Transcripts
1. Intro: Do you want to learn how to
sculpt faces and ZBrush? Learning anatomy
can be difficult. The human face is
highly complex with a lot of different bones
and muscles underneath. Finding all that
information may seem like a huge undertaking,
but the truth is, you don't need to spend hours
learning all the names of the bones and
muscles in order to get good at sculpting faces. This course is
designed to show you all the most
important features of the face and how they
relate to one another. In each lesson,
we'll go over how to create the various
pieces like the eyes, ears, nose, and mouth, and how to connect
them altogether using basic proportions and guidelines that you can continue to use in
future projects. We'll go over the shapes
and forms for every piece, as well as the basic anatomy
of the human skull to create a base for the head that we'll use to build piece-by-piece, giving you complete control over how you handle your sculpt. Even if you're a
complete beginner, the lessons in this course
goes step-by-step so that you can see every decision
we make and follow along. As we progress through each
lesson will slowly build up our character face by blocking and the most
important shapes, we'll go over basic proportions
and how to line things up before merging everything together to create
a final piece, you will need a
current license for ZBrush and a computer
to run the software. You can sculpt using your mouse, but even using a simple
digital tablet can greatly improve your accuracy and
stability when sculpting, I hope you're ready
to start learning. Let's get into it.
2. Custom UI: Hello everyone and
welcome to this course. In this course we are going
to learn how to sculpt faces in ZBrush real quick. If you are a beginner in ZBrush and you're
not familiar with the user interface checkout my class at ZBrush for beginners. It's a two-hour
class that goes over all of the main
functionality of ZBrush. It'll take you
through things like sculpting and a lot of
other important things just to get you
up and going with the program if you
haven't used it before. For those of you that
are already familiar with ZBrush, we're
going to get started. The first thing that we
need to do is set up our user interface with some brushes and a
few other things. When you first open up ZBrush, the lightbox should
already be open. You can just go to project
and select a DynaMesh sphere. And that's what I have open here in order to customize
our user interface, the first thing we need to
do is go up to Preferences, Config, go down and turn
Enable Customize on. You'll see that when I
turn enabled customize on, it sort of opens up the borders around my canvas to give me some space for docking any buttons or brushes
or anything else. The first thing that
I'm going to do is go over to my brush
menu here on the left. Grab this little wheel
icon and click and drag it over to the right and it will
dock it on the right. This is my Brush History menu. And if you haven't
already used any brushes, this will probably be empty. So to select your brushes, your brush menu is over here
on the left or you can hit B on your keyboard to
bring up your brushes. The most common brushes
that I use for sculpting our clay clay buildup. And of course the Move brush and other brushes like polish
and Damian standard. So what I'm gonna do is
just go into my brush menu, select one of those brushes and it will appear here
in my brush history. And I can go back to
my brush menu and select the next
brush clay buildup. And you see that it pops
in here on my history. So I'm just going
to go through and select the brushes
that I want to use. Those brushes will populate
over here on my brush menu. Now that I have these
brushes all in my history, and I have already turned
on Enable Customize. I can hold Control and Alt
and click and drag any of those and dock them
anywhere on my user interface. You can put them at the
top, put them down here. You can even put them on the
side over here if you want. If you play something and you accidentally place something
where you don't want it, you can hold Control and
Alt click and drag it into your Canvas and drop it
there and it will disappear. And then you can just replace
it with something else. Once I have all my
brushes the way that I want them
docked at the bottom. The next thing I'll do
is go to the right, click on my brush menu
and it will collapse it. If you want to get
rid of this menu, you can click on that wheel icon one time and it will go away. And of course, to bring it back, you can just go
back to the brush menu and grab it from here. Once I've closed my brush menu, I'm back to my tool
menu on the right. I want to go to Geometry. Go down to modify Topology. I'm going to find the
