except we need, let me just
checking, just checking. Yeah, except we need a bit more. Let's double this even more, so let's go 300 even. Okay? Yes, that should be fine. Directions for the guides
in here doesn't feel right. Go back my sculpting too. Okay. Just hacking
the lower parts. Um Let me select this. Basically, I just doing
some final touches to this. Let me leave this up. So more Okay, some more select
this, leave this up. Select these to leave
this up a little bit. Run this again. Yeah, I
think this should be fine. So the next lesson,
we're going to work on I'm going to work on adding modifiers to this, and then
we should be good. All right. I'll see you guys
in next lesson. Bye for now.
49. 45 Eyelashes Xgen Modifiers In Maya: We comber guys, we're still on the Eilashes we just need to add some modifiers to it and
then we should be good. Let's go over to modifiers. I'm not going to use
my pre setting here. Let's use the same Ii lashes, Clum one, setup, generates, save, go in the eyelashes, clump two, setup map, generates, run this again. Why not? Let me,
increase the Sven more. Let's double this.
Let's do 50 instead. Generate, save. Okay. It's not
really doing much. No doing so much though. Let's go in free let's free up the tip.
Let's free up the tip. So more. Let's just a
little bit like so. Let's look at this from a
distance and compare. Okay. Yeah, we can work with
that. Let's go over. Do we have noise in
there we have noise? Something doesn't feel right. Noise doesn't seem
to be working in here. Let me delete this. Delete. Let's add noise itself. Without using the pres, let's
add default noise in here. Obviously, way too noisy,
way too noisy, so. Let's take this magnitude down. So let's do 0.0 0.4. I don't want too
much noise in there. Okay. Let's randomize the
noise we have in your too. Yes. So I'll go over this. So we can do round
open brackets. Let's start from a
value of 0.1 comma from 0.1 to zero point let's do five close
brackets, Enter on that. Okay? Okay, maybe let's go from 0.2
all the way to 0.9 instead. Yeah, a slight break. Just a slight break up
in here, should be fine. Let's turn this off.
Let's see what we have. Yeah, something I
should be fine. So let's go over and let's
add the eyelash cuts. Okay, so we have them with
different lengths in the yes. Sensity value here
is quite small. So when I having this
usually the value is usually around 0.1 to 0.2. If I 0.1 to 0.2 in here, you're going to see a
major difference in the What did I think I added something
alien in the remove that. Okay. So 0.200 0.10 0.2. This is what we have. Kind of
shrinking it way too much, so let's do 0.1 instead. Let's compare. Let's
see what we get. Okay. I think we
can work with that. All right, we can
work with that, so I think I need to crank. I feel like I should
add more hair in there. But this should actually
work just fine, though. I should actually work
just fine, though. Let's see. Okay, I think I
see what is wrong in here. We ones need a bit
more curve to it. Oh, yeah. Let's make
sure this is at 20. Let's say this to 20. I like to add a bit more bend to it, a bit more bend at the tip. It's more bend at the tip. Okay, let's run this again. Here, so it should
be fine. Okay. Let's select all of this
and repeat the same thing. Let's get a bit more
bend at the tip. Some more bend, bend. This I need to lift up some more get some bend,
run this again. Okay. You guys, yeah, yeah, this we can
work with India. Alright, let's save this
we have no guides found. Okay, no, no, let's go
back to selection in here, this we can work with. That's fine. Next lesson, let me make sure I bring
everything back out. Collection, collection. Let's bring everything back out. Let's go to our outliner. Selet these two,
make them visible. And then we can send them back
into their original group. Uh, send them in
here, review this. Okay, so you should
have this in here now. Alright, I think this
we can work with. Yeah, this feels
just about right. There's anything to kind of
make any corrections in here. We can always do that. I feel like I should double
the density for the eyebrow. Let's go to the eye scalp. Eyebrow. Let's crank this up. Let's do 150. Make it a bit more dense. Okay? That should be fine. Alright. All right. I think this is fine. Save so next lesson now I was going to go in
and start working on the lighting and setting
up a light studio, right? So I'll see you guys in
next lesson. Bye for now.
50. 46 Arnold Studio Lighting In Maya: Okay, O Comber guys. So let's start the
process of creating some light setup in here, right? So let's get into
that real quick. No, I can see some interceptions
in here. That's fine. We can just select this and just move
that out a little bit. Okay. It's not going
to be visible anyway, so it doesn't really matter
that much. Probably, okay. Okay, so I'm going to
change my workspace. Let's change my
workspace to standard. All right. Then I'm going to I think I would like to go
over to Window. Let's make sure channels
that generalito channel box, drag this in here to
be in there right. Well, that's fine.
Now I'm going to let me just make sure you have all of this properly
arranged in here. Let's drag this bolo also in Anything that do with the
eye let's get this up. Okay. Then for the let me, I collapse that the
old eye that's fine. Then I would lift
this up also in here. This one was actually
created from the crushing of Maya when we work with Egan, so kind of created
some Egen curves for us in here, I believe. So if I should open this
up, I see some Okay. Nothing that in
there. That's fine. We don't really need
that, so though, I'm not going to
delete it because I'm not sure what actually
does in this. I'm going to leave
that. I'm going to select the scalp collection
on the cal collection. I'm going to hide that control
edge to hide that's fine. Then all of what
we have in here, I'm going to give this one
single material in here. That'll be the I know
standard surface. But before we do that,
let's bring in I have a backdrop I can use in here. Let's bring in a backdrop. I have a backdrop with no edge. So backdrop, no edge. So drop this in here. Okay. So is going to
arrange this properly. So let's center up a vote
on this, drag this out. If you're watching
this from Skillshare, you should be, you should
be getting the same file. Let me extend this out
some more out a bit more. Let's go in select this edge, get this up pretty mode like so. Extend this out some more. Select this edge,
extend this out. Save this. This
should be fine. Okay? Sled and push this back some more back a bit more like so, maybe a bit more,
that should be fine. Okay? Yeah, that should
be fine. Save this. Yeah, we are good in here. So now let's go into our render setting and
do some setup in there. So before we start
rendering sins in here before we start
adding up our lights. So I come to my
render setup in here. I have a preset that I
usually use, some preset. If you're watching
this from skis, you should get this
file also too. It's important
that setting user. I like to start with the MIT. So under the common Tab, this is this should be
about one kid that is fine. So under render in here,
I'm going to come down. I'm going to go
to textures, yes. Turn off Auto, don't off use
existing CS texture too. I'm going to I said this to 50. Maybe let's do 100 instead. It doesn't work. You
just switch it back to 1,000 1 gigabyte
actually instead so. I think that should be
that should be fine. That should be
fine. Because this the signifies zero
out, let's see. Zero out. Nah usually of the auto converts texture to TX and use existing
C should be fine. You shouldn't be creating
any extra fire that we don't need any All right, so that should be just fine. So now I'm going to select
all of this, select the back. Let's give this one
single material. Let's give this one
single material in here, so assign you material rnd. Arno standard surface,
that should be fine. Let's turn on our
resolution gate. Resolution gate
should be sharing we're going to rendering out. So it's the area focus in here. Let's take a look at our
main reference and then see how this has been set
up, the length for this. Get a bit of rotation
a bit too much. Let's get this front
facing us first. Somewhere I think somewhere
around here should be fine. Okay. This should be fine. I'm
going to bookmark this. I go to view, this
bookmark, new bookmark. I'm not going to name
these two fronts. This is cap in front
came yeah, all good. I'm going to select
the backdrop now. I'm going to give that assigning new material AI
standard surface also. This by type play
history in there. Then I'm going to name the two AI backdrop.
