Transcripts
1. Intro: Hi, my name is like oxygen
and I'm a senior guy. I said I would do it in characters since almost
eight years now. So in this course, we'll
learn how you can create expressive burst of the
characters with some character. That means it should
show strong emotions. In the project
section, I will be sharing the reference that
I'm using to create it. You can follow along,
or if you want, you can create your
own character as well. But it should convey that strong emotion that
I want to teach you. Whoever how basic to intermediate level
of understanding of zebras can take this course, I will be teaching you
the concepts as well, which are useful if you
are coming from any other. Start things off here
such as blender or you can always apply
this concept and create your own boss or the
expression for the strong, especially by the
end of this course, we'll be able to weird
expressive characters with sure that strong emotion. Or during the lessons, I will teach you
some techniques and some tricks that you can use to create your own
character in the future. So without further ado,
let's get started.
2. Building the head shape: Hello, and let's get
started with the class of creating expressive
character Boston ZBrush. So for this, we
have started ZBrush here and started
into this sphere. For this one, I'm gonna be starting the character
with a scrapped. So I picked up two sphere. And by using new brush, we can shift the objects
according to our need. In this case, it's a face. So for creating a feast, all you have to do is
shape of the sphere. So that it looks like an egg, landed egg, which is an ordered. And right now I am
masking the UDL beard. I can pull out the neck
from over the move, inward, the mass with the move, and we can just
pull the knockout. This way. We can have a basic
shape of the head, which should look like
something like this, and a little neck. And from that, you
can just shake up the neck and everything. So I suggest you in the beginning, keep
your subdivisions, all your dynamics levels
on pretty low side so that you have a better
control over your sculpting. Like this. Here, I am trying
to shape up the neck, how it shouldn't
be in real life. And trying to help. Shape of head, how should
we ship open head? Shape of a head is somewhat
flat from the side. It's not circular and it's
curvy from the front. So protruding the laws. And I haven't used
any external object or have not added any other
sphere for nose or mouth. I will be creating them
from the single mesh. Since I'm using I'm trying
to shape up the skull. You should also keep
in mind that you have to put in some
work while shaping up those codes are
ahead in the beginning because even if you
see skull daily, It's not something
that you create. So keep in mind that our head is something that
wraps around the scalp. So keep your skull in mind. Imagine that skull inside the mesh and then
start creating. Since it's a creative, I am creating the ear as well from the same mesh by
masking and an orienting, inverting the mask and
pulling out the year. Using clever to
detail though part of the ear and some part
of the model as well. Also, once you build up any radial and if you want to smoke, you can just press Shift
and smooth object if you find it not pleasing or
if you want to smooth it. Also, whenever you want, you can just Control and drag on outside of the canvas
to DynaMesh it again. So that you have an even among those
polygon distribution. For a face which have a
beautiful expression, you need to focus on the
areas which expresses more mature eyes and
around the eyes. As you can see along
with this in the course, I will be focusing
on the eyes a lot. I will be touching up all
the parts of the face, but I will be coming back
to the eyes more and more because I need my eyes
to be very expressive. So in this one, I have just
carved in the ICE table. And I do not work on
one object at a time. I keep switching
parts of the face. Like sometimes I work on ice, sometimes done
again on the nose. Right now I am carrying
out simple area or shape. Mold can be. For sculpting anything. You should have a lot
of references with you. So for this one, I had some references with me. All the other monitor, this portrait of genes called
erudite do that I am creating. So keep in mind if you have something new or creating
a new character, collect most amount of
references as much as you can, and then start working on it. Here. I have just offended ball, sphere for eyes and mirrored it so that we can have
a better understanding. Without an eyeball. The ship was looking freaky. We do not want that. And also it helps
sketch the eyes better. And that's what we went for. Bed now, it is looking
a little bit weak, but it all comes. It will come together. If you keep working on it. On the lowest subdivision level, on the first, you're going
to have to be too high. Otherwise it will look muddy. Clay, which we don't
want on any stage. You want it to be controlled. We should have full
control on at all. So for that, start with the low and your subdivisions
along as you move forward. I am trying to create
the cavity for eyes, also the area below eyes, eye bags and the eyelid. The bag on top of
the eyes aspirin, everything around the eyes, which is a very useful, I know. It is not reflecting any emotions or
anything, which is fine. Later on in the course, we will see that how we can
develop the emotion fees. First, you have to focus on the basic blocking other parts
which you have to create. So first we will
create the pipe, then we'll make those
blocks and loops like that, that they are
expressing something, they are expressing anger
or excitement, etc. In this video, we basically, we build the proper forms
and some areas of the eyes. And the next one will
be taking a look at and moves and how to build up that font. You can sculpt along with me. And you can also start
with a sphere if you want, which is the best practice. Also, since I am
building expression, I have started moving the
face according to that, which isn't in anger
expression I wanted to create. That's why I've been with
the mouth shape like that and and shipping a hold or areas around the
eyes right now. I hope you got
something useful from the video and I will see
you in the next one.
