Transcripts
1. Introduction: Hey, there. Welcome to
the Skillshare course. I hope you are doing well. And let's get started into
what we'll do in this course. My name is Sagita Sagita. You can choose what
you want to call me. I've been a sculptor
for the past four years and in three D for the
past six, almost six. You can find some of
my artwork on YouTube, where you can also
find other lessons and vids on three D sculpting
and three D modeling. Now, let's talk a bit
about the course. This course is intended for beginner three D sculptors
or three D model users, be it in Blender or any other
three D modeling software. Who are interested in sculpting. Now, you should have a basic understanding
of your software, but I'll be going over some
basic thing in blender. We're also going to use
PUF for references, which I'll show
you how to set up. And those are the
requirements for the class. I would suggest that you use a drawing tablet as
a mouse will work, but will not give you
the best results. As how you will learn, we'll start by exploring
the workspace, the brushes, and the other
tools that Blender offers us. If you are using
another software, you can find the respective
tool in your software. Then we'll start sculpting a
human skull with a sphere. We'll understand the main
details of the human skull, but also get a lot of principles
of sculpting in general. After that, we will
create a male head, a stylized male head. We'll be using points
from our school. We'll end with talking about references and the
best practices for picking the right ones and how you can work
from references. And that will be the course. As for the project, we're
going to combine everything we've learned by first
creating a human skull, then sculpting a human head
on top of that school, hopefully while
using references. And this will allow us to
see the shapes of the skull, the head, and how they connect. And that's it for the course. So let's get start. And
2. Workspace: There. Welcome to the first
episode of this course. On this episode, we'll
just be going over the introduction and how
we'll set up the workspace. How I see the workspace is similar to how
I see the kitchen. If I have a favorite dish
that I want to cook, I would like to set
up my kitchen in a way that I can easily
pick up the dishes. I can pick up in
the ingredients. But I can't necessarily
leave all the dishes everywhere and the
certain ingredients as I need to cook
different things. So I set up the kitchen in a way that I know
where my tools are, I know where the
ingredients are, and that's how we're going
to set up our workspace, in a way that we know
where our brushes are, where our references is, and it will just make the
scoping process better. But if we need blender
for other things, we can then change
our workspace. Since I haven't mentioned it, we are going to use
blender for this tutorial, and we're going to use
PUF for our references. Now, I'm not going to go
over on how blender works. I would highly advise that you look up tutorials on YouTube, either be on Blender as a whole, or just how to navigate blender. As for sculpting, we'll go over on the brushes on where
you can find each thing. So make sure to
download blender. The newest version is
what I'm working on, but you can also work on
the older versions and PURF where we're going
to put our references. Now, unfortunately, due
to some copyright risk, I cannot show the references. So I will help you on
how to find references. But since I don't want to share the artists work without their permission,
I can't show them. After you've installed blender, you can go over it and open it. If you are opening it
for the first time, it will probably look
a bit different. So I would highly advise
that you look up a tutorial. Now, when it comes to setting the workspace
for sculpting, it is super simple. Just go over to sculpting. And 90% of our job is done. Now, before I go into
how to set it up, if you want to learn
the sculpting part with another application or you're interested in only seeing
how to go over sculpting, feel free to use other
applications and skip to the second
episode where I'll be discussing brushes and find the Specific brushes
in your application. Let's say the grab brush, that will be the Mu brush
and Z brush, for example. Just find the specific
brush in your application. If you are using blender, I would advise to watch
both of these episodes. Now, when we find
ourselves here in blender, the first thing that we'll
do is exit out of this. I did that by
pressing Control tab and going into the main
mode or object mode. I'm going to press A
and delete everything. Now there is nothing in
C. Let's add a sphere. When you are sculpting, the best object or objects are those that
are fairly simple. And for 90% of the cases, a sphere is probably
the best bet. You can also use cylinders, but the sphere is quite
a universal shape. With our sphere here, we're going to press Control tab again and go into
the scope mode. You can also do this by going
here, pressing sculpt mode. And we'll find ourselves here. Now we want to
have as much place as we can for our skull. So as we hover on this tab, press control space, we have now maximized
this workspace. If you want to exit this tab, just press control space again, and this can work
with any tab here. Let's say I want to
maximize this here, as you can see with my
mouse, plus control space. Now we have a maximize this. If we want to go
back, control space. Again, we want this
area, so control space. Now, a very important
thing that you should turn on or change
is the perspective. Now I'll press N, and
we'll have this tab here. Let's go to the view tab. What we have here is
the focal length. This is basically
the perspective or the way that you'll
see the object. This number, I
would advise you to go anywhere 80-120 ish, my preferred one and
the one that you don't want to see too much
difference with your scoll so you can use is 85. As you can see, there
is a difference when I go closer to the object, and this just allows a more
natural look to our sculpt. We close that tab by pressing N, and that's probably
the only time that we'll have to change this. These brushes are really not
what we're going to use. Or if we use them,
it'll be super air. So to maximize my screen, I'm just going to
close this. And boom. Down here, we have all
the brushes that we use, and we could increase the
stab by just pulling it. But we don't use
really any of these. We only need the top. So
we'll leave it like this. If you're using an older
version, then they'll be here. So if they're here, I would advise that you do actually increase it like this, as this would allow for better
selection of your tools. But since they're not
here, let's just close it. The last thing that we'll
set up here is the symmetry. I'll explain more
of the symmetry on the second episode,
but basically, it will allow us to sculpt only one side,
make it symmetrical. Also, it's most likely that the settings here are like mine, but in case they are
different, here you go. And the last thing for our
workspace is our Purifi. So if you've opened PUF, we created a new file, simply grab it over
here and place it on a corner that still
is very visible, but doesn't necessarily
mess with your main object. And here, we can drag images
that are references and then build up our mountain
or collection of references. I have my personal one
which I'd like to share, but since I haven't
really credited any of the artists as it's a
personal workspace, I don't feel free to share it. But throughout the course, I'll help you pick
out references, and you can create
your own purifile. You can simply paste an
image here or drag it, and you'll have a reference ready. I'll show you right now. I've copied a picture of a cat, and I'll simply press
Control V and paste it here. Now I can scroll with my tablet. And move it around. When you
are setting up your Purifle, I would suggest
that you do it with your mouse as it's a
bit less annoying. Not that it's impossible, and I usually do use my tablet, but it's kind of easier, as you can see, to set
it up with a mouse. Before I should mention that I am using a tablet to scope, but if you do not have one, I would suggest that you first try to scope
with your mouse. This will probably lead to
not that great of results. But if you are not sure
that you want to pursue sculpting as a hobby
or professionally, then I wouldn't suggest
that you buy one. But if you do want to buy one, you can find fairly cheap ones, even used ones online. I am using a Wacom small, I think it's called
a Wacom one small. But you can find any
good ones online, be it from WACOm from XB Penn. Just find one that is useful for other things if you do
not want to pursue scoping. Now, if you do want to, then a tablet is a great
tool for sculpting. If you are sculpting
on a tablet as of a phone tablet or a phone, then you don't need to worry
about this. Tablet settings. Go here. If you haven't tried a tablet
before for blender, at least, then before
experimenting, you can simply copy
my settings here. And that's the main sort of
settings related things. On the second episode, we'll go over the brushes and some other
features of blender, which if you are using
a different software, you can just see which are similar in your
respective software. That is about it for
the first episode. After the second episode, we'll start the actual
sculpting with a skull, and then on the next one, we'll move on with
a face and so on. Thank you for tuning in
and see on the second one.
3. Brushes And Other Tools: Hey, there. Welcome to the
second stunt on the scores. Today we'll be going over most of the brushes that
we're going to use to scoop. We only use a few brushes, and they are simple to
sort of get the idea of. Now, there is a lot
of brushes which have specific functions and are super useful in
different scenarios. However, in most cases, you're not going to use them, and I don't even know how to use some of them as they're not really useful for
character creation or sculpting in general. If you need to learn
them, you can simply look at what they
do and use them. So to go over, let's increase the stab
and see all of them. As you can see, there is a lot, and specifically with
the new blender update, they've sort of updated them. I think they've just
gave them a new look and some changes here and there. To start, I think the
most important brush is the grab brush. You can turn this on by pressing G or by going here
and clicking it. Three you can increase a
brush's size by pressing F. And when you find your size, press F again or simply click. The strength can be
changed by pressing Shift F and then press. I would not suggest changing
the strength at least, but in specific cases, you do need to have, let's say, a slight smooth, so the
strength does have to be lower, but these are specific, and if you have a tablet, most of this is solved. Now, you do have to use strength when it
comes to painting, but we'll go over that later. When it comes to the size, I would suggest to go closer to the mesh rather than increasing
the size of the brush. But it's completely fine
to do any of those. With the grab brush, you simply grab parts
of the mesh and you can drag them and create
the form that you like. With Control Z, I'm going back, and I'm going to
increase the quality or the geometry of the sphere. I go and scroll, and I want to have
some high quality, and then I press Control
R to confirm it. As you can see, this
has way more squares, way more vertices, and things are a bit
easier to control. At the start, you should always stick with
very low geometry, but we'll explore these
concepts on the later episodes. You can also change the
remash by going here, changing the axel size,
and pressing rems. As you can see, the
grab brush should be the brush that you use
specifically at the start, just to get the
silhouette of the care. As you can see, you pull
and push in, and so on. To move on to the second brush, we'll do the smooth. You can access this brush
by pressing Shift and then S. You can access this
brush by pressing S. And it will just
smooth the geometry. It will get the vertices
on the same ish level. Let's go here. And it's not necessarily
flattening them. It's just getting them
on the same ish level. It is basically smoothing. Now, if you are, let's say, on the grab brush, and you want to quickly access the smooth brush without
going to the smooth brush, you simply hold Shift and S
and are currently smoothing. Most of these shortcuts
will become second habit, but at the start, you just
need to get used to them. That is the smooth brush. Another very important brush
is the draw short brush. Before that, let's go
to the draw brush. With the draw brush, you are simply adding
mass to your object. You are drawing volume
onto your object. Now, the draw brush is
a very defaulty brush. However, I don't tend
to use it a lot, or I try not to use
it a lot as it is a very strong brush
in the sense that it gets rid of detail and you
want to use other brushes that are sort of weaker in the sense
that they don't change, or you don't want that inflaty and strong
look on certain parts. That's why we have
the draw short brush. As you can see, this
is a bit more detail. Now, you might think that
these are different brushes. Well, you simply press Control. And you'll get a more