That should be fine. I'm going to darken the
material a bit more, add some more roughness to this. Yeah, that should be fine. Darkening more. Somewhere around
there should be fine. All right. We're going to kind of use the same color from
the background through. But for now let just use
a darker shade in there. Now that we have
this in here now, we can yes, we can
turn this off. Save this again. I'll go over to select Anno tab. So I would like to use I'd
like to start with an ASR, so I like to use the ARI
from I have various types, though, but let's
try let's start with the one from Sukan Spinter. Let's start one from
Splan sprinter, so I have already
brought that out. I believe I should have
it in a tomoco studio. Marco Studio RI. Should be in here already. It is the one, but
it's the TX file. So let's look for the
normal regular one. I should have
regular one in here. I'm still going to
show you guys out. Okay, this right. Marco studio this
is the one in here. Let me show you that's of steal that from
Substance Painter. So you just go over to your local dis program fs
ado substance three painter, resources, starter
assets, environment, studio, and then you should find the studio tomaco in here. So that's the one. So
let's start with that. So also before, let's do that. I would let's create
skydome light. So this skydome light, we're going to be used to
log in our Asia material. So select that skydome to colo, click on the Checker Paton file, let's go in and bring that in. So I already have this on
my desktop, Comaco studio. If you have a scale out
now, it should be in here. So this is what we
have in here now. This is it? Though from our main reference, this light in here is more
like an outdoor light source, we have an outdoor
light source in here. I'd like to start with
the more neutral light more like a studio light
setup in here for now. Maybe something almost mimiing something like this
should be fine. Maybe we can
actually use this as a reference guide instead. Yeah, so now at the main or the biggest lights in
here is one at the back. So one of rotate that. Let's rotate that rotate this. Get this rotated do that. Get this rotated this way. So she's coming from
this direction instead. Me or less our light
should be hitting. Let me show you guys in here, more or less light
should be hitting from this direction
on the face. Okay. That is what we want.
So let's go in to it. Select this. I like to darken the material
a little bit more. Let's darken the material
a little bit more. So you can actually see
so you can actually see the light sauce
a bit more on it. Then add some add some
roughness to it also. Let's get some roughness to it. All right? I'll save this. Let's jump back into
our camera setup. Okay. Now let's render this.
Let's see what we get. Let's go to render
Venard render view. Let me shing this down. Save, go over to view, set this to 50%. One that I like to do for the render set here
is to go to AOV, output the noise
in. That's fine. Usually, I don't usually work with
most of this in here though. But those kind of passes you
can actually use kind of do some post processing in electron or Photoshop or any external software
of your choice. But usually, I like to work
with what we have here. It's going to get the
best render possible. Let me close this let's make sure for the light
for the environment light, the samples is set to four. Let's do samples four for now. We might in to start toning
up this intensity, though. So let's do an intensity
of three to begin with. Okay. Save this and let's
fire a paren. Let's see what we get. So we're starting
with something quite. This is actually way too bright. This way too bright.
So let's go back to the environment heights
said this about one. We're kind of getting
first feedback also to which is cool. Which is precisely what I want. But I would like to rotate
the light a bit more. I like to rotate my
light a bit more. I like to something
similar to this in here, this part a slightly
a bit darker. Should be slightly darker
around those spots. But for the most part,
this is quite nice. You get some soft
shadowing also around the edge, which is cool. I'm digging that that
is actually quite nice. So I'm going to eat
spacebar coming here, it says, no, space by my screen. Then I'll split my screen. Let's split the screen, put this up around here. Let's go to the top view. Okay. Yeah, it's rain quite fast
in here, which is cool. View. Let's stop this for now. I don't think a lot of time
to kind of update itself. Did I think I ate this in a weird angle let's
go over here. I think I need to zero this out. Zero the Y out. I y for the rotation. Then I would like to let's see. Let me see where this lights. Okay, I lights coming from
this direction instead. So I'd like to turn on texture in here maybe that'll allow
see something. It's not in. Let's turn on wireframe, don't of wireframe in there. Okay? So I eating it from this angle can see
light source from this angle. Let me maximize this. Can see light source
from this angle. So I would like to
select that and rotate it this way some more and then fire
up the render less. Now, just brightening
up the entire. I don't want to brighten
up the entire I still want some level of soft
shadows around there. Okay? Okay. Let's see. And this
reference I want to use. So shadow is nice on this side. It's supposed to be
on the opposite side. Let's get it on
the opposite side. Do this actually looks good too? I actually looks good too? I think I actually prefer this. I think I can actually
work with this. Let's get some more
shadows in the Okay. Maybe not so much. Maybe something like
this should be fine. Okay. This we can work with. I think this is the same school. Let's let's just see Ar Let's compare. Okay. So on this particular one, the shadows on this side. Shadows on the other side. Let's see. I need something. Need something I can actually
try and mimic closely. Okay, yet, lights also on this direction where
we have it right now, which is also cool. Which is also cool. I think, we can we can definitely
work with this. Yeah, this we can work with.
This we can work with. Then for my main reference, we hardly have shadows
underneath this part, so I need to lift
that up some more. Let's stop the render for now. I'm going to bookmark
this render. I'm not going to
stop the render. I'm going to do a snapshot of this. Let's get that in there. Okay. Let's go back to
our main perspective you. Let's create Let's
create another light in here et's create another
light set up in here. I'm going to go over
to arnod lights. Let's go over to arnod lights. So let's do an area lights. Let's create an area lights. Area area to something
something down small down here. I'm going to increase
this some more. Like, so get this up. Okay. So I want it to be
heating. I want this to be hitting this
part around there. I think I'm going to be giving
it a warmer color to it. I giving it a warm colour to it. So let's get this out. Rotate it this way, this way and get this
somewhere around here. Move this this way. Let's go to the top view. The top view should give us a better angle
this is quite far. Let's get it closer. I think I need to
reduce the size. Get this down this way. So you should be shooting
at it from this angle. Now let's go into funds come. So now going to
kind of temporarily hide the area the skylight, which is the Azira light so. Go over to woad menu, then utilities, then
turn on light editor. Light editor turn of disable
the disable skydome light. Let just walk with
the area light alone. I pull this to the side with
the area light selected. Let's come over to
the setup for it. Samples SLS to four. Save this. Let's use the colo
temperature for this. I would like to
push this towards a more warmer Cloton around
there should be fine. Then the lighting.