button that says delete hidden, hold Control and Alt. Click and drag it
up here anywhere on your interface and you
can talk it there. The next button that
I want to find, if I scroll down and find
the visibility menu, is this button that
says Hide part. If I hold Control and Alt, click and drag that up here, now I have hide part
and delete hidden. And those two buttons
are used pretty frequently and I
use them a lot of my projects and
you'll see why later. The last thing that I'm
going to dock on my menu, if I go back to my geometry menu and go down to the
DynaMesh menu. Dynamesh is something that we'll use a lot in this project. So just hold Control and Alt, click and drag that
up here next to these buttons and drop it there. And we're also going to
drag this resolution slider for DynaMesh right
up there next to it. The last thing that we're
going to use is Z remeasure, which is just two spots down
below the DynaMesh menu. And we'll grab the
Z remeasure button, put it up here at the top. And I'll also grab the
target poly counts slider and drag and drop it
right next to Z remeasure. You'll see in later videos when we use those
and what they do. Once you have your User
Interface setup the way that you want it and all your
brushes set at the bottom. Go back up to Preferences. Turn Enable, Customize off. And if you want, you can
save your user interface as a file on your computer
and load it up later. Once you've done
all of these steps, make sure that you
click on Store config, and it will actually store this user interface so that
every time you open ZBrush, it reloads your user interface
the same way every time. This is just a
fast way to set up your user interface to
save time rather than having to go and open up all of these menus and you want
to find a certain button. You can dock any button
or any brush from any menu anywhere on
your user interface. And it saves you a lot of time and speeds things
up in the process. In the next video, we're
going to talk about the human skull and what's
underneath all of the muscles because it's important to understand the foundation moving forward when you're sculpting faces or characters or
anything like that. So I'll see you in the next one.
3. The Skull Parts And Names: Welcome back. In this video we are
going to go over the basics of the human skull. So in ZBrush you can go up to
the light box, go to Tool. When you click on tool, there is this little skeleton models
down here by Ryan Kanzleien. And if you open that up, it will give you a
human anatomical model with all of the muscles and
bones in the human body. This is actually a really
great reference if you're looking for any
kind of muscle reference. And it's the entire human body. I don't believe that it's every
muscle in the human body, but it is the most
important ones, the major ones that you can see underneath the fat and the skin. So if you want, you can use this as
reference for your artwork. The best thing about
this model is that there is a skeleton underneath
all of these muscles. So if we zoom in here, hold Alt and click
on the skeleton. This is the top of the skull. I'm going to turn on poly frame so I can see the wireframe. And if you go into solo mode, it'll just show your skeleton. This is an excellent
representation of the human skull. This model is super-helpful
for reference, or you can go on
Google Images and lookup references
for the human skull. So the human skull is
made up of a ton of different bones and we're not
gonna go over all of them. But I did highlight in color, I made poly groups out of all of the most important parts
that I want to talk about. The first is this
big yellow area, which is your forehead, and that is called
the frontal bone. The frontal bone, of course, travels all the way
down to the top of the eye sockets and
there are more bones, but we're just
going to call this the frontal bone for now. Notice how this
connects to the top of the eye sockets and creates
this kind of shape. How on the inner corner
of the eyes here, it's lands up and
out to the right. And there's this high point
right here that travels down and write it over this way. So there's sort of this shape that comes up
here to this high point and then down and over to the outer corner of
the eye, right over here. This whole frontal bone connects to this top portion
of the eye socket. So that's something
important to remember. And you'll see what I mean when we start
sculpting our face. Next is this little
bone right here. This is the nasal bone. So this is just the top
part of the nose of course. So this shape here kind of comes down at almost
a straight angle and comes straight out. And this is all bone and
the rest of the nose, as you can see in this model, is cartilage that comes
out from that bone. These are just things
to keep in mind. Next is this part here that