detailed draw brush. We're pressing control
because the draw sharp is currently on the negative
option, I guess. As you can see, there
is a minus and a plus. If we go to the draw, you
have a plus selected. You can simply select the plus, but keeping it on the minus is probably better as
you'll use this brush to get rid of detail or
scrape through your scope. And when you want to
get the opposite, you simply press Control. So you are increasing. This is simply a more detailed
brush of the draw brush, a more sharper brush,
if you would say so. From that, we'll go
to the clay strips. The clay strips tool
is an amazing tool to add volume in a sense
that it is more organic. As you can see, you are
adding strips of clay to it. Let's increase the quality
so you can see better. You should probably
always be very slow on the increasing quality as your
PC can't handle it, maybe. And it's generally not good to switch between
geometry very fast. You don't know how much
detail you are adding, so just slowly
decrease your quality. But we'll see these later. As you can see, these
are strips of clay. This tool is very good for
the organic look of meshes, but also very good on adding mass or volume
to certain things. With control, you'll
get the opposite of it, or rather the negative
effect of it. I'm just smoothing around here. And that is the
clay strips brush. Another very important
brush is the scrape brush. This will allow to
sort of flatten the object and create those planes that we want in
the characters at the start. As you can see, it flattens
or scrapes the mesh. This is also a very
useful tool for creating more stylized characters and mainly simplifying the scope. This could also be
a very useful tool in inorganic sculpting. The last brush that
will go over in the sort of more important
brushes is the inflate tool. As the name suggests, you are simply inflating
certain parts. Think of it as
blowing a balloon. You are not necessarily
adding on top, but exaggerating its volume. I like to use this as a
very more subtle grab. As you can see, it sort of adds. And if you want the
opposite, press Control. You can think of
this as a bigger or more stronger draw
sharp or draw tool, but it is just a bit
more universal or general as it affects the
whole structure of the mesh. Another important one
could be the mask, too. Simply press M, and you
can draw over your mesh. Now, anything outside of this drawn area is
affected by our brushes. If we want to only
affect this area, we can press Control I. Now only this mask
area is worked on. If we want to get
rid of the mask, simply press old M. And now we're back. This is basically the most important and often use
brushes in blending. But if you want to try the other ones,
feel free to do so. There is a lot of
material online, and you can get a general idea
just by simply using them. I would suggest to use these brushes that we just
mentioned just to get a hang of how to press
them on your device, how they look on a mesh, and those sort of things. When it comes to
the other brushes, we mentioned at the start,
we'll pull the tab. There is two brushes which
could be generally used. That is the paint brush, which simply paints
on your mesh. But this is more on things
outside of scolting sets. A one that could be used is
the trim or line project one, which we draw line, and it will cut the part
under the grade out area. Now, this could create
some complications within the edges and vertices
of your scope. So I wouldn't
suggest to use this. And if you do need it to
have a more flattened area, you use other tools at the
start of your mesh creation. Before we get started into the actual sculpting
in the next episode, I'd also like to
talk about symmetry. Symmetry is very
straightforward. We'll go on the Y axis and we'll like to have
symmetry on the X axis. This simply means
that everything will be mirrored on the X axis. We can do this on the Y
axis tool and the Z axis. Most of our work will be done in the Y plane with the X
symmetry turned off. Another tool that we use a
lot is the symmetrized tool, which you'll go here
and symmetrize. This basically mirrors one side of the object to the other side and is very useful because in certain times there is there is errors
within the symmetry that might create some
differences we don't like. So by clicking symmetrize, we'll reinforce the symmetry. As you can see, we've
created a symmetry again. We use this tool often
when we re mesh, so I have shortcut this tool and simply
plus Q and symmetrize. To add a feature to
your quick shortcuts, you can right click on a brush and add to
quick favorites. Or if you want to add
a specific shortcut, you can assign your
shortcut here. Since I have updated blender, I have lost my shortcut of the draw sharp
tool, which is this. So I will add this to
quick fades again. As you can see, there's
two draw sharps, and I believe this
is the older one. So I'll remove this from
the quick favorites. Now, if I'm holding G, the need to quickly
switch to draw short without clicking G.
I simply hook you, draw short, and I'm good. That's about it.
About the brushes. See you on the third
episode where we'll start the actual sculpting
of the human scope.
4. Stylized Skull 1: Hey, there. Welcome to the third installment
of the course. Here we'll actually
begin the sculpting. We we'll sculpt a simplified
or stylized human scope. Now, I would highly suggest
that you use references here and as an exercise,
go onto ArtStation, Pinterest or just Google
Images and search skull, School Anatomy,
School three scan, and you can find a lot
of good references. Pick two to three of the best and put them
in your Purifle. Leave this to the side of your screen or where it doesn't really bother you
with sculpting, but where you can go and look
at it from time to time. But I would prefer if you use my school or my instructions, but have the purifile as reference where you
don't exactly see, and you can study it better. So as I showed the setup
on the first episode, we'll start by going to
the sculpting workspace. We'll close this for now, and if we do need it,
we'll go back to it. Let's delete everything on
the scene and add a sphere. Let's maximize the screen
and turn on symmetry. Before we get started, let's
also change the perspective. My preferred and default
perspective, I would say, is 85, but anything
above 80 to 120 works. If you do go a bit higher, you might notice some difference between my sculpt
and your sculpt, but it should be
more differences when you zoom in closer, or let's say the back of the head might
appear a bit bigger. But it's not
necessarily more long. It is just that the perspective. You can go back to 85 and check your scope or just go with 100, let's say, and move on. Also, before we start, if you do have a second monitor, this would be the perfect
place to put your references. If you don't have a one
single monitor works great. There's no need to
buy a second monitor. But if you do have
a second monitor, use it for references. So let's actually get started. Or before we get started, these settings should
be the default, but if you've changed them
or anything like that, then these are it. Let's actually get started. We're going to start with
the grab brush and move the edges of the sphere to
where they're quite flat. Almost to this line ish. But what we're trying
to achieve is flatness while keeping the width
of a general scope. Now, we'll pull the jaw. Anything from this
is a bit too low, but this areas should work. Now, pull this to where it's
almost half another sphere. Let's get the jaw or the we Go. I forgot the name. We can
get around four blocks. Since I would suggest working on the lowest
details at the start, it should look pretty similar. So around four blocks or four squares to
be more accurate. And now we're going to
pull this line back, so it's very flat. Like this. And we're also going to
pull the forehead here, which is flat while it's
coming to the eyes ish, like this, but also very rounded while it's going back to the
top of the head. But this area should
be quite flat. Let's pull the jaw ish, but we'll probably have
to change it again. The jaw should be
on the same line. This, this should be straight. But not completely. Now to pull the actual
jaw, we move this up. You can go to about half the
head Let's pull a bit back. And maybe round this a bit more. Now, currently, there is
no back of the skull. So let's start pulling that. Pull quite a lot. Let's say that this is like shrink the size of the
grab brush enough. So it's about this size, then C, and it's about that. So basically, this should be
the middle of your skull. Now, let's pull
this. So the back of the skull is actually
quite squarish. It's still around, but
it's not exactly a circle. It's more closer to
a rounded square. And this part is also very rounded but squarish
at the same time. The biggest or highest point of the skull should be
right above the middle. So if the ears were here, then the highest part
should be around here. So subtly pull this part. And again, very
square but around. Let's just uniform this. I think this might be
a bit too squarish. But we just round it. This might be a bit too narrow, but we can change it. Let's go up top and just
pull from the side. Okay. I just also pulled the head a bit as the back of
the head, or in this case, the skull will always be
wider than the front, but not wide enough that
you can really notice it, but wide enough that you can say that there
is a difference. Now, let's also pull this
up as this is a very big, not necessarily separation, but a difference between
the front and the back. I still I think the
back is a bit small. So let's start by
pulling the jaw a bit forward and increase this very slightly with
the grab brush. While keeping that squareness. Isn't too bad. Let's align the jaw so it's straight in the frontal plane. And get this I keep
forgetting this thing's name. The down point of your face. The chin. Oh, my God. So, this part is the chin top is like a very stylized
bridge, like this. And it connects very
straight with the jaw. The more time you spend here, the less time you spend in more detailed
resolution where you have to worry about certain
edges, certain looks. This is where you
want to get the base and get it spend as
much time as possible. So you get a very nice base. If you do mess up here or forget certain
details, it's fine. You don't really
destroy your sculpt. But in the later details, you probably just have
to work a bit more. So what we're trying to get
here is a very nice base. Et's pull the chin a bit more
forward or the chin line as the chin with the mouth should be slightly
under the forehead. Let's pull it back of the head. Not this top part, but this middle part,
just a bit more. Maybe the stop or two,
get the squareness. And until now, we only
use the grab brush. So let's move into the
scrape brush. That's sorry. Where we want to
scrape this part dish. Be less rough here, like your main focus
should be here. But we also need to
flatten this part. Also the part. You won't get much, but we
are just trying to align the squares so they become
more on the same level. We could pull this a bit higher. And I think we are pretty
good with the start. Let's put this just
a bit more back. This may be a bit more front. Flatten this while this
area really doesn't matter, at least when it comes
to sculpting the head, the general size of it
is quite important, both when it comes to the look, but also when it comes
to the neck to the ear. So how this looks from
the front is important, how it's really built here,
doesn't really matter. But since we are
doing the scull, I think we should place
importance to it. We should be able to see the
roundness from the front. So just pull it at the top and pull it
back at the bottom. Let's scrape it a bit
more and then we'll move to the next level
in detail wiles. This should be a
bit more flat, too. I think we are ready to go
to the next level of detail. Let's also pull this
back, actually. These are really not
important details, but they just get that
feeling of a skull, and if we look at
it at other angles, it might make it
just feel weird. So just pull this there's really nothing there
or nothing that matters to us for
the sco if you want, you can now scrape this bottom
just so it's more flat. We actually have
quite a nice shape. Now let's change the detail
or the vertice detail. Press R, and now you
should be able to scroll. If you have a tablet
and you've set it up correctly or at least my way, you just hover over it to the
right side to decrease it, left side, to increase it. Let's go back R, and we are currently on 0.100 meters of detail or voxel size. So let's decrease it to
about let's say 700. And now to confirm it, we press Control
R. As you can see, the detail is now much greater. So let's continue. The best sort of action we can
take here is to smooth it. But there's nothing wrong
to just start sculpting. Let's say I wanted
to do the eyes immediately or
rather the eyebnes. I could just make them, sculpt it or smooth it and then go somewhere
else and smooth it. I just go back. But it's kind of nicer to see where you are if
you just very subtly smooth everything and try to follow the current planes you created just for
better smoothing. As you can see, I'm
on a grab brush, but I am continuously holding shift when I
need the smooth brush. Okay, now we can sculpt.