Let's start with one. Don't off normalize. Let's see render in
here. Let's see. Now, this is just way too warm. Let lighten up some more. Yeah, this coloton
should be fine. Okay, I need to
hide this for now. Let's see if you can eliminate some shadows around these parts. Yeah, I think this
can actually work. Yeah, this can actually work. So let's turn on. Let's bring back the lights editor in here. Let's re enable the
sky dome light. Let's see what we have
together with this. Okay. Disable it
also. Let's see. Enable it again. And then let
me select the area lights. Let me get this this way. Let's add some more
warmth on to it. Okay. Warum should be fine. Disable this guy dome for now. Enable it again. Let's
see where the shadows. So I'm just going to crank this up just a little bit more, let's use a value of two. Let's brighten it
by a value of two. Let's turn on the dom lights. Unless we get out of this. This one actually
looks interesting. This feels a lot more
interesting in here. If I crank up the light
a bit, let's go extreme. Let's do four. The sirs blown out, and we
don't want that. Let's go back to two. I think two should be just
fine for this. Right? I think I still have some
strong shadows around here. I turn off my area lights. Let's disable the
area light for now. I would like to slightly
rotated like to slightly rotate the dome light some more I'd like to rotate the dome light so more or let's select the dome lights. Select the dome
lights. Get this way. Let me rotate in this direction. Just to lighten up those
shadows a bit more. I want the shadows
on the right side of her face to be so strong. That's fine. Then let's
enable the area lights. Let's see where we get.
Select the lights, reduce the intensity
to one. Okay. Yeah, I think we're
getting somewhere rotate the dome
light a bit more, introduce a little
bit of shadowing. So more shadowing in there. Right. I think I can live with this yeah,
this I can leave it. If at all, I'm to
increase this area, let's try two in the Let's see. Yeah, I believe this is tight enough. This
will work just fine. Let me see if this.
So the backdrop, I would like to darken
that even more. Darken the backdrop even more. The name of this
backdrop is quite long. Let's just do drop
shorten the name. Then I'm going to
darken this even more. All right. This
we can work with. I'd like to do one more single. The backdrop, I
would bring it down. I can see some ash shadows
on the lower part. I don't want those ash
shadows on the lower part, so I would let me near
to the front view. Bring this down. Like, so yeah, something pretty much like just eliminate that hash darkness, gradient darkness
on the lower part, so I think should be fine. Let's see our main reference. I think this should
be even closer. Should be even closer. Okay. Yeah, I think
this is angle for this. Yeah, this is a better
angle for this. We can put another
bookmark for this new. Just name these two close. For name to close. Front came right,
clothes. This fine. So the next lesson, what I
was going to go and then starts the texturing or rather look development process
for, let's say this skin. We'll do this skin. Yeah,
yeah, let's do the skin fast. Skin is like the main thing
that going to be focusing on. So we're going to start with the skin and then we're
going to work our way to the other parts of the
measure model, right? So I'll see you guys next see you guys in the next lesson. Bye for now. I
51. 47 Skin Look Dev Arnold In Maya: Okay. Welcome about, guys.
So in the previous lesson, we kind of worked on
lighting for this, and I feel like I'm not
done with the lighting. I feel like there's
still one more thing to do for this light
set up in here. And I'll be adding a
back light to this. So I'd like to have a light
that kind of highlights the edge of my character and just kind of make the
silhouette of the kind of pop out a bit more.
The more brighter. The more brighter
lights to to it. Alright, so let's do that. Let me just pull this down here. Coming to my perspective view, I would select this light.
I can duplicate this. I'm not going to do a duplicate for this, I'll duplicate this. So I'll just name this
to front wreck lights. Okay. Let's use all caps for this front lights. All right. Then this will be
my rim edge light. You can give it whatever name that you feel is okay for that. I'm going to giving
this edge light. So I'm going to go to the
attribute editor for this. Then I want to think I would like to zero all of
this out for the rotation, zero out the rotation
in here Okay. Get this out this way, and I'll just rotate it's 180 degree 180 on the wire axis. So this should be at the back, pull this all the way
back outward like so. Yeah, I think somewhere
around there should be fine. Let's see where we have this, leave this up some more. Alright, bend this a
little bit like so. Okay, so for the
light is in here, I would hide I will hide disable lights in here disabled
lights and put this here. Let's go back to our
main camera set. Okay? Select the back light
again or the rim light. I will set these two. Maybe turn off. I don't want
to use temperature for this, so I'm not going
to turn that off. Okay. I'll move this
down a bit more. Let's check this. So let's do a
render for it. Tab. Let's see. It's way at
the back so that's fine. So let's hit the render.
Let's see what we have. You can see how immediately we can this rim light
going on in here. So I would like to increase
the intensity a bit more. I also like to scale it out. Let me ski it out
some more this way. Okay, so it should be fine. Yeah, I think this
is a good one. I think we can actually can
actually leave this success. This we can definitely
definitely work with. So let's turn on
the skills skill, let's crease some more
intensity weight. Let's do one intensity of four. Brighten it up a bit more. Maybe this might be too much. Let's now start turning
on the low light. Let's start with the AziRI
light at the back. Okay. So I need to tune
down the rim lights. Let's turn on the front lights. Let's see what that does. Okay. Is actually interesting, though. So you can just
really starts down until you can see
some colours in the bloom dot light by just one minus one there
so let's say it to three. Intensity of three
instead should be fine. Okay. This we can
definitely work with. I'm going to stop this
for now. I'll save this. Now let's start working
on the skin in here. So I think I can close
this set this down. Let Can I dog this somewhere? Let me see if I can dog
this in here. Okay. Win notes in here instead. Let me see if I can
dog this in here. Okay. It's a bit more
a little bit more. Alright? Yeah, I think, this will work just fine, yeah. This will work just fine, yeah. All right. So I'll
save this again. Alright, so now, next thing you need to do is to start
working on the skin, so I'll go to my
outliner in here. Let's hide everything
else apart from, leave the leave the Ion. Let's just add these two. For now, All right, so now let's go to
the hyper shade. So window window
rendering ditipashade. Okay. Oh, yeah, yeah, just before that, before that. Just before that. I'm
going to select this and apply the previous material
in the sokara mats. Okay? Select that, let's go to the attribute editor. Okay. Cara mat, let's change this
type to And standard surface. Arno standard surface. Alright. I'm going
to name this to AI Cara All right, so now, the first thing I would
like to do in here would be to test out, test out the normal map and
displacement map in here, most specifically the
displacement map. So let's do that
quickly in here. And I'll add some roughness. Maybe leave this at
default for now. Leave this roughness
at default for now. Yes. Okay, one all that
thing I would like to do here go down to presets. I'll change to skin. Set that to skin. But for now, let's go
over to subsurface, take that down completely, bring out the base
color weights, increase that a little bit, a little bit more like so, a little bit more something
a bit dark in there. Yeah, this will be fine for now. So now let's now select
let's go to hypershadather, to hypershade, look
for AI cara, AI, AI. It's not refreshing in
there. Let's select this properly named Window
rendering editor hypershade, we should see it now. It's in here now, so AI
cara so graph network. Okay. Now this is in her nine Windows
minimizes down for now. So still selected,
select the head again. I'll go to, I believe it should be this carrier base
mesh, go to Arnold. We activate our
displacement for this, go to subdivision.