connects to the teeth. And just for brevity sake, I'm just going to call this
the maxilla because that is the part that
actually connects to the teeth and there are
more bones in here, but this I'm just going
to call the maxilla. The maxilla, of course, is the rest of the
nose cavity here. And it comes down and forward. See how this sort of angles at a forward angle before
the teeth come out here. And this maxilla
also comes and tucks down behind where then you would see your gums
attached here and all that. And it tucks underneath this next bone that
we're gonna talk about, which is the zygomatic. The zygomatic is this cheekbone. This is one of the biggest
bony landmarks on your face. It's the widest
part of your face and you can actually
feel on your own face. And you can write here below this lower left
corner of your eye, just feel that cheekbone
and feel how it kind of sticks out where the bone is. So this is the widest part of
your face for most people, you can actually see and feel the bones
sticking out there. It's important to remember
the zygomatic because it's the bottom portion of the eye socket and
how it connects over here to the maxilla. And just noticing the
shape of the eye socket. How it's sort of a rounded shape from this lower corner going up and in with this nice round
shape for the eye sockets. And the zygomatic does
travel all the way back here to where your ear
hole is in your skull, which lands just about
the center of the skull. That's also connected
to the temporal bone. We just need to know that in
the temple area over here, that soft spot
behind this corner of your eye is your temples. And this is the temporal bone that connects to the zygomatic. And that's where your
ear is going to be. Very last. Of course, there's the
mandible or the bottom jaw, something to pay
attention to when you're sculpting your jaw
for your character is the angle of the jaw. So it's really important to note that the jaw is never
a 90 degree angle. It's never down
and straight over. The natural shape of
the jaw comes down from right next to this ear hole
and it lines up with the ear, comes down to this sort
of angle and there's a soft curve for this corner and it comes
down at about 45 degrees. Then of course
there's this Chine which is nice and
flat in the front. So if we actually look at
the skull from the bottom, you can see the
shape of this jaw has almost this boomerang, sort of horseshoe shape to it. And it comes down
and forward and has this nice sort of square flat line in
the front like that. So this is kind of a
heart-shaped to get correct. But all of these
pieces connected together and you'll see when
we start sculpting our face, that we work on each
of these pieces just a little bit at a time to try and bring out
the overall shape and proportions of the face. One of the most important
things that I always like to emphasize when I'm talking
about sculpting faces, is this little ridge right here connected to the outer
corner of the eye sockets. So we have the zygomatic that comes down here across this way. And the zygomatic forms the bottom half of this
eye socket right here. And it connects right around
this corner somewhere. And you'll notice how
this corner goes in. And you can see it here from
this three-quarter view. It goes in toward the forehead and then
it curves back and up in this sort of ridge that goes backward
into the sculpt, this shape of the outer
corner of the eye comes up in like this, and then back toward the
skull again where it sort of connects your whole skull
or your eye sockets, sort of like a pair of goggles
on the front of your face. This little ridge is
called the temporal ridge. The temporal ridge comes from this outer corner
of the eye socket, curves in this way and then back toward the skull and
creates this little ridge. And you'll see that
in the next video when we start
sculpting our face. And I'll show you how to create the temporal ridge and
why it's so important. These are just some of the
basic bones in the skull. I don't want to go over all
the specifics because we're not here to learn the
anatomy of the skull, like learning all the names. I don't think that that's
going to be very helpful. I'm more just talking
about the shapes. And I will include an image in the project files
for this course. So you can download the free reference guide if you'd like, and it'll have the names
of these main bones, it might just be
helpful to have that on the side just so that you
can refer back to it. If you're not quite
sure which parts connect where or the
shapes underneath. In the next video,
we're actually going to start sculpting a face. And I will talk about all of these bones underneath as we go, but we'll take it
one step at a time and I will see you
in the next one.