Let's pull this up. And start by differentiating where the eyes and
forehead should be. If we want to know the general area
where our eyes will be, simply try to change
the size of your brush. So it's about a third
of the forehead. So think about this. So one, one, two, three h so the Is should
be about, maybe no. One, two, three. The I should be around here. This gets you just
a general idea, and you'll see more of it when
you get the bigger shape, but you should know where
certain things go at the start. So let's widen this. While trying to keep
this line straight? Not going over the
jaw line here. So if it's going like
this, don't go over it. Okay. Now we can sort
of push our eyes in, but let's pull this back first. And now we're going
to use another brush, which is the claistri brush. You could use the drawbush here, just go over to it
and start doing it. But I find the claytrip brush a bit more interesting
and fun for the sculpt. So let's go over to
the claister brush and sculpt a square that
is sort of going down. So let's say we're around here. That's too big. I like this. Now this square,
let's round it up. So it's a rounded square again. This will be our
nose or nose bone. So try not to change this. Let's pull this a bit, but also keep it straight. And let's continue
with your eyes. The eyes are very squarish,
but rounded again. But this area should be higher. And this like this. We can also there's more
of an angle here this. This is flat. And this is the
general shape of the eye. This is definitely a
bit more like this. But Let's pull this
bone a bit more back. As this will connect
to the cheek bones. And before we get
to the cheek bones, let's just pull this a bit back. This area is definitely too big, so small and get this
to line up a bit. We have this. Now, let's
work on the cheek bones, which will come from around
here to under the eyes. Let's start by coming from here. The cheek bone should be sort of covering this area like this. And it's quite
narrow in the back, and as it comes to
here, it widens. So narrow this to one
cubishV very narrow. It's like a stick. But as it comes to
here, it widens. There's also a sort
of dip here like this or things like this. But since we're doing a
stylized, doesn't really matter. Just get the stick look here. Now, let's go back to
the claister brush and add some more mass here. This is where it
really widens up. And if you touch your cheek
bones right under your eyes, you can notice that it's quite a big bone when
it comes to the head. So around this, just
add a bit more mass. And smooth it.
Again, I'm holding shift when I want to smooth
and not exit the brush. And now hold this back. The part where this
connects to the eye should be sort of in
line with the forehead, top of the forehead or the eyebrow line and
the end of the jaw. So if this is it, then it
should be something like this. And since it's here
and it connects on a very empty space here, it all goes around
the aisle like this. Let's pull this a bit, just so it's straight. And now let's pull this
cheek bone line a bit out of the sort of whole shape of
the skull. Very subtle. Especially close to the
eye as it comes here, and then it can go back. As you can see, we should
notice as it comes here, but we should not see the back. Let's pull it here a bit
more. Also pull the eye. What we can work
now is the sort of forehead area or let's just work on the nose first as this is a bit more detailed. So we'll leave that for later. This should be flat as it
comes here on an angle. Let's work on the nose. I want this to be the
front of the nose, and it's it's as
wide as this area, so it should come very wide, but we can also
shrink this a bit. Like this. Now, pick a very high sort of point and
just pull forward and down. Now, this isn't as
long as the nose as you can see or well, you can't really
feel it yourself as there is other parts
too in your nose. This isn't as big as the nose, and it doesn't go as
down as the nose. So this should be around the middle bottom
part of the eye. This this. Now, the down part should
actually go quite low. And we're trying to
achieve a trianglsh Now, this does come to the
bottom of your nose. That's why we need to
go quiet down. Small. Middle edge of your cheek bones. You could even go down to the connection
of the cheek bones. I think this works fine. Let's work on this eye area. Here, it should be rounded, flat, here this angle. Let's also pull it back. As the nose does dig in. Rather the eyes are sort of deeper and then the
nose sticks to that area. This is too bad will probably have to add a
bit more mass to the ice. Let's focus a one down. Select your inflate brush, and let's just try to add. Even though this is
very low detail, so we'll probably have
to do it a bit later. Let's sort of add
an angle to this, flatten this straight. Let's also inflate this. Let's smooth it out. Let's
pull this a bit back. Quite a lot, actually. And this connection point. We can start working
more on the mouth. But let's do some
changes to the chin as it kind of tells us how
the mouth will work. You can either pull
this not like that, but with a grab brush or we'll
use the draw sharp brush. Let's try it with a draw
sharp brush and just go deep I still think we should use the giabush as compared to the
mouth or the face, sorry, with muscles and skin. The difference here might be a bit noticeable or
more noticeable. Like this. Now, the chin should connect
very nicely to the dest. Okay, to continue
with our skull. Let's pull the mouth
a bit more forward. If the teeth should
be around here, we'll pull this just
at around chin level. So it's here and
we'll pull this a bit back. Let's smooth a bit. And let's better connect
the chin bone or sorry, the cheek bone to the
rest of the mouth. As there is a disconnect
here or rather empty space. Don't do this right now. That looks something like this. We'll do this a bit later when we'll have a
bit more detail. For now, let's just sort of make it ready for
when we come to that point. Pull the cheekbone a bit
more down like this, so it smoothly goes and
becomes more wider. Like this. And now let's better
connect it to the mouth. Try to make it that
the point from here to here is very not very, but it's kind of
visible or smoothish. So we'll widen this a bit. We'll narrow this a bit down. Let's also flatten this a
bit. The nose looks fine. Let's go back to the scraybush and sort
of flatten this area. Don't go too much to this place, but try to go under it, sort of like this and
just flatten it until the chin. Straighten it a bit. Again, this down part isn't
really that important. But when you look
at it like this, it's kind of just annoying. So just pull it off a bit. Go a bit more deep. Yeah. Let's pull this
a bit more forward. Look at it from the front. Should be a bit more sharp, this and also just a bit
closer to the chin line this. Now, again, I don't really notice the roundness
of the back he, so I'm going on the front view and I'm going to pull this back. And some of the
cheek bone as well, and make this a bit more round. Also, the top should
be at least the part, the line here should
be a bit more sharp. I'll go about here with a smaller brush and
pull very slightly. So even small and
just smooth it a bit. I shouldn't really
be noticeable, but it should not look smooth. Just a bit here and there. Let's work a bit
on the forehead. This line shouldn't
necessarily be straight, but it should be more sharp. So like this and later
we'll also scrape it a bit. Now, when it comes to here, this bone goes a bit back here. And like this. Exactly at the part where it sort of
digs in the top of the ear, or it's already the eye. Let's pull the cheek
bone a bit more. So it's, like, smooth
as it goes back, and then it sort of flattens. Like this. I think the mouth
might be a bit too out. So it's just smooth a bit. And this sort of mouth area
should be a bit more narrow. Let's move it a bit more up a bit more back. And let's also drop this
part a bit more down. I don't like how
it's looking without the sort of missing mass here, but we should get that done. Later, let's just sort
of make this more box like pull in, pull down here. And that's better. Now, we want this to sort
of be one shape, one line that connects these as it kind of looks
separate, as you can see. So we can go a bit down here, so this top part of the chin connects with
the rest of the jaw. Let's pull this a bit back. Now, from the top, let's
just go a bit more in. It's like this. We definitely need to add more mass
around the eyebons, but we should do that later. It is very important
that you try to get as much detail as you can from the lower levels of detail, but there is certain
things that you should definitely
leave for later as if you sort of add
a lot of detail now, later, you can't
really remove it. So it's better to
see some parts that are more complex
for later and just work on the whole silhouette of the object in the less detail. There's a hole here, let's say. And if I did now, it wouldn't necessarily
be wrong to do it now, but I think it would be more
smooth if I do it later. And bigger details are
best to be done now. Let's go a bit inner Okay. Now, the head should be
not necessarily round, but smoothly sort of
going together like this. Let's sling this a bit.
It looks very good. Now, if you are working with
a different perspective, I want to show you the
difference that it could make. Let's go from the
front front, sorry. Let's go 85-120. Now when we are more
in a free zooming way, you can kind of notice that we are not necessarily
stretching the school, but you can notice
the difference. As you can see, as
you get closer, you can't really
get that detail. If you go to 120, you can
notice their dunness. But it's not noticeable
in the sense that anything above 80 in that area to 100
and something gives you the perspective that we need when it comes to
sculpting faces, heads, skulls, and
something like 50 really doesn't give us the
correct perspective to create our faces. So anything above
80, 85 should work. You might have gone
a bit too much here, so just go a bit down. I'll sort down this here. I think we are close to going on a higher level of resolution. Just boxy mouth. A bit more back with the top. And again, a bit more deck here. B. It's also smooth
on this a bit. Maybe a bit higher here. Looks fine. Let's put this down sort
of get that fibrow line. Again, the eyes
should be like this where this is mainly straight, a slight edge here. Again, straight, maybe
a bit down like here. A very big angle here,
a very big edge. And also sort of what
should I call this? Another big edge, I guess, going down and this mostly flat. It's like a square or a
rounded square angled down. Now, what's got the scrap brush, and to get more of that
stylized look and get rid of some unnecessarily changing
of planes like here and here, where it just edges everywhere
or faces everywhere. We just want it a
bit more connected. As you can see it sort
of puts them all in one level or a closer level. So let's just do that on
some areas. Say around here. Do it enough that you don't
actually lose detail, but you can see the
scraping or the flattening. So here, let's polls a bit. Pull it back. The
eyes should be a bit more in, but very slightly. Needless. Let's continue
with the scraping. There should be a more
smooth plane here. I smooth a bit. And then one that goes sort
of smoothly in this area. Now, personally,
I would prefer to actually do the digging
of the areas now. Like we need to remove
some space here, some space here, and
just dig the yes more. I think this might create some issues that you can't
really get rid of it later. So since you might
be newer to this, we'll do this a bit later, just so the place that we
remove is a bit smoother. Let's continue on the scraping. I want the mouth to have
three to four planes. There's one here
connecting with the chin. Then here will be
our upper teeth. For our teeth, actually,
this is too low. Let's increase this a bit and another plane here
just under the nose. Something like this. We
could pull this a bit back. Let's do that. Also back down. Here it should be
more connected like this down here a bit more back. Spull it in. Let's
straighten this bit. Let's also do the
same for the jaw. This is going to be one bone. Here. And this bone will
then connect to the chin. So we should make this
very nicely or, like, smoothly connected where
this plane shifts to here, and the top of the
jaw or the chin will be the bone
half of this part. So this part, let
me pull it out, is flattened, and then it
connects to the top of the jaw. Chin. Sorry, aces takeen that. But we'll see that later. Let's also flatten
the side of the head here as it goes up like this. Only make it smooth at the
start here and down here, but here we remove that part. Like this, this
line is going up, can be slightly higher as it goes to the
back of the head. And move forward. I think we are ready to go
on the next level of detail. Check the mouth here. Should be a bit more narrow. Drop the cheek bones
down a bit and in while also adding
some heat like this. I should be sharp like this. And let's go to the
next level of detail. Let's them here. If you don't know how to open this tab here
that you just saw, simply press N, and then there
is some useful tools here. These are my extensions
which you don't need, but our main usage here
is the focal length. Now let's change the resolution or the vauxel size by pressing R. Scroll to let's
say 200 or 150. If this is your
first time changing voxel sizes and you're not
sure of your PC's performance, you should slowly decrease it by 200 to 400 and just see
how your PC reacts. Press controller.