Set to cart clack. Iteration should be at two. Two, right? So that was kind of subdivide the mesh two times
for our render view. So this is only for
render view only. So open displacements. Scalar value should be
at 0.5 because we put this out of zebra. So if you insane setting I use also for zebra,
you should be fine. So just leave this at
0.5 because our bargon this displacement map is
at the value of gray. So the bargraon kind of grey. So that's why we're
setting this to 0.5. So one means full white, then zero means black then. In between 0.5. So let me just show you guys
from our map so if you go to our displacement
map, export Z maps. Arrow displacements,
open this up. So basically, let me
just get this down. So basically, this
color in here, this background color in
here is just 50% grey. So to interpret that 50%
green instead of node, we want displacement
map to work correctly, that we expected out of Zbrush. We need to set this to
that gray value also, too. So the gray value
for this is 0.5, so I believe that makes sense. Then the eyes kind of gives us an idea of how intense you
want our displacement to be. So usually, I like to start with something
around zero point. Let's do 0.3 for now. But now this won't work
because I've not applied that text shot to
a character yet. Let's get this close up. Let's get this close up. Okay? Go to let's
minimize this for now. Let's kind of make sure.
It's kind of moving. Much better. Movement was kind
of slow previously, so let's just get this somewhere around here. Here,
should be fine. Save this. So now do we use or bring in
the displacement map? First thing we need
to do is to let me minimize wash this some more. I don't think we need that. We don't need that, so I'm
just going to close that out. So to use that
displacement map in here, I'm just going to bring in
the AI displacement sheder. I tab AI displace type displacement Sder Okay. So I'm going to extend
this out this way. Then we don't need
this shading engine. I'm going to delete
this. I'm not going to do that. Stop deleting that. Let me just make sure I drag
this up displacement first. Then I can delete this, ok? Bring this out, set this out. Now, let's drag and drop
our displacement map in. This is our displacement map. Drop that in. Okay. Then I'm going to select this
to bring this up here, pretty much, so should be fine. I'm going to select
our displacements. A think, our displacements should be plugged into
this channel in here. So I'm I'm going to my mouse go on this middle mouse click
drag and drop this ina. Okay? So basically, the out
alpha goes into displacement. And I'm going to,
this will be fine. Yeah, this should
be fine for now. Yes, I'm going to select the
displacement texture now. Make sure you set this to
utility row. Very important. So now we can come over
and let's render out. Let's see what we get. So
rendering this at 50%, that's fine. Render this. Let's see what get. Okay. You can see now how displacement
is kind of blown out. Yeah, this feels This
feels blown out, no doubt. You can see especially
for the eye. You can see how the eye looks quite blown out. And
we don't want that. We definitely do not
want that in there. How do we fix this too? Much easier way to figure
this would be to select the mesh and go to
Attribute Editor. So underneath here,
this is where we're going to be adjusting
the values in here. So let's set this 0.1 th that's okay? Move this aside. So this is it. Just make sure trying to make sure this is as accurate
as we come to be. Let me a little bit
more on the lip. Let's get some close
up for the lip. No some close up for the
lip so we can this in here. Under Auto bump, let me
to on auto bump for this. Let's see if that actually
does anything in here. Okay. All right.
You should be fine. Okay? Well, this is not looking This is
not looking right. I think I'm seeing
something. I feel like I'm missing
something in here. So I'm going to
stop this for now. After doing my renders, this is this is what we let
me create a bit more space. This is what we get. I can't
really see the details. I can't really see the details accurately enough for this, so I feel I'm making one mistake and I feel that
mistakes should be in here. So let's first make sure, let me select this again. All right. This is a black and
white material, so let me move this for now. Let's plug this to one of these channel linear Busce this is a black and
white material, you should be able to use one
of the channel to kind of log the same without any
co contribution to it. Pg, plug it from the R
channel to the displacement, and then let's make sure the other settings set
up are correct in here. Clear is 0.5. That is 0.5. Okay.
Then, yes, 0.1. Yes. And then let's
run this render again. Turn this off. Let's file up our render again and
let's see where we get. Yes, way better, way better. So you can see some major
difference in here already. So I can actually
start seeing can actually start seeing my
paul detail linear now, so my skin pole detail is a bit more obvious
to seen here now. I don't know if you guys. I don't know if
you guys he this, but let me just's the render region for this
instead so you guys can. So I'm going to do a render
region on these parts. So lemly on this part. You can start seeing
that break up, break up, wrinkle, and
skin pot in here now. So I'm sure you
guys can see that. So that's basically what I want. Okay. Yeah. Awesome. Because those CDT is for IP also kind of
peaking out is also cool. Yes, this is what
I want in here. So yeah, so this is fine. So we have this
properly set up now. We have this properly
set up. We can work. I'm going to stop this for now. Next thing I want to do
is to bring in mine of this tone that off of
the render region. So one thing I'd
like to bring in is the roughness map for this. So let's get some
roughness for this. So before I do that, let's go back to R and then darken this material a little
bit small round this again. Yes. Reason I'm doing
this because I want to kind see the sweetness
of our skin a bit more. So next I'm going to
do will be to come over to the roughness
and set this to 0.8. I would like to
use 0.8 as a base. So it's going to
be my base skin, reflectivity or
specularity in here. So 0.8 should be fine. Then I'm going to stop this. Go back to our PA shade. Come back to our IPA shade. Okay. That should be fine. Then I'm going to go
over I'll go over to my exported textures from Sotan Spenter XP
textures, open that up. So we need the texture
for the roughness, so I'm not going to drag. Let's just drag everything
in here actually. Yeah. Let's I think
one thing you need to actually test is the
normal map, also, too. You definitely tests
in normal map. But anyway any of this
you can confess though. So let's make sure we import all of this in drag
and drop this in here. Okay, let's arrange
them put this up here. Normal map should be down here. Let's select this,
put this here. Okay. Let's start with
normal map instead. So a AI normal, input to out coolor then
outvalue to normal CAM. Okay. Now let's select this. What do you have in
here? Error message in here. Select this. Texture itself, utility
should be on row. Okay. Now, let's test run this. Let's see how this works with
our normal map brought in. But I will need to go back
and then increase this a little bit more so we can
see the normal map in there. Also, one now, let's
just leave this as this. I wanted to kind of turn off the displacement map for now, but let's leave this together. Let's see where we get with.