3. Sculpting Nose and Eyes: Hello, and welcome back to this lesson where
we will be working mostly on the nose and
eyes part of this Grecia. So I am using Cleveland of
mostly to build up my forms. And the character that I'm creating have a very
broad nose from the side and it tapered down. As it goes on. The eyes areas. I am really performs on
the sheep and some forms inside the mold to give in to have an idea of how
the expression will be. When we'll put the deep
for the next lesson. And the huge, huge screened
that's going to come. That's why there's huge role. And you have to
understand or study some expression that
when somebody screams, the cheeks can go inside no matter how chubby he or she is. Yes. You have to keep
certain things in mind. That certain expression,
if it's smile, smile, it's a screen of
angular in our case. So the expression or the facial features
changes drastically. So keep those things in mind. Something like what we
are trying to do here. I am trying to emphasize that expression by
creating a Ford or a follow that goes from the nose to the
bottom of the lungs. Also, you will see
mostly I'll be working with the
xlabel and this one because that brush
gives me the ability to build forms very
quickly and smooth them on the go with
this small brush. And as you can see,
we are back on the eyes very dealing the park, making it look more believable. How the ice can be
drilling the eyelids. But I was carving in some of the areas but
the dam standard brush. Here, I am trying to bridge the gap between
the eyes and the nose, creating a bridge which which
is there for the faces. If you look closely, I
will turn it down later. It's very drastic right now. I will turn it down
and make it smooth. Now, Let's start with
creating a body. I have appended another
sphere for that. So it's not gonna be full body. I'm just creating a bus so some vital shoulder and
chest wouldn't be there. So there's just a basic
came off the bus. I will merge them
down and animals them so that they are one mesh, the head and the shoulder bag. Then I can just blend
them all together, make it feel like it it's one body instead of
two separate tools. Oh, this looks weird. Again. Sooner or later
we have to do it. So why not build it on the neck little longer than he is a character works out or who does a lot of
physical activities. He is Jake from Avatar. So why not have a tender neck
and a little muscular body? Trying to fix the neck, some
part of the face as well. Building and moving. Mostly, you will be
using brush a lot if you are creating any
character orbits from scratch. So keep in mind, have a habit of practicing the doze brush. More, such as labor,
love, smooth. These brushes are very
handy and very useful. These are just basic
block of ZBrush. If you're creating
any character, you can turn a vaping
tools brushes. Here, I am going to create smooth some of the
bytes which happened, some artifacts comes when
you see DynaMesh it. Trying to shape up the
ear a little better. Right now, the ear is
in standing position, but now I will change
it. While screaming. The year goes down
for this creature. It looks very cool
as I am adapting to my references and trying to build up the form
as as I go forward. Also, I keep on diner machine the object to get a proper
resolution all around. So yeah, that is the basic workflow that
you have to follow. Also for male and female bust, make sure your forehead. You keep a close eye on your
forehead because for me, a full head is flat and slanted. For female. It's good. Yes, here I am back on the
laws trying to do with my brush and goes at
the bottom of the lips. Mouth. Actually. Which gives afford. Good for that, happens when you scream. Which is important. Yeah. Building up the forms
for eyes. Again. Because they are again, when you DynaMesh it lose
some of the regions. So it's better to come back and build the
eyes would cheer, which looks better
if you are dynamics, you can get on a little
bit higher value. So here I am building the form which will
create the eyes more appealing to your references. Keep a close eye
on how the forms are looking and
build up the forms. You can carve in the details, even if you're using standard
or clay buildup brush, that way you can add
or decrease the forms. On the go. I suggest
you spend most of your time on the eyes
because as you have heard of, most probably the gates of your soul expresses
a lot of expression. All characters of any arc
that you're creating. But if it's 2D or 3D, so spend some time on your eyes and you
will see the result. So, yes, once we have
some basic eyes already, we can apply the same amount of detail all over
so that one area, Dawn Club, very detailed, and others are very black. So I am applying the same
formula here as well, trying to shape up
the cheeks as well as the periods around the mouth. And you will see
that I am again, my primary brush
is clean build up, building up the forms
of cheeks here. Building up those,
which adds up to those expression that
I was talking about. And it's looking
pretty good to me. Also. Usual as well. Skirt from every angle. Keep rotating your
object and sculpt. Move an object from
all the angles so that you have a
better proportion all around when you create
any tall table or even if you are creating
any work in 3D, skeleton, every angle grinder to build up the forms
for the head shape. Eyebrows as well. It's angry eyebrows. I'm going for that iris,
which looks angry. Middle and create
some little folds are included for that. That is believable. And trying to add the details
or folds over the nose. And I hope you are also
sketching something. By watching these lessons, you have started something. So that is it for this lesson. And I will see you in the next one where we detail
more for this character.