As you can see, we have a lot more detail. You can see the nose is a
bit not that wide down here. We'll just do that before
we start smoothing. And also, I think a good
idea would be to make the down end of the nostrils. So just pull two half
circles here, this. So it's almost like a
heart with a squared end. But the rest should
be very sharp. Let's start with the area we
don't really care about in detail and just slowly
smooth it out very subtly. And again, smooth
along the plane. So as you can see, this here
will be a plane like this, it's very rounded.
This is a plane. Again, I'm holding shift
when I want to smooth, just so I don't switch to
the actual smooth brush. This could be a bit
rounded like this. Don't smoothen the eyes, I think. So in some coffee. We'll do that after we
remove some more ns. Don't smooth this part
or this part either, as we remove most of it, so we can smooth it later. If I don't want to get rid
of some of the things here, just dig in there. So
it doesn't bother you. It's not that important. You can also smooth
this very quickly. The bottom part, you should
be a bit more careful. This down part should
come a bit forward as it connects to the
down part of the jaw. Now we have quite
a smooth school. Let's also smooth
the nose a bit. Then just pull back
or also this back. This shouldn't really be here. This part should be
part of the cheek bone, this, and then this can
be just smoothed out. But smooth the nose,
side of the nose. You could also use
the scrap brush right now to smooth it. But I want to smooth it
with the smoo brush first. Pull this a bit deeper. It's line up the eyebrow. Well, the eyebrow line, I guess. And now let's dig
the eyes a bit more. With the clay strip brush, start by digging at sort of the top angle or top area
here and just dig a lot. Maybe know that a lot like this. And now start digging
the other parts. Try not to dig the area of the eye sockets and just
dig inside that part. Now we have some
better eye parts. You can either smooth
this or scrape this. I kind of like how
the scrape looks. So just pick four or five
areas and flatten them. This could go a bit down. And that's most of
the inner eyes. We really don't care
about the inside here. What we care about
is the outside part. As you can see by digging it, we actually gave them a bit
more mass, smooth it out. But let's also inflate it. With your inflate brush, just go around the ice. And let's get back to that
shape. This is smooth. Kind of goes down here sharply. Another edge here. An edge here, smooth. Now, the way that the eyebrow
connects is more complex, but the general
shape is like this. As we are doing a
more stylized school, we only need the shape of it. Let's pull this a bit down. Our eyes are looking
pretty good. Pull back and smart. I want to smooth enough, so it transitions
better between parts, but the shape or some
imperfections are still there. You should pull this a bit
down while keeping it around. And let's also pull this up. Now, I think it's a good
time to work more on the missing parts or
rather the Space parts. So let's just start by the nose. In the nose, there is
simply a line that divides the two nostril spaces. So just dig and
leave a line out. Push this back so it is
flat inside like this. Also this a bit back. Make this almost as thin
as the other edges. But we should probably
inflate this pull this up down at the bottom of the heart or at the top
of this upside down heart, let's pull this edge. Pull this down and
just smooth it. You can call the
snows and pit fire. And let's add some
more mass down here. So there's a
differentiation between it and the rest of this sc. Not for some reason. Let's also pull this back or rather make
the transitional smooth. Let's continue by doing
the rest of the spaces. Go back to the
clay strips brush. Let's start with
a more simple one where we'll dig this area. Basically, don't do the shuttle. We need to remove a lot of this where it
sort of looks like that. Not exactly. So let's begin. When we want the first
sort of level of digging, we want to go very smoothly, just so we know
what we're moving. So keep this shape. Dig a bit here. This should be flat or straighten
this like this. Then we can continue removing. As it comes to this area, it should just
slowly transition. So like this. But we should
remove a lot here that it is sort of visible that the back of the
skull is going in. Let's also remove
some mass here. Let's go over the drawbush. I think that's really good. Now, smooth it out. Be careful as you smooth around here as you don't want
this to be smooth. But as you go closer, you just take a
bit more distance. Definitely needs to
be a bit more flat. As it connects. So
let's go like this. It needs to be sort of a straighter line as
it comes like this. Css our eyes a bit Sus out. Pull this slightly. You definitely need to
pull this out a lot. Enough so it smoothly
transitions. It it make this a bit
more high. Smooth again. Sort of like this. To
flatten it a bit more, let's just do this.
Flatten flatten. Now let's work on the mouth area again
with a clay steps brush. You want to remove
don't do this. Like this. So what we want is to follow the general
shape of this jaw, but make it a bit smoother
like a curve like this. Here we want the mouse to be missing then slowly
transitions into the chin. We also want to remove some mass under the
cheek bones here. This almost like a circle
here and it goes down. This could fold the jaw
a bit more like this. Also pull it forward like this. And now this edge should slowly transition to the
top part of the chip. But we have not removed
enough mass to do that. So I just make this a
bit thicker. Like this. As you can see, we are
getting very close to nice cold shape. Let's pull this a bit up so
this is a bit more sharp. Let's continue. We can use the drawbush and I think
this is the best use for the draw brush when you just have to remove a lot of volume. So like here. But the
clay strips brush should be used at the
end of this process. So it just adds those more
organic look of missing. Which I'll show at the end. This part needs to
be a bone like this. Now, if our main objective was creating a very good skull and creating the
details of the skull, not sort of learning
how the skull works, then it would be
best to separate the jaw and mouth
part as this part, and actually delete this place where you create it
from the inside out, but we're trying to understand the shape of the skull here. So what we need is
the look of it. But in an actual school, this is connecting out here, so there's just
empty space there. You take a sup more coffee. So, I think that's fine. Let's dig in a bit more here. Just so the jaw or
rather the mouth goes like this shape, like here. We can't really see it. As you can see, now, use
the clay strips brush, just so it adds a
more natural missing. And let's move this. Actually, let's remove as these are not
connected like this. Let's go with the
drawbush again. I should be under
the cheek bone. S. Let's go back here. This is quite straight, and here can transition
into a curve like this. This front part or
rather this angle should be quite in where we can see the transition between
this plane and this plane. So put this plantash
part like this. Now we can see this
plant tube more out. Also pled a bit while
going down. So more out. We don't want it to
be very round and we'll probably fix that
with the scrape brush. But for now, just pull it in. Let's use the scrape
brush to create that transition I
talked about earlier, where this plane transforms
into the top of the chin. So we just tap it like this. Very sharp, this. So this part connects to this part where there isn't really any missing
part here like this. Or chin top or this sort of edge should come
up very slightly, then the end of our mouth
area should smoothly transition and smooth this out. You can pull a bit back, flatten this, smooth it out. Now we do want our
mouth to get a bit wider as it
comes to the teeth, which should be
around this area, sort of just below the
middle of this area. I should go wide here. But then at the top where it
connects to the cheek bones, should be a bit more in. Let's flat this. The cheek
bones should be a bit lower like this it's like this. I think we can pull this
down part a bit more down slightly this back into more. Again, the smoothly
transitions bit wide and increase this. I think our chin isn't as sharp as it should be or
rather this front part. So I just pull this to
create the illusion of the jabon and super slightly
pull this edge here. Can I create this
line as it comes up? Again, this should transition
to this, this to this. We have quite a nice shape. Let's work a bit on
the cheek bone here. Again, this comes like this, and then this is very thin. You could smooth
transition here, possibly pull it back. This we could push this up. Let's remove some
of this part here. Let's move it. Now let's draw the line of
where our teeth would be. It's the is shortbush
around here, if this was let's go
to the frontal view. This was the middle,
then just slightly down here would be the
separation between our teeth. Let's go all the way back. Now, if we wanted to
create the set of teeth, this would probably be done better in the modeling
side of things. By some cylinders. We could then change each teeth, but it's not really
best done by sculpting. Let's remove some
more mass here. And we are not far from done. Smooth as a bit. Make it a bit more
round. Front of you. It's again, rounded up
or rather smoothed here. Go bit more in, but in a very smooth and
sphere way, not just edges. Probably dig Now, let's work
on the eyebrow area bit. Let me just take a
set. As the while the skull doesn't have eyebrows, the eyebrow line or area
is thicker in the skull. Like, there is a difference
in the place or in the planes between the upper forehead and the part where it
connects to the eye sockets. So from here with the
clay strips brush, let's just add some mats. This should follow
the general shape of the top of the eye, as it comes here, goes down, and this part then should sort transition
to the upper head. This past way lower. It's sure transition to
the rest of the head. A bit more thicker, pull it back here. You can pull this down. It's actually this
mass that connects to the top of the nose
or the nose bone, not the eye as the
e goes down here. Let's increase the
size of nose a bit, it on the side. Smooth the salt. Now, this part should be a bit more connected to
the eyes like this. The eyebrow connects like this. Then the rest should connect
to the top of the head. This line is down,
this is more flat. The transition here, Let's actually dig a bit more just to create
a more boxy look. We could pull this
area a bit more in the transitions to the
chin flattens as well, we could decrease
this below part, but it's not
necessarily long now, but it's a bit too heightened and just
shrink it very slightly. Smoother than transition
to here, here, Let's also dig
between this sport, sort of the eye bones
and the inside of it, so there is a bigger difference. This flatten. We can pull this down. Let's this down. Let's Now, let's once again
scrape some planes. Let's start with the
eyes, this part, and connects to this part, and it just goes
around the eyes. This should be a very big
edge goes around the eyes. As you can see, we can
notice the plane difference. Let s work on the other planes. Our nose lacks a lot
of detail right now, but on our final
level of resolution, we should be able to
make it look better. Flatten this. Let's
work as well. I also flatten this. The sp, at least the edges
should be a bit noticeable, but this middle part should smoothly transition
into the top. We can create two planes
around this area. So as they join together, they sort of form the
top of the skull, but not super noticeable. And another plane like this. Again, old Wade Nelson. Let's pull this down so we
don't want to be that high. Let's work on the planes down. There should be a plane
as it connects here. And then there should be one This could be smooth or
scraped in two places. So we're kind of rounding it while keeping
the sharp edges. It's also around
the bottom here. More here, move it out. Now let's round the top part which would be where the
meat of our teeth would go and also this other part. Heller the big one. We could do some like this
just for better transition. Now one part here
smooth or scraped, approximately half of it as it goes like
this at an angle, so it's joining with the chin. This should be very smooth. So at best, we could
just dig here. Go back to the scrape
brush, scrape this area. There's another piece which we remove, which is around here. We'll do that soon, but scrape
the jawbone smooth out. We could scrape the bottom now. Let's get this area too. Let's ground this up a bit. And let's go on our
final level of detail. Let us close this smooth
this, smooth this. I think our nose could
be a bit more narrow. Let's go to our final
level of detail. Let
5. Stylized Skull 2: Device axed it. The axed, sorry. Let's just get the shape, bit nicer and then
we'll start smoothing. This should dig in like this. Also this, this bar
can go a bit deeper. Like this. We can smooth these missing parts. Also pull them a bit. Here, I should
smoothly transition. Again smooth the lone
the planes were made. Let's put this cheek bone a
bit here and then go down. Smooth here. Let's
smooth the inside here. Square it up a bit the edges. We can pull the
nose a bit deeper. Smooth it out. Smell
the transition here. Now, let's clean the nose a bit as one of the reasons I
didn't want to remove some spaces in the more or less detailed
areas was because a lot of the re meshing then might make some of
the material closer. But we can just
remove it like this. Smooth Let me think over a scrape brush here. Scrave the edges
on top here, here. Scrap the inside as well. I scrape the outside. You can pull them
off a bit more. Let's pull the jaw from the
inside dish. Like this. Also close this distance. Put this back to the
end, smooth some more. This is a general
shape of the skull. Et's also scrape this part. And if we want a bit
more differentiation, we can scrape more. Let's also at this hole here. This isn't anything too complex. Sort of a U shape, which can go a bit like this. The spot can go down down.