Let's put the normal map and the displacement map
together in the Okay. Let's see those two together. Let's see how well they
complement themselves. I feel I might need to
I feel I might need to tune down the normal map down some more because it
looks quite strong in here. So let's go in and then
soon the normal map. So I'll select the normal map. The varies the strength one. So let's do half of this. Let's do 0.5 for the strength. Little point for the strength to be a good value for this. Because Aditya driven is mostly driven from
the displacement map, which is also cool,
which is also cool here I will
be fine be fine. Is there any correction we
need to make also in here for the when we can stop
surface scattering to this. So I'm going to leave
this as it is for now. I'll stop this render,
select the head again. Let's darken it some more. All right. So let's go back in. The roughness. Now
for the roughness, I need to apply my roughness that we spread out
from substance pinter into the clay coats material, so I get this ape. So underneath this
under the coat, so I'm going to increase
this all the way up. Then I'm going to set
the IOR for skin. Then I'm going to open this up, log the arrow channel to my clear coat or at
roughness in here, select the roughness,
set this to roll, that this to roll. Okay? That is fine. Drag this down, and let's render this out.
Let's see what we have. Okay, now, what we have
is actually quite or rather too reflective
It's actually reflective. So we need to adjust
that a little bit. So with the texture
selected in here, I can come over to
balance polar balance. I just need to kind
of teak the exposure, just a little bit more, so I'm going to tweak the
exposure a little bit more. No, I think to be on
your pus ceilings, the less pollute.
That's way too much. You need to find a good value
for a good value for this. Yeah, this looks
like a good one, 0.5 seems like a good one. Maybe a little bit small,
let's do 0.70 0.7. No, no, no. I need to
actually reduce that, not inclusive.
Let's 0.4 instead. Alright, 0.4 seems
like a good one. Yeah, I think we can
actually work with this. This we can actually
work within here. Okay. So now, so see more
the final final look. This would be to
make sure we get our subsurface scattering
working in here. So let me stop this. I'm going to save this. So now let's go to
select the head. Let's increase the weight of
the subsurface scattering. And I'll say this to already
at random work that is fine. Then the scale value,
very important. Since we have accurate
scale in here, let's use a value that's a bit more accurate for
what we need it for. So let's do 0.1. Let's start with 0.1 for now. Then I'll go over this. I need to plug my main color to surface color subsurface
color subsurface color in. So let's plug the out
color to subsurface color. All right. That is fine. Okay. So we have this innia now. I'm going to say
this right. Okay. Let me zoom out a little bit more so you can
see the s in here. Save. And then let's run
this. Let's see what we get. So we lost into last
render out a few times. Feel like my camera stop is stop in there is
accurate enough. So let's give this to
kind of render out. Okay. So it's rendering out, I don't know if you
guys can see this. Okay. Also we kind of come in close, we can see the subsurface lights through the bit small
precisely what we want. Seem also in there that is
fining precisely what we want. Yeah, it's actually quite nice. Once we get these to render
out and babies clean, we're getting something a bit
more interesting in there. Then we can also kind of compare it with the old out texture. You know, we have two
textures in there. We put it out two textures, so we're going to kind of compare it to them and
then figure Oh, come on, move this not move this Okay. But I feel like I should still soften the blue
on the head a bit more. So maybe use instead
of a value of 0.1 let's use a value
of 0.07 instead. Okay? Just just to see how this
is being affected in a So the idea kind of look out the ideas of
clout a bit a bit cleaner actually just to just see how it's working out
on the skin right now, we still have a lot
of noise in here. See quite a lot
of noise in here. So I'm going to
allow this render. I'm also going to test out the other color we have in here, and then I'm going
to do this snapshot for the two of the so we can see we can see two
comparison for them, and then we can figure
out which one feels a lot better for our
character in here. But for now is
actually quite good. It is actually quite good. So we did an impressive job for the texture painting instead
of substance painter. So yeah, that is fine. So let me just allow this render out and then I'll
come back, alright? Sos you guys the next
lesson, bye for now.
52. 48 Eye Look Dev Arnold In Maya: Combat guys. I've done some quick renders for
comparison for the two skin. We spit it out of Subtnspena so this is the first one,
not to park lean though, but at least we can see at least most of the skin in
her hair kind of looks like. Is for the more white
house skin tone. This is for the more
white house skinton. So we have two variations
to play with so. In every day I'm still
going to kind of rent out two versions
of this actually so, but I'm kind of digging this. I'm going to keep this for now. Let me minimize this. Put this to the side, let's drag this back
in here All right. Okay, Sung should be fine. Can we shrink this? We cannot. All right. So, that's fine. So let me
just pull this down for now. Let's work a bit
more on the eye. So I'm going to hide
the head for now. Okay. Get this in view. I'll select this. Let's
apply the material for it, existing
material meniscus. I believe that
should be the one. Then let's come in
and change this to AI standard surface. I'm just going to name
this to AI meniscus. Let me use our caps for this. So I'm just going to
use the preset in here. The presets, I'm going
to use Clearwater. Use the clear water preset
for this replace, all right. That's fine. Let's add
the outer eye phone now. Let's work on the iris. Okay. Now, there isn't
so much doing here, just to apply the
base color in here, but let's first apply
the previous material. So Iris Siris she bid one, then said this to AI
standard surface, named this to AIs. All right. Then let's
go to our iPass shade. As. Why is not updating? Okay, it's in here already. So rightly graph network. Let's just go into
the texture in here, si color normal map. We don't need the
roughness actually. Let's ignore the
roughness for now. We just need this to let
drag and drop this in here let me start by
moving this this way. Move this up. So we're
going to plug this to the base color, right? All right, so let's
use AI normal for this A normal map
out color to input, out value to normal outcome. The default should be
just fine for this. Default trend should be fine. Okay. So let's run this through. Let me minimize this. Get some space in here. We have something
invisible in here, actually, so let's
scroll through, turn this off, and let's
file ropaanda again. Okay. Yeah, I think this
should be fine. So what we need to do to select the shader and then
for the roughness, drag this all the way up. Something completely
rough, fine. This is what we want.
Absolutely rough in then. Oye just maybe. We can bring in let
me move this for now. Let's plot to an AI
local node instead. AI color. A color correct. Out color to then out
color to base color. This one is because if I
need to if I need to kind of increases the contrast although
saturation easily do so. Actually select this noun, select the color correct. Going to attribute ital. Use the color correct
now and put the side. The color corre in here now, so I can easily just adjust
any of these setup in. If I should add more saturation to this, may
increase saturation. Let's say I cannot change
the coloring in there. If I also want to increase the Dama also let me
set this back to one. Then set the saturation
also to one. We can also increase
intras if you need to. Maybe we will decrease
that if you also need to. But one. Yeah, that
should be fine. So now let's work
on the outer eye. I'm going to stop this for now. Drag this year. Let's
bring out the outer eye. So in, I need to do a little bit more work
in here actually, select the out, apply. Apply the material in here. Outer eye should be
this, that's the one. Okay. Would this way, go
to the outer eye, and then we would let's see, um. Let's change this up to AI
standard surface, AI out I. All right, so that
should be fine. Let's go and look for
that Sadin graph network. Let's import what we need in the that's that's up a minutes. Hold up a minutes. Try and see if I need to crank this up, that should be fine. I don't need to crank up
the normal map for that, let's bring in the
necessary textures in here. So outer eye base color, normal opacity,
outer eye roughness. Dragon drop this in here unless I arrange them the way they
should be set this up. Yeah. Normal should be year, opacity. Opacity, all those drop
outside her for now. And roughness in year Oh, yeah, I think I'm missing one
but let's fix this up, then we'll go back
and we can't do that. I can actually do that here.