4. Starting The Head: Welcome back. In this video, we are actually going to
start sculpting our head. I have just started with a DynaMesh sphere
in the light box. So you can go up
to the lightbox, go to project, and select
DynaMesh sphere from there. And I will just open
up a new project with a sphere and DynaMesh
already turned on. If those of you that don't
know what DynaMesh is, if you go and turn on your poly frame button over here so you can
see your geometry. Dynamesh just acts as a way to sort of recalculate your
topology on your object. So if I were to take
my Move brush like this and stretch out my
geometry and you'll see that it's all chunky
and it looks really bad now because I have
DynaMesh turned on. I can hold Control, click and
drag outside of my object, and it runs DynaMesh and recalculates the
topology on my object. You can see that it's
all very evenly spaced. Now, this is really good for
super high detail objects. It's not good for topology if you're looking for
game art and stuff like that because it's really dense. The geometry is very dense, but for sculpting,
it's really great. You can also use DynaMesh. If I were to grab my Move
brush and drag these parts up and drag them over and
overlap them with each other. Now when I hold Control
click and drag, it actually merges the
two pieces together. So DynaMesh will merge any pieces that are
touching as well. So that's a great way
to take two objects and sort of fuse them
together very quickly. We're gonna go back
with control Z. And I'll turn poly frame off. The next thing that I want to talk about here is
dynamic perspective. With dynamic
perspective turned on, it gives us sort of a skewed
version of our object. And you can see it better in a real sculpt
with some detail on it. But generally with dynamic
perspective turned on, it's going to baled your
object toward the camera. And with it turned off, you get a true representation of what your object looks
like from the side, front and back without distorting it based
on the cameras. So I like to leave that
I make perspective turned off while I'm sculpting at the beginning of any project, it's
always, always, always a good idea to get
some reference images, either from Google Images or from a royalty free sites that you can use
for your projects. And the way that we import those images into ZBrush
so that we can just have them on our
screen is we go up to the Texture menu
and select Import. You find the image
that you want. I'm going to include
this image in this project files
for this course. For this course, you can use the skull reference
that I'm about to show you. Once you click Import,
nothing happens. So what you have to do is
go back up to texture. And you'll see it down here in this list of textures
that you have available. So you can click on that image. And right below that
to the right is the Add To Spotlight button. So when you press that, it pops up on your
screen and you get this little wheel icon,
which is your menu. And you can click anywhere on the image and move it around. And you use this menu here to control your image and what it looks like
and where you put it. So there is this
little icon for scale. So I'm gonna click
and drag it to the left, scale this down. And then I'll click and drag my image over to
the bottom left, where it'll just stay. And that'll be my reference for what we're about
to do in this video. The last thing you have to do is when you have the
spotlight active, you have to go up to brush, go down two samples. You have to turn
Spotlight Projection off. So by default it's turned on. And by turning it off, what that means is if you wanted to sculpt
on your object, the spotlight won't interfere
with your sculpting. If you have
protection turned on, it won't allow you to
sculpt through the image. Just make sure to go up to brush samples and turn that off. If this wheel icon
is still here, press Z on your keyboard
and it will go away. And if you want this image
to disappear completely, hold Shift and press Z and the spotlight will
disappear completely. And to bring it back, you
just do the same thing. Hold Shift and press Z, and then press Z one
time and it will bring up this little wheel icon. So z makes that go away. All right, so now we're
set up to get started. We have our reference
image in place. So let's get started. The first thing I'm gonna do
is hold Control and Shift on my keyboard and go up to
where my brush usually is. And this changes
by selection icon. So now I can select from these trim brushes
and I'm going to select the knife rectangle tool. Now when I hold
Control and Shift, I have this little cutting
tool that cuts into my object. This is the one that we want. We'll hold Control and Shift, click and drag about a
fifth of the way in here. And just cut off that side
with symmetry turned on. And if symmetry isn't on, just X on your keyboard
and it'll turn it on. We've cut off both sides and that's going to