Something like this. If we want to differentiate
more of the planes again, you can use some of the scrape to create a plane that
comes from here to here, one that comes
from here to down, Smooth as it comes, it transitions into the chin. Scrape the down part, smooth it. You can scrape these parts. I can also
differentiate the teeth more or rather the part
where the teeth is. Let the crease sharp, let's dig in more slowly. This let's go back to the scrap brush the bottom
here as it goes down, ther on here comes here. Goes the cheeks. She bones, go. This is one. Let's do the same thing we did
with the eyes earlier. This is one bit. Let's go just a bit on this area. Dig here, close this here. I just crave the eye a bit
more here as it goes down, this part here comes out. And this will be a stylized
or simplified school, a human males school. More of a mix. Let's dig this tool. This is where the eye
will come in or rather connect and it will
look like this. Let's turn the shadow
for a better look. And this is our scope. The next episode, we
will be sculpting a male face and we'll see how these structures affect the actual muscles
and skin of the face. That's for this
episode. Thank you.
6. Male Head First Level Of Detail: Hey, there. Welcome to
the fourth episode of this course where we will
begin sculpting a human head, a simplified male head. But nonetheless, this will be our most complex scope in the sense of just
parts of the head, especially compared
to the skull, but it's not that much
different in complexity, rather there is just added
elements which might make it look a bit different
and more complex. So let's begin as we've done in the previous episodes
by deleting everything, adding a sphere, going
onto the Y plane, maximizing this window,
changing the perspective to, let's say 85, go
on to Scot mode, turn on the X axisymmetry, and we can begin. Now, the general shape of the head will follow
that of the skull. Dimensions where
certain parts are, but there is some added elements like the skin, the muscles, and parts that aren't
really seen in the skull, like the nose, the
neck, traps, ears. Well, we won't really dig
into traps and the neck, as these are very
complex muscles, and it's hard to learn them at the start of your
anatomy journey. We are going to make their general shape as you should practice creating them when you are making heads, as it will make it look more human or more correct
to the anatomy and will help you see
what else could be wrong with your head
in the scoping sense. So we'll start by
pulling the chin. Is down. It's not bad. Let's flatten it now. Let's pull the forehead
top part a bit. Similar to the skull,
this front part should be quite flat, at least at the start. Let's pull this a bit down. Back. Put polis a bit up. Let's pull the back
of the head a bit. Flatten a bit more. Put
this a bit down back. Before we pull the jaw, since we are doing the neck,
let's pull the neck first. Around the middle of the head, let's say around here. And while the neck does
come up until here, connecting with Adam's apple, we are going to
pull it a bit back and then push it forward. Not as thick. Okay,
maybe a bit more back. Round here, let's see. At the start, pull
it decently back. Decently isn't probably
the proper word, but a good amount. Smooth a bit. Pull
the sport down now. The sport a bit more back. We'll leave this
as flat as we can, since we're not really making the clavicles and other parts. This definitely needs
more flattening. See the head from the
top. The head from the top should have
a rounder shape, but as we come down, it should be like, more boxy. Some rounded squares, I
guess, would be the best. And also an eggy shape, but the difference shouldn't be really super visible
from the front. This isn't too bad. Yeah,
this isn't too bad. Let's pull it down here. This is probably about halfway, maybe a bit let's say
if the eyes are here, it'll go a bit below the eyes. And it's quite flat. Pull some more here, pull down. Smooth. Let's make
the chin a bit wider, pull it down, and
then make it wider. And then let's pull the job. This could go a bit more behind. Smooth. Connect this and try to make it straight. And the end of the
jawbone should be slightly or almost at the
middle of the total head. Let's pull back a bit. Let's pull the jaw a bit more
and then pull this back. If the ears are gonna
be around here, then this should be the
highest part of the head. Just a bit like this. Hold the forehead a bit more that. Okay. As we said in the prior episode, we should try to get
the most amount of detail we can in the
more beginning stages. As in the later stages, it is harder to get
certain details in and also get rid of some wrong details that
we make at the start. We could flatten
this front part. Not too much, though. These parts may be more as
they come into the chin. Forehead could go bit like this, some more. I think
we could pull some of the traps right now to start low first and then
we'll see how we can move up. We can move a bit
up on the side. Yes you can go a bit more in here. And then the traps
can go bit back. This is just not necessarily
the beginning of the traps, but the part that we care about. So the traps might go we'll
add some more detail later. Might go to, like, heirs
on a full human body. But to make it
seem more natural, we probably have to
add the clavicle. So we'll just keep it. This flat ish. I think we can go to the
next level of detail. We'll add the
Adam's apple after. Now it looks fine. This
could be a bit more flat. Comes down. Okay. The neck is pretty straight
as it comes down like this. I think we're going to go. Just pull this a bit more back, and let's increase the quality. Let's go to about 800. We're just going to define
some of the details we made, add some more parts. Smooth very lightly
at the start. Then when there's
more flat surfaces, you can go a bit harder. This should be quite smooth
but still noticeable. At least the transition. We could add a line here later. Smooth. You could pull
this a bit more down. And as the neck goes down, connects like this here, two. Let's make it a
bit more narrow as it does come under the jawbone. The jaw back. Atten
this by decent amount. So add some more jonas
to the jaw. Smooth here. You could do this for the traps, go with the clay strips brush
and just from around here, connect here and
remove some mass. Smooth. Next should
come more here, but not by much. Compared to the traps, it's really thick right now. But if we do this,
flatten these parts. Again, straight. But
as it comes down, it should sort of
wrap around here. This here. You could
put a bit more. As it goes downer to the
clavicle, it'll grow wider. Not by much, but it's kind
of wrapping at the end here. We should add some more mass. Smooth. This could be more straight as it comes up, it's a bit more up. Smooth it out, and then the
traps just a bit more behind. I think the head is
going a bit too back. The bump should be noticeable but not sticking out, really. We could make this flat, but not remove the spereness of it just a bit more
flat. Like this. Let me just take a
sip of my coffee. And before we work on the face, let's just add the Adam's apple. I think we should make
space for it first. So in a triangle, just dig. And here, there
should be an empty. Not necessarily empty, but this will connect
down to the clavicle. And now we can add the mass. And just smooth it. Now, here we have a
really big sort of mess. So let's try to get rid of it. This can go back. We can pull
this a bit more forward. Back again. Let's define
the job a bit more. This might be a bit too much. So this is the neck muscle. Stars. But it shouldn't
really be pronounced. But the mass needs to be there. Here we can take the draws, not the draw sharp one, and just create some sort of
tubes as they come down. And slight smoothness. Let's pull the job
a bit more back. This might be very
small on most people, but depending on your reference, it could be quite
more pronounced. But still, just remember
the shapes of the skull. This is about half, I would say, smooth visibly. Let's add some flattening
and we can add the ears. Don't forget the flat part here as the skull
digs around here, but due to the skin
and other muscle, it shouldn't be visible, but there is a switch of planes from here to here
as it goes back. It's more flattened. I put out the ears. I just make the jaw a
bit more pronounced. So around half of
the total head. So this say this, yeah, that's about half. So the ears should basically
cover the area where we want our eyes to start from
as of the eyebrow line, maybe, let's say, around here and the end of
the nose around here. But the part where the
ears connect them to the head is a tiny bit smaller
than the ear, I guess. I masked it with M, the area that I want to pull, and then with Control I, I've selected that area. So everything except everything within the grade out
area is affected, while the grade out area is not. I just try with a
grabush, that could work. You could also inflate it
first and then pull it, but I think this is fine. Okay. Pull them quite back as
we don't really want to connect with a mesh
after we re mesh enough, so it's not affected by it, and we can just give
it a general shape. Hold to delete the mask. Let's now pull this
just a bit closer as this part is close to the ear
while this part goes back. Again, where it
connects is quite thin. So just pull back. I should head more down.
Something like this. We have quite a nice, plain or simplified
portion of the head now. So let's work on
some more details, and then we can go on
another level of imsh. We can pull the Adam's
apple just a bit more. Now, it's grape. It's more pronounced. The ears shouldn't really
go past the jaw line line. But when we get a bit more
detail, we'll smooth it out. Well here. We could get ready
to make the space where the ears will
be. Sorry, the eyes. So since our ears are here, the eyebrow line
should be around here. Me, maybe it's not too low. So with the scrape orlets
increase the amount first. If our eyes will be around here, if you remember the
shape of our skull, these kind of stick out. Let's go a bit more up and just make it a bit
of a square is shape. So this this and
some of it here. You should also
pull the cheekbone. So it goes, don't do this
what I'm about to do. This should be how the
cheek bone sort of comes, and we'll just
lightly pull that. As in most people, it's not
really that pronounced. And as it goes back to the head, it just goes more narrow. Sorry for that noise.