Let me select the Iris. But the normal for the Iris, I'm supposed to set set that
to Let me open this up. Set this to roll,
open the inputs up, set this utility to roll. That's supposed to be
roll. That should be fine. Let me hide this for now. Let's render this out
again. Let's see. Should be fine. Stop this. Bring back the outer
eye, save this. Let's go back into the outer eye out color
should be on this color. Okay. This should be plug, open up the out cool log
out to specular roughness. All right, set this. I think the IOR for
this also too for the IRR for the roughness
should be on skin also. So for the normal AI normal map, log input to a cool or
out value to normal came, select. Let's start
with the roughness. Let's say this to utility
awrmal cam normal texture rather utility to roll. Okay, that is fine.
Save this again. Yeah, we're good
we're good in there. So if we should do
quick render for this, something like so,
something like. So I think my normal map
is way too intense, so. Let's take down the normal
strengths down a bit more, so. Let's split this into a 0.5. Okay? Oh, you should be on 0.5. My mistake, zero point. Let's 0.8 instead. 0.8 instead. So it's not too aggressive.
That should be fine. Alright, so now it's going to create this glass shed
in the center part. So how do we go
about creating that? Let me stop this for now. So a way to go about
that is to kind of create a mixed shed
down node in here. So to do that, I would need to first create I need to first create a new. Let's create a new
shead in here, so let's do I won't do
that previous time. Can we open this up a
standard standard surface? Select that The's bringing
a new sheade in here. Where can we put this? Let me drag this all the way up here. Right? So this is going to
be fully glass material. It's going to be a
fully glass material. So I'm just going
to select this. I'm just going to name this
to AI glass I. All right. So the preset for this is
going to be a glass material. So let's look for glass replace. Awesome. So now we
have this in here now. So what I'm going to
do will be to bring in AI mix Shader so AI
mix, shader Alright. This is fine. So now we have to input
now for two shader so the first shed that we're
going to bring in would be, I think I hope I
get this correctly. So the first sheder is going to be I'm just going to
select this okay. Let me select this too. If I don't get it right, I'll do it again and then
we'll get it right. So I'm going to select
the mix Shader. So I'm going to
middle mouse drag this outer eye text
shot to my Sder too. Now drag this AII glass
material to shed a one. Then we just kind of
drive the marks for this. So what's going to drive the
marks for this would be? Let me select this. Select this to extend them out. What's going to
drive the marks for this to be our paste map? We kind of gotten out
of substance painter, the center of the glass eye. So let's select this.
I'm just going to drag. Let's drag let's drag the
out color to not mix. Let me just middle mouse
drag this all the way to the main weight, select darts, yes.
Min weights in there. Now I'm going to save
this. Now let's compare. Let's see what we
have in here now. I'm going to run this through. Okay, nothing seems
to be happening. I think I kind of transparency. I say. Let's see. I think my arrangements
should be off for this. Let's drop this for now. Let's run this through. I think I need to flip
my arrangement for this. So I would use Oh, yeah, one very
important thing to keep notes, I haven't
done anything yet. I live setting the
way it was before, so we need to apply
let me rename you need to apply this
mixture now to the eye itself where
it actually work. So probably probably one of the reasons one of the
reasons why it's not working. So I want to kind
of proof test this. So yeah, I've done this
before several times, so sometimes this kind of skips
still kind of skips mind, but let's get this to work. So I need to rename this to AI. I mix. Okay. I mix. That
should be fine. So I'm going to select the IR li and hold on
this. Rendering anything? I'm supposed to render
anything. Come on. Let's select apply to
material and view ports. Then let's run this again. Okay? Okay, so we have it in here now, so let me just show
you guys what I did. I actually won't
do much actually. I just seem like closing this and opening it up
seems to do the trick. Work together need
to apply material. So initially, initially,
should be a lavard. Let me select this, select
this apply this in here. You don't get anything
working in here, so for a to apply AI AI I mix with the
mesh letting the mesh. Forming rightly can
apply re to view ports. And then one other
thing we did was to mix node the glass material. I read out to the initial so drop the glass
material in there. Then basically just repeat
all of these rials out. Let's do this again. Okay? So the glass shader
should be on sheer one. Let me also remove this. Let's repeat this again. Sedar, drag and drop SderO. You can see how we're having
this on full glass now. Then she too should
be out texture. Then in drive the marks for
this, select the opacity, open up the coop up the
out coolor in here, then drag this out channel to the and then we should have
that have that in here. That's completely fine. So
now we have this inniar now going to say,
it should be fine. So we can let's
stop this for now, drag this down, move this
out, bring back the head. Let's kind of position the E somewhere around
there should be fine. Save this. And then
let's do render. For this, It's see how this
works with the eye in here. So let's see what we get. Eye is actually fine. It's actually fine. Kind of getting good eye set up in here, which is precisely what we want. Okay. So obviously, I want
to wait for this kind of get a bit cleaner, and come back to this. For the most part, this
should be working just fine. This was needed for. So let me this save this again. Right. I'll see you guys
the next lesson we work on work on the hearts and
then the polo shirts. So there isn't so to do in there and then work
on the eigen hair. I'll see you guys the
next lesson, bye for now.
53. 49 Fabric Garment Look Dev Arnold In Maya: Okay, welcome back guy.
So this is what we have. Let's just see this in
here, maximize this. Okay? This is what we get. Yeah, I think this
we can work with. So I'm kind of looking at this no I feel like I think
this should be fine. It should be fine. I think we're actually good. But my thoughts were like, Okay, maybe I should extend, maybe widen this part of
the nose bridge a bit more, widen this bridge a bit more. Uh probably that will be a
correction for another time. But for the most part, I
think we are good in her. This is actually quite nice. Okay? So let's carry on. I'm going to hide let
me minimize this. I'm going to hide all of these. Let's work on the hearts. Let's work on the arts and also on the polo
shirt, also, too. So let's work on this too. Let's start with the hearts. I'm going to select this.
This wouldn't take too long, so we're going to do
this quite quickly. So yes, let's do. Let's apply the heart
material in your At mats. Okay. Let me just put this. I think we can drag this back
in A where it was before. That should be fine. Okay. Yeah, that should be fine.