4. Putting in the Teeth and Gums: Hello, welcome back
to the lesson. In this lesson, we'll
be adding to our model. For that, I will be
using an existing set of teeth and gums which
is present in ZBrush. For that, you have
to go into tools and select this next human model. Double-click on that.
It will add as subdued. And you will find
at the bottom that there is a peak with gums. So all we have to do is go to our model and append
that sub tool, that tool in our
model like this. And you have to search
for it in the ghettos. My pressing F, you can
locate that object, which is a very far
from our model, since we started from a sphere. That's why our sphere is
at the center of the grid. But the amount is on
the top of that header, which is already
present for that model. So all we have to do
is pleased that gum, those gums and teeth. And yet our head, scale it accordingly and and
place it inside our jaw. That is what we are doing. Carefully, trying
to place it inside the jaw and then I
will be opening it up. There's a little
trick of opening it by using isolation with him. For that, what we can do is
we can auto group everything. I know what part of group
does it gives you excuse me. It gives you I'm just trying to see what
these handles are doing. They are just
handles which moves, certainly guilty of that five. So my auto grouping,
what you can do, you can isolate the part of gums because they are one mesh and the teeth are different meshes. So I am isolating
the teeth for now. And in what select them
and group visible. So whatever is visible, group as that, which is Control W is the
shortcut for that. And I will do the same for
the bottom teeth as well. Just Control Shift and click on each beat boot so that
it goes in hidden mood. And that way I can
control shift, drag on the outside
of the cannons and group visible deck so that we get two groups
of those teeth. Now, what I can do, I can just mask the area
which I want to move smoothly the mask and make sure
the teeth are also asked, but just the bottom part. And then I placed my gizmo according to
my need and rotate. I have said the transparency
shortcut to control T, which you can do by holding Control Alt and
clicking on any button. Or you can go on the
bottom right corner, they will find the transparency. And if needed, you
can use more brush. Simply move them in places. Also, move them accordingly. I am using symmetry. You can do it later on in the state will
be holes in the mesh. It looks weird if you don't pose and it's
all too symmetrical. So posing is necessary. Even if it's so bust,
It's important. Just pushed the
mesh of the mouth but inside so that
it looks natural. Non-blocking of the mesh. Now and grind to a place. What a better areas
moving here and there. And building the inside
of the mouth using clever though not visible so much
it's not going to be. But still, if you want to work, you can do more work on that. You can also build up the forms of muscles which are inside the mouse and inside the
cheek areas as well. For me, it's good. And all I can do now is a refund the shape more and add
more of the details, build up the forms as
what I'm doing trying to create the muscles. So what makes a face? And building up the form, straightening up all those lines which needs to be straightened. Not too curvy
because the skin is stretching in that way that
the screen is happening. So the line which goes behind the nose
till the bottom of the mouth needs to
be straightened, or even called pinworms. Doing that using my brush
mainly and shaping of the chin. I eat my shim gene to be sharp. And that's what I'm
trying to do here. So that's for tactic
for this class. Will little further
in the next one. So I'll see you there.
5. Detailing the expression: Hello, how are you early? Welcome back to this lesson. In this one, we'll be creating details for
all over the body, also detailing a bit
more of this expression. Also, I will be matching more tool the reference that
I'm using for this one. So right now I am carving in the details
for the chest area, also adding the bone
that is required for clerical and
the neck muscle. The vein which thumbs behind the ear to the
center of the neck. Doing that. And moving
as I'm doing that, moving towards the neck. Scorpion, some of the ideas
of making the form looks better and retelling a little
bit of the back as well. Some shoulder park. Building up with the clay will do mostly building smoothing. Remove in the form that a
little bit. Are you finding it? That's all the process
there is to it. So spend some time doing
that. Also save your file. Now it's time to match
it to the reference. For that, what do you
have to do is go into texture and loading
as a spotlight, you have to import the mesh
that the image that you want to match and then add it
to the spotlight like this. You can scale, rotate,
whatever you want to do. You can do that in this way. So I thought that I was not too long from the reference
that I was using. It. I made it fairly close. So I just important
to reference what do you want and match your
model according to that, just have to move In
places here and there. It's a little bit hard
to match the reference. So take your time
matching the reference. That is what I am doing. Once I'm happy with
the reference, I found that some of the