This isn't too bad. Let's square inch more, and we can sort of
flatten this area. You should be able to see
that there is something, a form here, but you shouldn't
really make it pop out. So it's better to use something
like the grab tool just so you can pull it out
but not add mass to it. If let's say I did it with a drawbush I'm gonna go a bit
down so I don't mess it up. It could be a bit more out. You could use the
clay strips brush for it, and it wouldn't be bad, but I don't feel very confident in using it as for some reason, I'm not used to
this new blender. I don't think there
is any difference, but I feel like the brush size, I'm not really used to it. So but the grab
brush works fine. Let me just drink some
water. Let's pull the eyes. Or rather, this will be
bigger than our eyeballs. So remember the square
shape from the skull. So here's an edge. And this is where
our nose would be. I think we need to
pull just a bit more. Pull t's actually pulled from
behind as if you remember, the cheekbone connects in
a coming from down manner, and then the I would come
something like this. Not that much. I just
wanted to show the detail. Let's pull the cheek
bone a bit back first. If you remember that
one shape here, should still go forward make this place or space
for the eyes a bit bigger, but we're going to
widen it as we. Sorry. I had some
issues with my cursor. I don't know why it
was not on clicking. But we're going to widen this
eyesh area as we go back. So we're gonna I'm
going to explain this in a very heightened
manner, so don't do this. But we're basically going
to do this as we go back. But very slowly. I
think that's fine. Let's place this in more strats. Let's Our forehead
doesn't look bad. We're gonna add the
eyebrow a bit later. The eyebrow line, I guess. We also add some eyebrows. Now, we don't want
to make the sort of part where our eye will
go the same as the skull, like in a very squared form, as there is now skin and fat that we will
try to emulate later. But it's way more softened the shape of the squarish Okay, my nos is still not great. Squarish form that it was on a skull is
not exactly like it. There's more fat around here. There's going to be
a bit more fat here. So it's just a softened more
softened squared, I guess. Let's try to make some
space for the nose now. Let's pull the cheek
bone a bit back. The cheek bone, as it goes, it should connect here as a bit behind the nose and
then go down like this. And then this is still thick, I guess, like this. Here we can pull
the bit, go down. And if you remember,
the nose dips here, maybe a bit more flattened. Mm hmm. I want to
make the space or at least the place to
put the nose before we actually put coffee. So let's work on how the cheek bone sort of connect and then
and the mouth part, and then we can see
where the nose. Let's pull this a bit. This smooth. You could pull the
mouth place like this. As you noticed with a skull, the teeth go like this. So the mouth will
follow that shape. So it's very
cylindrical as it laps. Sort of like this. We could add some more shape to the chin. Let's pull it a bit. The chin will generally stay
under the eyebrow line. But we're also going to
add some more eyebrows, more, more eyebrow line mass. So it could go a
bit more forward. Then we can pull for the mouth. Let's go with a cresarbush. Just add a line and smooth. Should fall more
smooth a bit more. And we are pretty good. We could pull the jaw
a bit more in this. And I think that
cheekbones should be a bit more round around here. Let's pull the eyes
a bit more behind. This, and then this can go
rounder and then come down. You could pull this a bit back. The jaw bit more in. We can work a bit on the
jaw muscles, add some std. From the part where
the cheek bone connects to the nose
area or the mouth area to the eyebrow line and the jaw muscle part will sort
of be one line. Like this. Very subtle. Okay. I could increase the
mouth area a bit. Put the nose part
where it dips down. I think we're going to at least pull the top part of the nose, and then we can add
some more mass later. As I really don't like this
sort of complication here. But we could at least remove
some place or space here. As the nose doesn't just
go out of the face, it's also very deep
within the face. So just go back like this. Try to keep this
sims. Just go deep. I don't really want to mess
with this area as it might remove some of the mass at
the eyes, but we could. Let me just show you make this a more empty space and
then add the mass later. But I think that sort
of ruins the shape. So just try to keep some. Don't make it fully
a fully digged hole. So the nose dips here. Let's see if we
could pull it now. Then let's pull around. Let's say this is where the
ear starts around here. Yeah, that looks amazing. Now, the nose will generally
be not the same width. There will be differences, but in a simplified, I guess, form, we could
leave it like this, but with a few changes
here and there. So here is why. Might go deep. Then this should be the most the widest part.
Spoil like this. Now, here, if you remember, is that bone, that nose bone. So this will definitely be high. And this could
either go like this or a bit more tucked in. Okay. Let's pull the
nostril area up. O. And the general or
whole nose part, form, I guess, should be pyramid or I guess from the
front triangles. We will flatten or remove
most of this edge part as it's not the nose
isn't the side. These are just the connection, I guess, not really connections. But the main shape of the nose is this front part
and the nostrils. And then the other, I guess, I don't know
what the name is. Sort of way that
connects to the face. Remember, this is the
nosebone pull like this depending on your character
on different positions. Some like this. The front
should be very flat. So let's try to do that. And then when we have
a bit more detail, we can add some more unflatness don't really
like how it's doing this, but could fix it
later, move out. Mouth area should be generally
quite flat at the front, and then at the back, it
could be a bit rounder. One of the reasons I don't
really like working with the nose in earlier stages
is because of all this mess. But for simplification,
I think it works. We'll just have to work a bit
more may get more detail. Again, a somewhat similar
shape to the school we did, but with more softened forms. This could go a bit flatter. Smooth forward. This will be the highest part
like right above the nose, the ears Oh my up. I like this. Could pull
this just a bit higher. This up. The cheek
bones just a bit, and as they go here, they'll probably be widest, but then as they go back, it'll
be very close to the ear. We will make the chin go out
a bit, smooth this forward. I just make the chin and
the mouth go a bit deep. Dig then, I guess more deep. Latin this I think this is
fine for this level of detail. Slab in a bit more. Go in. And let's go to 200. Again, check just how your
device handles everything. And try to milk every detail, I guess, as you
have less vertices. Hunk would be a bit more
narrow than mouth a bit out. It also comes here. And let's we already.
Let's go control. This was part one and the first level of
detail of the head. If you are ready to continue
on the second level, hop on to the next
episode. Thank you.
7. Male Head Second Level Of Detail Part1: As you can see, we've
gotten the big details in. So now we to add on top of
them just to keep that shape, but also add the
smaller tickets. We are working on the neck
as it comes down here. Smooth lightly,s down, is down a bit more out. Smooth. Smooth as it comes up, smooth along the planes, we've sort of
shaped smooth here. This plane, this, this. This Neck could be
a bit more then. Drabs could go up, smooth. We could grab the
claytribs brush and just do this and smooth. Smooth here. Lo a bit
more wide, smooth. Let's go with the draw sharp and along the old
atoms up we made, we'll go along this line, but we'll go like this. Just so we can add that
illusion of skin and smooth. Now add a short triangle, another short wrangle
on top and smooth. Then there is some
issues around here, but in most people, there isn't a full
distinguishment from the neck and the jaw. Okay. Let's do some scraping or flattening the bottom of the
neck or bottom of the chin. And here, here, let's make
the chin a bit more stylized. Here chin is quite
big right now, but I think we need
some more details to see just how it fits. We could pull it up,
It's not too bad. I think we'll smooth down the ear and then
we'll start working. Let's code or scrape this area under the cheek like this and then
I'll come here. This will be the jaw muscles. Smooth as it comes here, scrape scrape this
plane very lightly. The plane at the eyes, this she bone as it
connects to the mouth like this and the mouth isn't
could make planes, but is a very smooth shape
and until we make the mouth, I don't think we should
go with the planes. We could scrape it around
here and around here. Pull this a bit and smooth. The chin just a bit smooth. Now we can create that sort of squarish part
of the eye here. Here, a very straight line, as you'll dig until a
cheek bone, like this. And now the nose might be
a bit trickier too small. Make this connection
here, go straight. Let's say the nose
bone is around here. We could just scray this. Then around here, it
could just go in a bit. And then this part will
sort of wrap around it. Es we could go deeper. Pull this down and then go up. We are getting more detail
on these simplified parts. You could pull this a bit up. Smooth it maybe
pull this bit back. And this should go quite thin. This part can be noticeable, but as it goes up, it should just go
inside the nose, at least in the fore,
not actually inside. We could pull the
nostrila out, again, again, and this should go up, but shouldn't generally be bigger than the
front of the nose. It should be a bit rounder. This could go up now. You could pull this down
a bit, put this up. And we don't have a bad nose. We could go a bit more narrow. Check other views, not
just a single one. And you might notice
some details. It's a bit like this. I think this isn't
that flat. Like this. Now with the clay straps brush, we can remove some mass here, not necessarily remove it, but shrink it more
to the inside. Go along these lines, but also like this and then holding shift or with
a smooth brush stool, we lightly go around here. You could increase this just a bit and then
lightly small, go in. I think the nostrils are
a bit too up right now. This could go a bit
higher and go down. This could go behind a bit is, and we could dig the
nostrils now are short I guess M. The end, there should be
a noticeable separation. But then as it goes, it
shouldn't be super noticeable. Let's take the draw
short brush and just dig make the lines that come
down here and then smooth. They shouldn't be noticeable, but they should be there. Make our nostrils a bit smaller. Stick out a bit. A bit wide. Smooth. I want to leave
this eyebrow area as we work with the eyes. So let's just remove this mass, follow these, like,
planes we've made. And lightly scope you want to get rid of most of
the imperfections, but leave their imprint
ish as this will create a nicer organic Now, most meshes that you see
that are super clean have maybe way more polygons and then have been
metapologized, have had more work
on the cleaner one, but you can achieve
a super level of cleaners just by sculpting
in higher polygons. Is to accept. That's
my coffee gum. I like to stay hydrated and
caffeinated in my scope. Unless I'm doing that
later, so don't do that. You could work on years now. Pull this area down as it
connects, smooth around here, but try to keep the
smoothness sort of in the front as it might create
some weird shapes here. Smooth in the front.