I'm going to go to armat. I think I would like to also use the displacement for this. I would like to also use the displacements
for this also too, but let's set this to
AI standard surface. A standard surface. All right, let's rename
this to AI hearts. Okay. Now, select the s. Let's go over to no types, subdivision level, cart
clack, set this to two. Play attribute, scalar
value 0.5 Okay. Then the heights, I'm
going to use 0.2 instead. Okay. Then let's go
to the hypershade. Did I close my per shade. Let's open up the
hypershade in here Windows rendering
settings, hypershade. Okay. Then let's
look for the hearts. It's the AI art. So graph network in here. Let's go over to the textures. Let's put the textures in. Hat, hat, hat, hat,
hat hat hat hat. Normal ma roughness,
drag this in here. Okay? I think we're going to
do much. You can set everything up and
then do the renown, then we should be good. So let me just arrange
this up properly. Said this year. No, you should be up instead. All the way here, say this year. All right. I'm going
to select this. Let's set this to
roughest Amal map. Input outclor out
value to normal CAM. Let me make sure this
is set to roll ready. Set this to raw utility row. Book not the outcol
and then drag out to secular roughness. Okay, that should be fine. Then out color, you can
drag this to base color. I also like to add shin in here. Let's add some shin in here. Shin material. I don't like to use something
way too high. Let's just do 00.4. Then the colour for this, we can use maybe this more
lighter shade to it. Somewhere around
there should be fine. Let's start with that for now. Mind to change that
later on. Maybe let's brighten it up a
little bit more. Okay. Let's bring in
out displacements. Let's bring in displacement
shed face to AI. No AI lets lets do
displacement here displacement sheder No drag this to displace, delete this. This to push them a
little bit distance so then let's go in and then bring in I believe wonders exports, bringing the Earth
displacements, drag this in here. Put this this way,
set this to row. Open open up the outcoH value
should go to displacement. I'll save this. That should be fine. Then,
yes, that should be fine. I think that's
basically all we need. Okay? So let's do a render now. Let me save this.
Definitely save this. Let's do a render.
Let's see what we get. Okay. Now, I want to
avoid having this way to the fabric pattern, fab the fabric
pattern way too high. So I think this is
actually in a good place. Yeah, I think this we can
definitely work with. Just zoom in a bit smaller see. Okay. So now this we make
this down just to see if this is working
correctly or not. Yeah, I think that
should be fine. That should be fine
the way it is. I think I like the way this is. I'm going to stop
this render for now. Let's go over to the
garment in here, save this, apply the material that's supposed to be
in the polo shed polo. Set this to AI standard surface. Coming here, AI shat. I think that should be fine. Select it again. Let's go over down
here displacement, cut clock iteration two, scar value 0.5. Set it to 0.2. All right, so let's go over
AI shirts, graph network. Let's bring in
textures in there. Extend this out a bit more. I mean, maybe let me start by bringing in
displacement first. Living displacement sheet
and let's set this up. Okay. So drag plug this in
here, delete this. Sled this to extend
them out a bit more. So since we have the
folder opened up, you can just drag the plot sheds in get some space in here
drag and drop this in here. Let's arrange this knob
cool displacements, roll then back into the folder. Let's get the substance
painter textures in there. So yeah, it should
be everything, select this drag and drop in. All right. So basically I need to arrange
this color should go up here or is this normal
should be roughness. So let's start with the
normal EEI normal map out quality inputs out
value to normal cam. Is this is set to roll already. I said this to roll,
roughness to roll. Have you said this to
roll yet, that's fine. Open this up, out channel
to specular roughness, out lot B color Okay. Save this. I think we should be good now. And then you need to
bring this out actually. Then let's do a render for this. Let's do render for
this let's see what we get. So the quick render. Okay, it is actually
actually quite nice. This we can
definitely work with. Yeah, all of this is working
correctly as it should. Okay. Let's compare this in here. No though we have a
bright setup in here. Is more brighter since setup. Brighter set in here. But for the most part, I think this should
work just fine. We don't want to be too
extreme at least for now. I think this should
be just fine. So now we can bring
everything back out. Let's bring everything back out. Let's set our camera to the
way it was before, close up. Let's just wary up just before we bring in
the air in there. Let's see what get
maximize this. Okay? Yeah, I need to
add shin to this, so let me stop this for now. Let's add shin to
the fabric material. Let's add chin to the
fabric material in here. AI shirts. S somewhere around
here should be fine. Use this colour to instead. Run this again. All right. Maybe she slightly way too much. Let me slash that up to half. Let's do half way
a little bit more. All right, so I'll
like sender out. So the major difference that
need to be in here will be our hair once we
bring in our in here, then we should have sender looks more even more
interesting in here. All right. So let me see if I can find a
good angle for this. Finding good angle for this. Okay. So I'm going to
give the moments, and then I'll come back when
this is done rendering out. So I'm going to leave
this to render out for a few minutes and then
we'll come back to this. Alright, so I'll see you guys in next lesson. Bye for now.
54. 50 Xgen Hair Look Dev Arnold In Maya: Welcome bu, guys. So we
have some render in here, not the best render for now. It's not entirely clean but but most part
can get the feel of how this is
kind of coming out to working out together. We're getting something
realistic in here, which is precisely what I want. Okay, so yeah, I'm
going to move on with this and then render out or do look
development for the hair. So let's stop this for now. I'm going to minimize this. I've already taken
a snapshot of this, so ting snapshot button
in here the snapshot. So let's hide need to actually
hide anything in here. Let's just let me do this down. Supposed to hide
something in here. Let's just hide this
select this hides. Let's just visualize
the head in here. Okay. Save this. Let's go in and
turn on the hair in here. Let's see what we get.
And then now starts. Let's work on this Eigen hair. So let's go over to, uh you need to bring out
the Egen tub in here, so let's select the Egen tab. Is gen tab selected Fantastic. That is just great.
That is great. I can't even see the
agent tub anymore in here for some funny reasons. Can we just get the
agent tab in here. I mean to just close this
up and open this up again. It's just close and open
this up again because our agent tab is not
showing in here. It's not showing in here.
So let's save this. I'm going to close this
and open it up again. Here, we got this tab now, so we need to kind of
set our project again. So set project a
yes B select sets. Alright, so eyebrow,
let's bring back the eyelashes heads
coal S Teddy also. Okay. It's fine. So now let's start with Teddy. We go to preview and outputs the renderer renderer let's
take the star node render. Let's go over to the hair
renderer and node render. Let's go over to
the ey cow Okay, renderer and nod render. Let's go to the eye lashes, renderer and nod render. All right. That's fine. Let's
start with the main hair. So, come on. These are outliner. Let's window outliner. Okay, so what we need to do
is to let me bring this out. Let me say this outline
now on the opposite side instead it is always
visible. So open. Let's start with the head scalp. I'm going to select
the head hair, the head hair. Come on. What is going on right now. Okay. Lady head hair. Lady description,
very important. Sled the description
rightly can hold, go to assign you material, rnd, then select AI standard
hair, a standard hair. So I'm going to rename
this to ahi AI hair. Okay. So I'm not going to
bring too much in here. I have a few settings
I can just use based on documentation from rnd. So let's just use
this set of pine. I'm going to use a
Brunette hair in here. What actually controls the
color most of the time for more realistic colors
is the melonin in here. I want to be careful values
using for the melonin. At the value of full one at one, you have this black hair and C. I'm going for
almost more reddish, dark brown hair with
some redness to it. I believe that's for
a Buntte set of hair. If you're going for
white full white, we're going to full
white set this a zero, blond 2.0 0.2 0.5, then Brunette are 0.5. Let's say this as 0.5. I need to be brunette so
let's do 0.5. All right. The redness for the air, I'll need quite a
lot of redness, millennium redness in here. This is at full 10 is at
one. I'm going to set this. Let's do 0.8. Okay, that should be fine. Then randomizer kind of randomize the kind of break up the color variation
of the ir a bit more. Having a zero, having
something like this, not so much break up 0.2, 25, some kind of white
strands in here. So I don't want some
white strands in here. I'm just going to use
something around 0.2. 0.2 should be fine. Roughness should be fine.