eagles are the fees little bit narrow if rent and
broaden the part of eyes. That's all everything
else was looking better. Tomb. Yeah, putting the eyeballs, little bit of fire
from the course. Also pulling the head as well, a little bit faded out
on the ice and shaping. Changing the shapes a
little bit near the eyes, thickening of the neck
and the shoulder areas. Once. Yeah. Trying to set up a little
bit of more accurate here so that I can match
little bit of my ear. As, you know. You have to judge it
with your own eyes. What do you wanna do? So I just simply
change my poles. Here. It was very scraped. The lid lot convene though, angle that I wanted to
express my character. I changed the shape of
the year a little bit. Too much, like drastic
change was there. But that's what made it
more believable here. Once you are done and
happy with your shape, you can press Shift Z to the reference image and start
working again the model. So fixing the eyes area, burning up those eyelids. And you can use **** standard
like I'm using to create that shape and a refund the
shape using equilibrium. Again. Small, two more clever
lockdowns, Jagger, these are my four main
brushes that I use. And they're very, very helpful. Trying to build up
the form of ice. Moving back to the back. Plus more than we ever
Somali effects on the back. Retelling them,
smoothing them out. And we are back on
the eyes again. As I have said, detailing eyes is one of
the main parts for bust. Eyes expresses a lot of details. So make sure to put some
effort around eyes. And here I am putting that fall and the lungs that builds up on the eyes here
is smoothing them. And shipping the eyes
around that sphere, which is eyeball a
little bit more. That looks more natural. And still I am on a
fairly low subdivision or the value on DynaMesh rich. Oh, I will be changing. Again. Detailing it here and there. Some neck bar, some body part. They are gonna be partially visible for the still
image that I'm going for. But yet still I have to
detail them a little bit. Also detail your character in all angles on that is important. I'm trying to detail the
ear a little bit better. Equals just a basic shape
which was put there. So yeah, trying to make it a little bit more
believable here. It's folded, so not much of
the detail is visible still. So whatever's visible, I
will be treated with them. Shipping them the ear, putting them altogether, the dam standard
carving in the Beatles. Bring some work on
the scholar area. I'm trying to make
it more rounded. Overall. This as well inside
the mouth, mouth. Very important. The chief Syria that V-shaped
that is happening to the cheeks for anger or
screen that is important, that, that happens
when you screen. In case of difficulty, you can create this face, look at your mirrors, and see what is happening to the fees and you can
copy that as well. So here I am trying to
isolate those two teeth, which is going to be
Chennai or longer, a little bit more than the rest. So that is what I am doing. I will just be due to other people and we tell
them apart for this lesson. And the next one, we will put in some
colors for this model. I will see you there.
6. Coloring the eyes: Hello. In this lesson, let's put in some colors to the eyes that I'm just turning on the
RGB and removing the Ziad from Standard. And setting the material
for eyes for toy plastic. Toy plastic gives the
best result for eyes. They just have to click
onto our plastic from your material section and click on Fill object
from the colors. Why just selecting m? Yes. And you can go back
to using that gap. Like so. Now picking up the
standard fresh. And for that, I'll be using on RGB mode to create
eyes should be, the base, should be black, and then whatever
color you want. And then again, the
I restrict black. So that's what I'm doing. I am starting with an
off-white, something. I am picking the yellow now, but then again, I will be
first putting in the black. I was just looking
at the yellow color, was behaving for the eyes. That's what I did just now. Okay, I got an idea. Then again, the black goes
to black layer like this. You can turn it off the
lazy moles if you want. If you're having some difficulty
putting that in late, me, I just did it. And that way, it'll be easier to put in your colors using standard brush
now comes to yellow. So again, at the
center, it'll be black. And then you can go ahead with their blacks are
darker yellows and put in on the outline to give
it more depth and shading. And for blacks to put in those little intricate
details which is on the eyes. And I just have to give it a parcel that it looks more
believable at a distance. It's not gonna be any. I close up, shot soap. That's fine. Now, somewhat
looking like eyes, but again, I thought
they are protruding out, which is not natural. So I went ahead and got it. And the of week four, eyes, the middle part is going inside. That's what I did
with the brush. More than four Smooth, make sure your z is on. Only know RGB should
be on for smooth, otherwise you're already paying really good smoothing,
which we don't want. Also, you can put in some
shadows for the eyes. I just kept the blue
color for my character. It was a small lesson. I will be revealing more of that expression
in the next one. So I will see you
in the next row.