Along this line, you just want at here
and there smoothness. It creates this
illusion of connection. As the cheek bones go back, they'll go more behind and
so will the ear like this. You should probably come or this connection part
should come lower. This, then we can pull this and then just
so it maintains that, smooth it a bit, comes down, it can create this shape. For now, we'll just
boil like this. While there isn't that
much we do in the back, we should pay some
attention to it. Flatten this part
where it connects. And pull it a bit more. I should go like
this, flat. This. Spill it now, and let's work
just a bit on the back. With the draw short brush, we'll connect it here. So this is one plane, and then it will
just go throughout the whole ear and then
this will go back. We should pull a bit here
as there is some mass. We just see if this messes up. But it should just stick
out a bit like this. Inflate it a bit more
here and then flatten it. Yeah, we don't really
care about the back our at least not here. The back of the ear is important
in different characters. Now let's draw the
main shape of the ear. I think I'm going to inflate it just a bit before we start. Just so it pops. And now let's go with a
draw sharp brush. The ear is not the
most complex shape, but you should focus
when you make it. So start by digging here. This will go down and
then back into the ear. And the tubes sort of that come here will be in a big C shape. This. Let's remove this part. So this is like a square
C. And as this comes down, it will go inside the ear, but very in the back. If you would see your ear
from this angle, like this. But from the front that
shouldn't be visible. So pull this back and then we'll make that sort of thing that sticks out here. And just pull that C shape. Pull this very in. This part should be very in. As we try, I think this
shouldn't even be visible. At least not this part, maybe just this, this. Okay. Let's dig some more. This will be our, I guess, ear hole, and then this kind of separates this
part and this part. Smooth out. Stick
it a bit. This. And I think with the
clay strips brush, I'll just add some mass here. Dig this with a draw
sharp brush, dig up. Again, we'll pull it
with a draw sharp brush. I think we need to
dig a bit more. Flatten a bit smooth. This can go like this. Let's pull it back a bit and
it doesn't look that bad. Now, if we have general
shape of the ear, I think we can just
pull it back like this. Should be noticeable, but the parts where it connects to the ear
shouldn't really be visible. Like this can go in and that old shape,
this can stick out. Go in, we should add some
more thickness to this. We can smooth out just a bit. That's really good. Stick out. Should be round, come down. I'll here flat maybe know as flat down out. It's not bad. This definitely needs to be different, though. This should be a bit thicker. It's gonna go up out.
It's gonna go in. Smooth. This may be higher. I like to make this very squarish as it goes in,
that's pretty good. I don't think we should
mess with it for now. I just flatten it
just a bit on top. And that looks very good. I think we should start working
in the eyes as that gives us a bit more guidance on how to actually
work on the mouth, as we can use some of
the eye position to determine where our mouth
sort of goes and ends. So to work on the eyes, let's just just sort of
create an eyebrow line. So this part should
be very squarish, or not squarish, but
following that skull shape, but with softer edges. It's smooth. Now,
as it goes here, there might be mass,
then the move. Also here, there shouldn't
really be like this. Now let's add the eyeballs. I would highly suggest that
every time you make eyeballs, you actually create a
sphere and then put it back in as working on the mesh
itself isn't the greatest. Rotate this by 90 on the X axis just so we can
get a better eye shape, and I'll go with
Straight smooth. Now, generally, there should
fit around six eyeballs, not eyes inside the
full width of the head. So I have my eye here. Let's go Shift B, X axis, and about this. Now we'll press
Shift R to repeat it about four or
five times more, four or five more times. So three, four, five, six, we have six eyes,
and this should be approximately the width of
our head at the widest. So this seems to be it. Now we only need one eye, so delete the fifth, the five, five others. No, why don't I increase it? We could increase it, but we'll do this as
we work on the head. So place it around not down, but here slightly above. And then put it
just around here. Middle or just maybe a third
at the start of the nose. And we'll go to the
modifiers, search a modifier, go with a mirror, and pick
our object as our head, and now it's mirror. I think I noticed
some differences. So one thing we have
forgotten is to symmetrize. So either go here
plus symmetrize or if you have quick favored
it by just clicking on it, and I just removed it, and
then add to quick favorites. Symmetrize and it
has sanitized it. It wouldn't really make
a huge difference, but sometimes it might be
noticeable differences. Now, our eyes should be
about one eye apart. So you could just do this, but that's kind of annoying. So just eyeball it, I guess. That o? Just eyeball it. I think this could work. Not exactly an eye
but approximately. Let's pull this just a bit. We will remove this, but this
area so we can see the eye, but just so it
8. Male Head Second Level Of Detail Part 2: Or if you have quick favored
it by just clicking on it, and I just removed it, and
then add to quick favorites. So symmetrize and it
has symmetrized it. It wouldn't really make
a huge difference, but sometimes it might be
noticeable differences. Now, our eyes should be
about one eye apart. So you could just do this, but that's kind of annoying. So just eyeball it, I guess. That? Just eyeball it. I think this could work. Not exactly an eye,
but approximately. Let's pull this just a bit. We will remove this, but this
area so we can see the eye, but just so it sort of laps around the eye.
Eyeball, I guess. So it should come like this with a nose up could go a bit down. Now we could either make the eyelids now or add
some fat around here. I think we'll go with
making the eyelids now. Sorry, grow sharp as
I change the position now around this line
where it's going up. But this a bit, we'll
start digging inside. Just around here,
going up h dig, dig. You don't have to
worry super much. Light now, we're just
trying to get the eye out, but you should give
it a desired shape. I think they might be a bit too small, but we
can work on that. I generally think of the
start or at least the top as the I think it's called the hidden Village
leaf from Naruto, where it goes like this
and then dips down. Now, there is a lot of
different eye shapes, but the general would
be that up up up up, down or more flat
here, bit like this. This is sort of a more
stylized one like this. I definitely think
the Is might be a bit too small a bit
small, not too small. So let's just make it
a bit bigger space. Get the I's and
increase them by a bit, go a bit to the X, and maybe just a bit back or no, I think just a bit back. Let's go with draw sharp
again and dig some more. Pull this back by a lot. Front. Pull again. And we have some decent eyes. This could go up,
down flat here. Then we pull slightly higher. And I think working on the les was actually
the better idea as we already have some mass here and now
we can just add to it. First let's flatten it. And let's go with the
play strips brush. Now, as it goes here, just under the eyebrow, smooth it out, and
then we'll sort of make the difference here when we have just
a bit more detail. And we could use the
crease short brush just add more edge
to the eyebrow line. So this will sort of be the
bone that we made on a skull, but with a lot more
fat and muscles added. The eyebrow muscles,
these fat pads here, fat pats around the cheek bone, but this one should
come down and then just go inside bong depending
on your character, age, things like that. We could do it in
a bit more detail as we add more resolution. I think we just have to
dig a bit more here, and for now we are
done with the eyes. So just follow that shape
of the eyes, eyelids. So this should stick out. Like this smooth it so he
doesn't look super old. We could pull the line
that sort of comes here, dig some more smooth
smooth pull it up. Then we could make this
fat just go a bit longer. You can go a bit more in. We probably have to dig
here on the later quality. Like this, this fat could
go a bit like this, this could pull it down
and it should sort of disappear might have to work on the sort of part and possibly string
the nostrils a bit. You could widen
this go like this. I go back. It's not bad. I think we could give
the mouth a shade no. Let just dig with
a draw sharp here, and the smooth So the mouth or the edges of the mouth should
be around at best, maybe the middle of the eyes or the sort of first quarter here. And they shouldn't
be high or mid, but they should be slightly below the middle, just slightly. So here, here. This is good. And with a pretty big draw
sharp brush, dig the mouth. We could use the
crease sharp tool and just create a line. And then we can pull this back. Now we can work on the
upper lip by pulling the stock cart we can N shape, pull it a bit forward,
this a bit back, pull it down a bit, and we can dig this
part under the nose. Shouldn't be super big
or super noticeable, and it's sort of shape is
smaller here and wider here, but by very little. And it should be
generally straight. We can pull this down now, make the bottom lip and the bottom lip
transitions very smoothly. It just goes like this, not as jaggedy as the top, but it might be
slightly thicker than the top and the edges shouldn't really be
super noticeable. We can smooth it down like this. So, smooth. Let's go with the crease polish and sort of join the bitter. This with the flat brush, let's add some thickness to
the top and pull it down. Pull it down here. Then we should close
this area too. And add some thickness to it. Just hold this smooth close The chin might
go a bit too low, but you could change it. It's not really that
I just pull it up. This make it a bit smaller. This can pop like this, go a bit up. This smooth it jaw and go a bit more than the
years are really sticking out, but we'll change it in a bit. Let's make the cheese
go just a bit out in. Now we can make the we go in. I could make them
slightly bigger. But they should go back. This could stick
out a bit, go back. Could make the chin or jaw
sorting go a bit down. Like here. You can
make the chino back. And we can kind of
dig below the ice. Also this is and just smooth. So we stick out. Smooth. Smooth. The head might be a bit too big. I think we can just
it down, pull it. So a fora goes like this, a bit lower down. I think this is taking a bit should be a
bit more squarish. Like this. Let's make this like this, so it's sort of not hanging, but it's creating
an overlap is here. We should probably
add some eyebrow area mass similarly to the skull. Should be popping out but
not super noticeable. There should be an angle
as it goes down here. And with the screen brush, I'll just flatten the then it goes over this
part of the bone, go a bit down, flatten it. Should be a bit more
noticeable to the side. I just flatten it like
this and also like this. Below here, it could
be a bit thinner. So this sort of wraps around it. This is going to be a bit below, goes up, connect here, back. Symmetrize the general
shape is here. Add some more mass around here. We should draw short and
prefer the shade here. Is like this, this we could have
some more lanes. This here. Also here. This could be a plane. That here. Uh, it should be small, but don't do this, but it could be like this, too. Not exactly like that. I'll stick with a
more smooth one. Let's go take it
back. Shin might be a bit too big still. Small. Flatten this area under. W here. Let's Adams Apple popping out. Let be a bit more out. Let's go a little sharp. A line tangle goes
down and disappears. I think the eyes might need
to be a bit more close. So, let's pull this. Let's call the draw sharp, and this should go like this
under the eyebrow line. So should we go more below? The nose could go
slightly higher maybe. We could add some
more mass to here, that will probably more quality. As close as a bit, shade the chin just a bit
more, sharpen the jaw. Should be head of
it or unwiden it. I forgot the word. S like this. And I think we are ready to go on the last level of detail. L just add a bit more
mass around here. Super down. I think we can add our
last level detail. Let's go to 800. Again, really make sure you aren't going to crash
or something like that. Now, most of our work
left is some smoothing, some more shortening of areas. And we are good
smooth around here, or here should be like this. Again, this should be smooth, but leave some imperfections, I guess, as they make
it seem more skin like. We'll work on sharpening
the eyelids right now. Cheek bones a bit high, smooth, smooth along the planes
we've seen and made on the prior levels of detail. We could shrink the
neck just by a bit. That's just smooth, and then
we will sharpen some areas. Just go go a bit in a bit up. Wish we could pull smooth. We think we might have
made too deep of a space, but It's not too bad. I need to thicken it. As goes down, there
should be an M shape, then it wraps around here. Smooth more. Let's go
with a draw sharp brush. Small symmetrize just in case. If you symmetrize on the
starting levels of details, there won't be much
need for it later, but just in case,
pull this area. I could flatten it