Then the air shifts. So the air shifts, let's
use something that's more European light brown, European, dark, brown,
European h. Um, let's use dark brown Europeans. Let's shift of Yeah, it's already at three,
so that should be fine. That should be fine. That work just fine. So I'm
going to leave that. I'm going to leave
that as it is. Let's put this away. That's precisely what we
need. So I'm going to apply the same
material for the hair, select select the teddy hair. I'm just going to apply
this same material Ah go to the ice cap, open up the ice cap
collection, select these two. Then we can apply the
same AI head to them. If we need to make any
other corrections, we can just go in and
make corrections. But for now, I'd like to do some rando test just to
see what we get in there. So main character, let's
turn on the hearts. We need the heart in here. Definitely need
the heart in here. Then I would also like
to brighten up this AgI. Maybe just brighten up
the ag a bit more or less use a value
of two save this. Let's get a good angle
on the air so we can actually see how this
is working in here. Okay, close up, save this. Okay. Now let's go to node. Let's bring out the
node render view. And then we lost our snapshot. That's fine. That's fine.
We kind of done with them. We've used it for what we
need it forted this way, get this out of the
way. A bit close up. Save this. Then
at up our render. Let's see view
reduction is at 50, let's do 75 instead. Let's run this. Let's see
what we get out of this. So it's running through. Let's
just give this a moment. And then we should start
seeing something in here in a bit, Okay. I think I think the hair
is a bit blown out. I think the tie out is
slightly a bit blown out. I think my DRI
brightness is way too high for this definiteness. Let's say this back to one. This back to one. So we get this back
to the natural state towards initially,
which is fine. So I'm more concerned
about the hair. I'm looking at this, and
I feel like I may have added just may have
added way too much. Way too much redness
for the hair. Because the light
passing through, and then this is where we get. Let's Let's allow this render
out a bit more lets do. We can do a render
region for this. Probably do some render
region for the C. Yeah, let's arrange a region
for the hair instead. I have way too much redness. Way too much redness
for the hair. That one is quite certain. Way too much redness
for the hair. So I'm going to
leedon head hair. Let's also push this
towards the black. So let's do 0.00
0.5, let's do 0.65. 0.65. Let's the render
region. Let's bab this. For the redness, let's
tune this down to 0.6. 0.6 for the redness, give this a moment to
kind of calculate some more allow just
calculate a few more. Okay. I think this
is a good one. I think we can
actually use this. This we can use. Allow this render
out some more Okay. Yeah, I think this
should be fine. Yes. This skeleton kind of looks very similar to
what we have referenced. Since we can actually
make this work. This we can make work. This should be fine. Except I feel like I need to kind of space
this out a bit more. I feel like we space this out. I'm talking about the
clumping for this. I feel like I
should my clumping, too, I need to use that kind
of space this out some more. By skin actually looks good. The skin works just fine. Let's see. I kind of
feels a bit too thick. Feels slightly a bit too thick. So let's stop this
let's start working. Let's go to the Egen tab. Let's go over to Ed. Yeah, I stop the render
already, so that primitive? Um, Let's set this
side, side a bit more. Um, trying to figure
out what to do in here. I know what to actually,
but I'm trying to know the bright settings
kind of used to kind of get this to look right. So let's go to the
modifiers in here. Said this here
modifiers mod two. Button that off. I think we need a bit more space this out some more space
this out some more. I can't really seeable, not really seeing the definition of what we have in our preview
on our rendering here. Not seeing so much of
that actually, so. Let's spread out
even more. Okay. I think I would like
to go to primitive and then change the ticnes
change the etiness. Let's do instead of
0.01, let's do 0.007. No, maybe eight. Let's do eight instead. Get the 18 out
some more than 40. Well, let's add a bit
more noise to this. So I want to increase the
randomization of the noise. So instead of zero to 0.7, let's do 0.5 to 0.0 0.0 0.9. Let's see what we're
getting a bit more noise. Okay? That should be fine. I'm going to save this. And then let's run this again. Let's run this again. Let's
see what we get out of this. Let's run this again. So yeah it just revenue
starts tweaking and I just think just to just to
get to look right. Just to get it to look
right and good enough also. Let's do a render region
on that particular part. There's a render region
around this park alone. Okay. I'll just give you a moment then I'll come
back when this is done. Then we can kind of, I think it's beginning
to look a lot. Beginning to look
a lot better now. Yeah, I think this feels
I think this feels much. I think this feels much better. It is much better. Yeah, I
can definitely use this. I can definitely use this. Okay, so I'm going to
stop this for now. Then in the final conclusion, I'm just going to
come back and then do a final render for
the entire out. If there's any other correction or adjustment I made in there, I'm just going to show you guys. Let's do something around 150. No, this render region, bring back the polo. Let's set this I'll save this Okay, I'm
looking at this now. I don't know if I should
use the same color setup for S colo set up
for the background. Maybe that you do something
maybe probably probably not. Probably not. Because I
don't want my idea to be direct to be kind of misdirected
towards the backdrop. I don't want the backdrop
to draw too much attention. I don't want to draw
too much attention. Okay, let's just let's start with what we
are having a first. Let's start with what we
are having here first. I'll save this and then
let's do a rundown. Let's see what we
get out of this. All right, so I'll
see you guys in the next lesson where we
kind of look at this a bit more and then see if there's something
else I could have adjusted in here to make it
a whole lot better. Okay. Mm. Here, I think
this should be fine. The backdrop seems fine. Okay. For the fun. Just for the fun of it.
Just for the fun of it. Let me just give this a new
let me stop this for now. Give this a new AI
standard surface material. And I'll just name
this to a AI orange. Back drop. All right, so let's see if
we can pick the color for this roughness all
the way up this way. Okay. Let's pick this color
from in here Okay. We need to kind of
darken it a bit more because now we have
lights set up in here, so let's run this again. Whoa, that's way too bright. Ah. Not sure I'm digging. Not
sure I'm digging this though. Ah. I'm not sure I'm
digging this though. Do something blown out up up. This is the previous
one that is in. I think the previous
should be just fine. So I back Let me stop this. Let's see if we can
actually bring this closer. This is probably
not too far out. Probably not too far out.
But I need to select these two, somewhat closer. Okay? Select this, bring this
even closer this way down. And let's get this
back to front view. Let's see what we get. So we'll be getting here, yeah, this is, this is a lot better because
it's a bit closer now, so we can see some deep
shading around these spots, which actually quite
nice. Really quite nice. So this we can work with. Let's use this in here. So I'm going to leave
this latest render out, and I'm going to come
back when this is done. Alright. So I'll see you
guys in the final lesson, like the conclusion of
the entire out scene. So by for now.