7. Putting facial details: Hello and welcome back
to another lesson. In this one, we
will be detailing this character a
little bit more. So, again, clever. I wondered what the cheeks
to be a little bit thinner. Rigid dictates the physical
activity of our model. Yes. That is what we are
trying to achieve. That's what that big dent the cheek and just refining
them a little bit. But the clay buildup
on a low setting or on a very low pressure so that it is not very drastic of a change. I just want such details, subtle changes at
this point because we are getting towards our
results very quickly. And we don't want to break
anything at this point. So that so do avoid rework. Trying Two, pushing those
cheeks a little bit with two of
controlling too much. So as I said in earlier lessons, that you have to work
on all the angles. From the bottom, from the top, from three-quarters every
angle you have to work on. And putting in all
those details, I am just subdividing
it further. Guarding some of the folds using dam standard on
the eyes, on the lips. And that is what is
going on right now. And for eyes, again, look at the references and trying to match up
to that, right, the larger with the real
life for real person. Or look in the mirror. Here. Some unevenness
which happens for the eyes that I'm
adding and shaping up, trying to make it a little
bit more few years. That's why that
angle is important. And also the tear duct,
which is important. So constantly zooming in
and zooming out a model, it helps you create a better understanding of the shape that you are creating. Gives you a good understanding of an overall picture
of your model. To not just focus on one area. Do not zoom in too much
on the eyes and focus on that or for that matter. Yeah, zoom-in,
zoom-out your model constantly to get a
better understanding of your work and the quality that you
are trying to deliver. Here. I am adding a little
bit soft veins that is on the forehead and working
on the MT area more, trying to make it more pop out the lips from the
shape a little bit. So **** standard
helps me with that. But those little wrinkles, all the little details, transgender is very useful for detailing the character in ZBrush or putting
all the details. We will have to use any fancy
brushes from the internet. The New Deal. The brushes that comes along the ZBrush is sufficient enough. Like dams triangular,
you can do so much with the pressures
that we have. Clay buildup, flattens. All those brushes
are very useful to run for brushes in
ZBrush and Internet. You can make use of them. It's the practice
that really matters. So I guess putting the work in practice and building
up the forms, create those organic models. These types of
creatures, some faces, some anatomy practices, which makes you better at
using these brushes. Or you hand will set properly. If you handsets properly
on these brushes, you can create anything, whatever you want using these. So right now I am just
trying to detail the forms, the fold that happens when
the characters angry. Yeah, trying to put in all those ****
standard work using that the fold of those eyes
and eyebrows AVR happens. Yeah, so once you Garvin
with the dance gender, you can go ahead and shape. Using clay buildup
that I did right now, you can use a little
bit of smooth. Sometimes movement is
necessary to move brush is important when you feel like the shape is not going well
according to your need. And just move it all along. And at one point, you can just break symmetry
and create your folds like I did right now I'm working on
the left side of that face, creating the veins a little
bit different from right. So for that you have
to be the symmetric. Then, then again, if you want to work on the bigger parts, bigger shapes, you
can again onto symmetries and work on it. That's it. Keep saving your file. Do not forget to Save As if you want to save it as
tool where you can go into File and Save As a project. That way you can see it. I don't want, I seem as zinc. And again, the
character, the age, you have to keep in mind
that each of your character, whatever you are creating, the benefits creature, it ages. The age should
show in the model. He is not a kinase or
somewhere he is in, although forties or
something like that age. So some more wrinkles
can fall along the eyes. That's what I'm
trying to create. Some wrinkled below the eyes. We choose the anger mixed forms, even if you are of no ages, it forms a very subtle manner, but a character like this one, they can be a little
bit enhanced. Going back to the nose, the area of the nostrils, and using dance gender to cars and the detail
for the nose, the nose and expression. As you can see, you must
notice that DR. highly inspired from from
the real life, anyone like lion or tiger. So yeah, every feature, you can have multiple
references for that. In this case, I am trying to create a nose which is
similar to dog or a tiger. And then again, it also depends on the
personal preferences. Sometimes every detail is not visible in in the reference, so you have to adapt
and it's subjective, whatever you like,
you can put it. Now. Just putting it a
detail or color so that it stands out from
rest of the face. Doesn't blend. Which
is very helpful. Polly, painting on stages if
you feel like doing that. Because helpful
mixture model more believable and more close to the reference that
you are going. No, I just gave a little bit
of shadows for the eyes, which gives some depth to
the eyes and makes it more. I'm not sure. Trying to observe the
model from all angles, trying to figure out the
errors and putting it to work and didn't use a little bit. So yeah, I rotate your model
kit from far from throws. Not only a minute errors, but the larger details you can find and you can correct
them if you do so. So keep rotating your model and look at it from
all the angles, details from all the angles. And you will find that
you have to move a lot, used more brush
and fix the shape. Now I am trying to detail the
lips a little bit better. They were just a basic
shapes in the beginning. Now, putting it all
those little quizzes, putting it the clay buildup
and then smoothing them. Then in the end, the
closer drop-off, standard experiment with
whatever works for you. You have unlimited amount of, I lose, you have a new slider. So don't worry. You can go use
layers if you want. You are too worried about
you object to do that. Expanding when put
in the radius, like I'm doing here. So these again are going
with clay buildup, smoothing them and putting
them the details, the lips. That's what I wanted to go for. These are tough and
rough guy type of guy. Yeah. That's the aim, is here. Not fake or not natural. It should look like we are doing some creature and it should
look natural, not fake. So that's it for this one. I will see you in
the next lesson.