down here a bit, smooth it around here. Now, this area should
be symmetrized. I changed the place. I'm
used to it being down. Could dig this area like this. It's sort of going
undir bottom lip. I think that makes it better. This let's make a better shape of the chin rounder
as it goes in. Round here should be more small, but here it could
stick out a bit. He bones are bigger
than I prefer. It's just pull them in narrow. This could go out a bit. The now I think we can
work with a scrape brush. So let's just add a more
stylized look to it. This should be a bit thinner. We definitely need
to shrink this chin. We could stylize it. Is it goes back,
we can very much flatten this area. Smooth. She bones are
definitely too big. This area as it comes down to, should be very thin. It could make symmetrize
I really used it. Could pop out a bit here
and the ears go a bit back. Let's actually forgot
to smooth the ears. The do sharp should
end here, here. There should be some
differentiation here. Dig in to have a better look, let's just go like this
with clay strips smooth. You could do it like this. Let's also dig
like this. Smooth. Should go in or jog
can go a bit more in. They said it could
go just a bit more in. This could go in. Spark nose maybe a bit higher. Let's actually pull
it like here maybe. Like this. Let's
pull, top lip higher. I should go like this. The mouth can be a bit higher. Let's kind of work
on the jaw muscles. Very settling. As we are in a high level
of detail right now. Like this, we could
pull some mass. If you remember that
missing space in the skull, depending on how lean
arch character is, there will be maybe some skin, maybe some light muscle there. But since it's deeper, it'll have some more
noticeable effect. This could be a bit down. Let's now sharpen the eyelids. I could go just at the top, smooth the bottom, add
some more detail, smooth. Same with the top lid. This should be very thin
at the top, not in here. So like this, pull it down. Just go with a scray brush
and flatten the top. Also the top eyelid. Like this, smooth. Let's work on this fat part. W t short brush. Just pull and it should
be over this eyelid. Like this. Now, it
could go up until here. I like that. But I think
we'll just put it down. Let's see mask I and since
this isn't in our mesh, it's not really affected. Pull it down. We could
put this down a bit. Hold M, make a bit more sharper. I comes down, how sharp refine our eyelids a bit more
the fat pad goes by. Let's go with a scraps, scrape this, this, this too. Close a bit smooth mouth still looks a bit open, so I just pull around here. Back. So bit closed. And let's go for our final
detail with this brush. It should go down. I say it is quite thick, this could be a
bit more forward, and this goes back a
bit more closed here. This could be just a tiny
bit smaller, upper here. Go down. I just shing
the head a bit. You could pull this a
bit back. This back. We're just working on the
more detailed as now. This back. We can flatten this sport part as
well as it goes up, down And we are done. Just like this. I think there is some more
details that are a bit too big proportionally But the general shapes are here. As a final part of
this episode will give some color to the eyes just to see some of the
brushes we didn't use. So let's turn the shadow on. Let's say like 0.8. We could add some eyebrows too. Shadow allows us to just
see some more details. Let's add some eyebrows too. So around here as
it goes like this, Then they add some
more lives it. Now, if you remember, we pull this tab over
here to close it. So now just click
it to pull it out, and let's go with
the paintbrush. Now, as soon as you
paint something, you'll notice that it
will be a difference in sort of lightning. Oh. That just makes the color setting here go
from material to attribute. Our eyeballs, which
we can isolate by resting slash are in a very
low quality right now. Let's go to Edit mode. If we want the best color, let's just go to super high. Again, check your device, control R, and just smooth it. Let's go back with slash again. This might be mesh sticking out. Deleted, go back to the eye. I'm switching between objects
down scolding with Q. So I'm currently on our head. If I hover over the
eyes and press Q, I'm now working on the eyes. Let's go in the front
view and in the middle, make a with a paintbrush, a black sphere around this size as if it's touching both eyelids and just go around. Now since we want this
to be black and white, we'll make the color grayish
and just leave an edge. Now we will change
the strength with Shift F and just go around
it with our black colored. Doesn't have to be correct
because it'll smooth it, smooth it around the gray area, just so it creates this sort of aura And let's make
the.in the middle. Let's increase the
strength. And around that. Due to the shadow, or the light, we could make this
just a bit brighter. So just add a
lighter color here. Smooth. I also like to just decrease
the strength and create my own shadow with
the black colour. Add some more here. Smooth turn out of
smooth the eye. And that is how the
paintbrush works. That is it for the last
sculpting episode. In the next and last episode, we'll talk about references, how to find references, how to work, and how you can use them in your best
ability and learn from them. Thank you for watching and
see you on the next episode.
9. How To Find And Use Reference Images: There. Welcome to the fifth and last
installment of this course. I hope that you've enjoyed the rest of the
course until now. And by now, you should
have a good idea of how sculpting and lender works
and sculpting generally, whatever your software is. As of this episode, we will be discussing a
very underrated topic when it comes to sculpting
and maybe art in general. That is references. I'll be going over how to
find good references or what makes a good reference
and some tips on using them. So let's begin. As a beginner, your references should have
a more correct anatomy. And since at the start, you can't really see if
the anatomy is right. For example, if the
proportions are correct, if some things should be
where they are and so on, you should look for references
from trusted sources. Now, these trusted sources
will be three D scans. So if you simply
search, let's say, head three D scan, you can pick a lot of good ones, but you should still see if
they have been touched on, as a lot of three D scan
agencies tend to sculpt on top of their three D scan
just to make some parts more visible to fix some issues
with the scanning and so on. But generally, most
three D scans are a very good reference. So you can just go on to Google and search
head three scan, human body three D
scan, and so on. So where do you look
for references? Well, there is a few
sites which work best. First of all, that
is ArtStation. If you have been part of the
three D and art community, you're probably
aware of ArtStation. This is a art portfolio
or art showcase website where you can find specific art categories that you search. If we search anatomy, you can find a lot
of anatomy works. Now, most of these, especially those at the top, will at least have
fairly good anatomy. But again, I would highly advise that you stick to
three D scans at the start. So you can search three D scans and these reference poses by the three D scan
store are pretty good. A lot of anatomy for sculptors is pretty
good and you can trust. You can find a lot of
resources from Anatomy for sculptors and so on. Another good resource
is Pinterest. Again, if you have been
part of your community, you are familiar with Pinterest. We can search TD scan. And you can we should
be a bit more specific, but you can find a
lot of three D scans. Now, be careful of AI artwork outside of the
more ethical perspective. A lot of AI art has a lot of mistakes
when it comes to anatomy, and they will do much worse than they will
actually do good. Now outside of these, you can simply
search into Google, three D scan of
certain body part, three D scan of head, and so on. As we move on to the next after three D scans will be
real life pictures. Now, as a beginner, you need to better pick
up certain shapes. So the real life pictures
that you want to look at should have characteristics
more heightened. So if you want to sculpt a body, your best bet is to look at bodybuilders on
stage fairly lean. So you can just search
body building stage. And you can find a lot of pics. Now I would recommend picking
a body builder and simply searching stage picks
or just lean pictures, and you can find different
angles to their posing, and you will get a good idea
of how the muscles look, how the skin on top
of the muscle look, and where fat could be in
different less lean people. As for the face, you could
also use bodybuilders, but models aren't bad. The general idea should be models that have a heightened characteristics
where you can better see the certain parts of the head and you can pick
up proportions and so on. You can look guides on top
of the pictures and so on. Now you could also use
guides or anatomy books, but those require a more experienced
perspective, I guess, as they don't present
the actual shape, but sort of if I can call
it vibe of certain parts. I still don't fully grasp. And even though I might use
some parts of, let's say, Bridgeman anatomy, I
don't think they're a very useful reference
at least at the start. So that is it when it comes to more beginner,
good references. And as you get more experienced, you can simply go
into art station, see a nice overall scoped and get a lot of angles as that
would be very helpful. Don't try to just get the back
angle and the front angle, even the side angle, but let's say three quarters
angle would be the best as you will get a view from every side and
different from drawing, you need to check every side so at the end
it can look correct. That is it when it comes to references and finding
good references. Now, at the start, we
did mention Puref and that you should begin
using it. For references. Now, this is my Pura file, my personal Pura file. But due to a lot of
art being uncredited, I wouldn't like to share this without the artist's knowledge. And since there are a
lot of artists here, I'm not going to share. But as you can see, there is a lot of picks, and I think it should
be noticeable, even in the blurred version, that they are sort of grouped. Here I could put
more body picks. Here I could put, let's say, full body picks, here I
could put faces and so on, you should aim to structure your purifile but it
isn't super important, but this makes it super easy
to just start sculpting, going back to all references. Let's say you sculpted the certain phase today,
and then in three months, you just go back to
your personal file, go back to that reference
and scupt it again, see your progress, and so on. And also, if you have
different projects, you can simply dedicate a certain corner to it and put all the
references you need. You can collect
references so you can use them in the
future and so on. Having a personal
reference file is very useful and very productive, I guess, when it comes
to using references. Outside of PUF, you can also put pick in your blender window, but I find that it sort
of clunks the workspace, and I don't have
as much control. Also, as I mentioned,
at the start, if you do have a second monitor, that's where you should
put the PUF file, and it will be super,
I guess, better. It'll be better. But if
you only have one monitor, then it's not really
that big of a deal. Another tip is to go over a certain reference
multiple times. Let's say today
you sculpt a face. In a few hours, you scope that same face from
the same reference, and you do this multiple times, and you will get
a very good idea of how the reference works. You are basically
studying the reference. And when it comes to anatomy, this works very well, and you can spend, I guess, more productive time
but less time in general to learn
certain principles. Now, I feel that a lot
of people are fear mongered into not
using references, but I think this is very wrong. References will make that your artwork is elevated,
that you learn better. And while you should feel free to sculpt
without a reference, sculpting without reference will probably just slowly
progress your art. Now, you shouldn't always
strive for progress, and you are doing maybe art for fun. That
is totally fine. But I feel like sculpting a muscular dude is
very fun for me. But if you feel like you
don't want to use references, then that's completely fine. You can have fun to just, I guess, use your imagination. But do not be scared
to use references. And I would say aim
to always roof. Use references, sorry. And if you want to
make, let's say, a head out of your
imagination, I guess, you can use a skull reference
or some proportions, just so you have an idea of
what it's going to look like, I guess, or you have a better idea of what
it's going to look like. So please don't be scared to use references and always
aim to use references. But if you don't want to use references
from time to time, that is completely fine. You should have fun with it. And that concludes
my reference, yep. But it also concludes
this course. I hope you enjoyed it. I hope you learned and have a very good idea of
what sculpting is, especially in blender, but
in your respective software, and I hope you are more interested in
learning how to sculpt. From here, you can seek out
working with references, new tutorials and just
elevate where you are. Just going to blender
or your software and sculpting from reference will
give you immense progress. So I would highly
advise that you do so. Thank you for being
part of this course, and I hope I see
you in the future.