8. Adding hair for the character: Hello, and welcome back
to another lesson. And this one will create
hair for our characters. For that, you can use
masking technique. Just hold Control
and draw the area where you want to mask or
you want your scalp to be. Because from there
we can extract hair. This hair is composed
of two parts, making two meshes for the hair, one for the back,
one for the front. So that's why this is the front section
or the first mesh. To make your hair just mask out the section on the head
where you want to hear from. And then go up to
click on extract, set the height or smooth
and whatever you, whatever you feel like. It can change anytime. You can use, inflate
or move to change it. But to make sure you extract something which is kind of
similar to what you want. Not very weak or
very drastic change. Then once you extract it, you can just Start. It's called ticked
straight ahead. So we're using clay
buildup here and smooth pushing in and pulling
the hair a little bit in. Mainly the h part
because that's how it is conscious extrude
out in all directions. Just have to sculpt it a bit
so that it looks natural. To do that you can
use any kind of brush which which is strong
like clay buildup. So here I will use clay
buildup and move them inside the scalp so
that it looks natural. Also, don't hesitate
to move around things. If you want, you can DynaMesh
the hair part as well. Be free to do that and make sure you decide
where you hear like it. Because it is a tricky part. Sometimes it looks weird if you hairline it is to back to front. So make sure you take your
time and put your hairline. You want it to be. It's a subjective, it's something that makes
opaque the character. Yeah. So since we are moving the
hair stand up the front, so long, we will be done
at Michigan. Excuse me. Here again, I am using clay buildup to build up
the basic forms of here, how it can be at the back, on, at the front as well. And I'll be quickly just
blocking out the hair, this one. And then we can go
ahead and refine it. The crane to zoom
out the character and polish the
hair, smoothing it. Then if you see that your hair is going to ten or
any meshes going to think you can just use include
pressure to inflate that object. You can just reuse
got that part, and you're good to go. Just adding a few details for
the hair that so that I get a basic understanding
holder here is and that's how the hair of the character in
the reference photos. It's just quick, quick kids
got nothing very major. So in some parts
when I DynaMesh, there were some little
holes, some, some artifacts. Welcome to fix that again. Inflate brush is our friend. We can just include the
part and animus you can, it will re-emerge
everything and everything. Really good backup this, you just have to push it or
clay buildup in negative. And that'll be fine. If you observe, again, this is the area that
we are talking about. So what I did, I just
select all the mosques, the inside part and then push them in like
this, inflated them. And then DynaMesh it
it was good to go. Then just friend, but it
needed some attention. So I did that again, inflated that and then again
clay buildup inside part. Once you are happy with the block or you
can start detail. So if you start
something from scratch, you'll face some difficulties. Like what I'm doing right now. I'm just fixing some of
the mesh which was going out or trying to shape up overall material of the hair so that it
looks nice and better. The boy character
caught the hair, which really can make
or break the character. You know, if your eyes and your eyes are already used to seeing
characters and hair, certain character like
this 12 famous character. So it can be veered. Have patients when
you are creating any characters you can put here or anything which
is lacking at any point. But I tend to put
here in the end, I don't know why,
but it's supposed smell preferences can
put at any point, I'm creating another part. It's a long hairstyle. Another mesh will go
on top of that here, which will cover the back. By a look at it. I can just move around and make the silhouette
how I want it to be. For creating any character, silhouette plays a
very important code. So make sure you
have that in mind. That little window, black and white is they're
that small window. Keep a look on that and try to break the
monotony of the current. In this one, we just basically
blocked out the hair. What we wanted returns the
breed or the character. And along here, let's detail it further
in the next lesson. See you there.
9. Polypainting Jake: Hey guys, welcome back
to another lesson. In this one, we'll be putting
on some colors to the skin. To do that, select
the color you want to put standard brush
and put it on RGB. Experiment with the colors. It can be tricky because it's destructive of
flow, unlike painter. So you have to
keep in mind also, your message should be
sufficiently subdivided because we are painting actual
literal y axes of the one. We are adding vertex
color for this one. That's why the model that should be how do
you sub-divide it? So to have this kind
of spray effect, I have get rid on spray. And you can play with the flow. If you want to spray to
happen closely or if you want them to be
separated and you can select different
kind of helpers as well. You can mix and
match techniques. The techniques of
standard brush. You can, you can switch the Draw mode to two
dots or spray you like, and you can also pick
some of them are cheap. So final pods as well. This one, I doing
good for long Alpha, which is very sharp. And going with the dots. For now, I'll be painting them. And I'm just trying to
match the colors with whatever colors to really
bring some life to the body. So once you are happy
with your scope, you can begin this process. And but Moscow, because
they're not finished, I will be tweaking and
doing some jumps later on. For now, it's fine
for some colors. Also, while doing on spray mode, you can choose the
flu as well as colors for that so that you can get different kinds of colors. And this time I am just showing you that I'm labs for this one because it's
a fairly simple process. It's a waste of time to
just go with the one, each and every strokes
and waste of time. Waste our time by watching that. And the back part. It's not going to be
covered with hair, so I'm not worry
about that too much. That's why I'm just keeping
the butterfly effect there. But incase here doesn't go the bite from the
back or some part. You can just break
symmetry and beat the left and the right side so that
you get the better results. Also, it depends on the shot of the camera angle that
you're going to take from your final image. So make sure you
have that in mind. I am something that I will be taking from a heroic
point of view. Something a three-quarter, not fairly front or side
in perspective, three quarter view
that I have in mind. As well as just trying
to paint the bytes. I actually like it's matching the character who
increasingly them. You can also try to put it online so that you have some better control
over your paints. Keep changing colors, keep changing the
intensity if you want. You can also press Shift to smooth some
part of the colors. If you want something. Once I have all these
basic guidelines set up, this is the base color
that I'm going good. I will be putting on
the spray later on. And then Blake here, I have just switched to spray answers to the
minute dots alpha. Now I am going crazy. This spray so that it
covers up the model. More blue and purple was
standing too much apart. So I'm just trying to blend
both of them with color. It stands on the middle
of books on spray. So dark, it gives
me an astral feed. Because nothing on creature or human can be flat or
single color stripe, whether it's tribe or just the color or any kind
of pattern can be flat. You have to add some
variations to that. So make sure you add a lot of
variations to a character. Put colors to ellipse. Put colors to the area where
the lights are passing. Fake your subsurface. That's what I'm doing right now. I'm just adding a few
bit of skin tones, which adds a bit of
naturality to the character. Already looks good. Make sure you paint the inside
of the mouth as well. And your team, as well as GMS as well as dunk on a
different color sheets. Go crazy with that. You
will have a better result. We have some yellows, hint of orange and the
yellow on the forehead. That's what I am
trying to paint here. Which was looking very
great at which was breaking that blue tone of the character. And it was really striking. It made the character
feel alive. Also, the expression. You have to work on expression. It can really break
your character. Work on eyes, more. Color your eyes,
the inside part, the pupil area,
everything, eyelids. I just change the
document size a little bit so that I have a
full document on me. You just have to go
into document and new. Document, select New. And you will get a dialog box. Say no. That's fine. You can just drag and
press D to go into Edit. Here, I saw some I saw
something was break, so I started changing
the forms a little bit. That's why I kept on
rotating the model. Because whenever I
feel like changing, I just do it. And if you see that
your new loss, the paint, you just go ahead with a standard brush
and create again. I'm just fixing the
hair a little bit. I found some errors fixed. Going to detail here
on little bit more. First I go with that
**** standard brush. My carbon, the area
or detail there. My hair's going to flow like
and then I go with a clean, damp brush and detail or build on the form are all those lines
which I haven't made from **** standard
brush that I can get the forms that I'm looking. For the sake of this
tutorial and the video. I have not kept a lot
of details on the here. Otherwise, I would have gotten a lot more strands and a
single strands as well. I just kept two meshes. So you don't have to do that. You can put whatever you want. You can break symmetry at
any point for the hair. That's important. It shouldn't be symmetric. Just to give you the idea, I have kept it symmetrical. And for the length of
this course as well. You can go ahead
to creating here as symmetrical as possible
and create more variations. Make some wind or something. I will be adding a force to this character, which
will come later. Just detailing the front
part or back part. Wherever I see, I keep
rotating the model ideally. By using dam standard, I gathered the region and
quite best thing called, I can just put out
all the details. I can pull out the mesh by
using dam standard as well. We've been tried playing
with the brushes, try it and see what you get. Lasers can be happy. The results can be good. So I'll meet you
in the next one.
10. Adding microdetails: Hello and welcome back
to another lesson. In this one, let's put some of the micro details for this
character. To do that. I'll be putting
them in the layer. So make sure you
do that as well. Put them in the layer
so that in future, if you don't want them all, you want to change the
intensity. You can do that. For my gradients. I have some alphas. Since so many years, I've
been collecting them. I have some and also I
created so by myself. I bought some. If you don't have any
of the microliters of our skin alpha as you can. Go ahead on the ZBrush guides and you can get some for free. You can look at the Internet. Whatever you find. Three, you can you can get it or there is a flip normals can
get as well that you can use. The, I don't know, it's a little cheaper
than texture XYZ. So whatever you feel like you, if you don't want to add
them, that's perfectly fine. This class is mainly focused on the concept of creating
this character. This course was based on that of how you can create an
expressive character. These micro details
or the last part, these are tertiary, which can add just a minute
bit of a difference. The main thing we
already discussed, it's not that important. If you don't have it, you can totally skip it. It's not a necessity
for learning. When I was a student, I didn't use any of these, my goodness. I didn't have so much
money to buy them. Like pictures where there
was not much alphas alone. So what I did, I used and why starting time I
use standard rush in combination with this
spray and some other, you can find dots are alphas that you can use
them play with the flow. And that's how you
can just create a simple looking skin details. It's not that important
at this point. If you have some, Langer, can go ahead and use it. This video is in real time. So I literally spent
5 min doing this. I did not spend so much time. If it was a professional world, I would have gone through so many details and
I wouldn't have been provided with other alphas, which I can use. I have them personally, so
I used them very roughly. But you are free to
not step. That's fine. I just wanted to show a video. I did not want to skip
any part on this course. I just wanted to
show you that this was a technique that I use
to create my new details. There are other methods of
adding details as well. So it's just saw above that
you can use by dragging them. As I said, don't and-a-half. So let's speed up
this process now and I will see you
in the next lesson.
11. Posing the Character: Hello, and welcome back
to another lesson. In this one, we'll take a look at how you can pause
this character. If you have been
following along, you must have a character which looks something
like this for bust, you can pose by
clicking on people's, which you can find
under Z plugin. If you are not using
this interface, you can find on the Z
plugin transpose master. Now you have all the meshes, all the tombs subgroups
combined in one mesh. Whatever you make changes here. And once you paid
all the changes, you will have it
with the changes. You just have to click
on T-pose to sub d, which will transfer
all your changes to dump that into mesh, which was maybe come
from, came from actually. So now I am I have created
a mask from the neck up, unmarked that area blurred the mosque a couple of
times so that I can get a smooth movement of
my head that I can pause so easily that you can do, make sure you mosque
first carefully. Otherwise, some of the
ED has been left out, like eyes or something else. If you plan to click on any
object, do not do that. Must manually. Mosque lasso or
something like that. And mascot and blur the mask. Then rotate it. Please. I just have to
rotate in such a way that it just breaks the symmetry and it's
a little bit tilted. It's not a friend post
or something like that. Just adds a little bit that
drama to the character, which is very important
for presenting your iBook. They were creating for your
portfolio or anything. It's just breaking that symmetry and breaking that silhouette. So once you're happy
with your boss, you can click on this
T-pose to sub d, which you can find at Indian
side transpose master. Once you click on that, you will see that
all of your changes will reflect on your mesh.
12. Final Touchups: Hello and welcome to the
final chapter of this course. And in this one, we'll just talk about how it was and everything else about it. So what I'm doing right now, it's just doing some
final touch ups. Some minute details. These these, these edges, just to make it a little bit of difference to the character. And I hope you like this course. I hope you learned
something from it. And I hope you will really show the work that you have been doing in the project
and shared with me. Now also, if you have any questions you
have been asked here, I will try to get back to you. I hope you had fun. This was a fun one to create. Honestly. It was my first
course on Skillshare. Let me know how it was. How was your experience? And everything else.
I will see you later. Maybe on some other tours
with some exciting character. Just some final touch ups. It's something if
you haven't been unexperienced or you
have a couple of experience or if you're
even Newmark is to, you know, the feeling. Even if you have
completed your piece, you'll see some things and
you will try to fix it. You are never happy with
you if you are passionate. One. And yeah, that's how it is. That's how it's
gonna be. Though. If you want, you can do
these changes are I'm sure it wouldn't have made it
completely like I did. It's just if you want, you can just go ahead, do your personal changes, whatever you feel like. Here, I am doing some things which I
feel like it should be present more or it should be enhanced for changes
that can be done. Or we can make the
character better. At this point of time. It's not necessarily, but if you feel like I'm
missing something, please go ahead and add it. Don't have to be shy
and listened to. Like, you're lazy mind
can play tricks on you. But if you feel like it, please go ahead and do it. Save as maybe so that
you can go back to the file where you started. If you don't feel like
the changes are good, it's just just model
that I wanted to do. I hope you like this course. You learned something and it really wasn't amazing
experience for me as well. It was a quick character. The bus. Let me know or any suggestions
if you have for me, I tried to do that. It would be really awesome to
look at some of your work. So I haven't been
looking forward to that side, just basic minute, minute changes that I am
doing something wrong at the end it will be the final
render that you will see. I just composed the render. It's a basic compositing. I rendered out some
two passes from ZBrush and compose it in Photoshop. It's one of the videos
that I made on YouTube. It's for free hallway
composited them. If you want to have a
look, you can visit my channel from my profile. There you can find
the video where I composited this one
and I kept it there. I'm not including that
five in this course since it's something
that you are paying for. Yeah. I'm just saying
that it's present. If you want it, you
can have a look there. I don't even have to
think, what am I doing? I'm just clicking here. That is how it, it can be any, it's just the minute
changes that can satisfy. Maybe maybe I saw something for the eyes
that I wanted to change. So yeah, I wanted to
change the eyes direction. It was not looking directly
on the camera or something. And I just wanted to make a little bit of
difference to the eyes. By roads getting the
eyeballs a little bit. You're born. You can do that as well. Also, I will be
providing the reference, the main difference that I used for creating this one,
I will be writing. You'll want to create
that directory. You can go ahead and do that for you to look
at what we could do. So go ahead and create
your own character. I will be happy to see that
as well if what you did with that question or
that on that note, let's end this course. I hope you had fun and I'll
see you in the next one.