make it easier to make this temporal ridge like we were talking about
in the previous video. So we're going to rotate over to side view
and hold Shift. And it will snap to
side view like this. Now if we hold Control and
click and drag our mask out, we want to mask off
the lower left quarter of this object right here. Then if I hold Control and
click outside of my object, it will invert my mask. Then I can just take
my brush and hold S on my keyboard to
change my brush size. Or you can hold space to
change your brush size here. We're just going to make
our brush size really big. Find the middle of this and
just drag it straight down. And that's going to
create the back of our jaw and the front of our
face, and our chin here. It might be a little too low, so I'll bring this
up just to type it. Something like that. Looks fine. Now if I hold Control and
click and drag out here, it will clear my mask. And I can hold Shift and just smooth the whole thing
just a tiny bit. And that's going to bring this natural angle of the
jaw to me a little better. You notice the back of the skull here has a lot of
different shapes in it, but it generally comes down and around to
this back part that's furthest back and then
comes down and in here to a point and
then up and in. So it's sort of a
complicated shape, but that also lines up
with where the jaw goes. So I want to bring this back part of the jaw
up a little higher. Because you can see here
this bottom part of the skull lines up with the
bottom of that cheekbone. So all of this should be lined up together at the
bottom of the skull and the back lines up with that cheekbone and where
the nose goes as well. So we're going to
bring this back part up from the center,
from the sides. And then just smooth
it out a little bit. Hold Shift, smooth it down. I'm going to grab this
and bring my chin forward just a tiny bit. And I'm just using
my Move brush, not doing anything fancy. We're going to move
this just a little bit. I want the front of the
face to be flat for now, down into just
that change shape. And then we'll get the shape
of the jaw right here. Just a little bit. Like we said in the
previous video, the angle of the jaw
is not 90 degrees. It's more of like down and forward sort of angle
for the back here. And then forward
and down at about a 45-degree angle,
something like this. And it's different
for everybody. So just depending on the
type of person that you're sculpting or if it's a cartoon character or
realistic character, it'll probably look different, but use your best
judgment there. Next, we need to get
the general shape for the skull, correct. So we're going to snap to our side view and
hold Shift while you're rotating and it'll
snap to a side view. And I'm gonna make my
brush size really big and grab the middle of the back
part of the skull edges, pull it back a little bit. And then I'm going
to do the same thing for the top of the skull. Pull it up just a
tiny, tiny bit. Now, notice the shape here. It's sort of an egg shape
for this part of the skull, if we don't include
the eye sockets or any of the bottom
jaw or any of that. This is sort of an egg shape. So we want to try to match that. So this furthest part back here, I want to bring this down
to a point like that. Make sure that I have
my point back here. That's the furthest
back on the skull. And then in-between
the highest point and this farthest
point back here, make sure that that
transitions nice and round and smooth. We
can smooth this out. As we go. We're just creating a
general silhouette. And you can use
this little window up here for your silhouette also that helps you just see
if the shape is correct, a little bit easier to
see what that silhouette. We can even bring the jaw up and in if we need a little more. This is the general shape
that we're going for, flattened the front of the face. We have our basic
angle for our jaw. And then the back of the head where it goes farthest back, transitions up to
the highest point at the center of the
skull at the top, which kind of lines
up with the jaw. And where that comes back. We get to move our
job back a little bit more. Something like that. That looks good enough for now. Next we need to talk
about the temporal ridge, where that corner of
the eye socket comes in right here and then backing
up and toward the skull. That's what this line
is going to be for us. So we need to identify where our eyes are gonna
be in our head. So I'm gonna grab my
damien standard brush. And that's under B, D, and S. I guess it's
the shortcut for that will make our
brush size pretty big. And As a general rule for faces, the eyes are usually right
in the center of the face. So like right around here. For my damien standard brush, I'm gonna go a little bit higher than the center and
I'm gonna carve in because that's gonna give me a natural
shape for my eyebrows. For the brow bone which is
the top of the eye sockets, carve in like that
and then just smooth it a tiny bit on the
bottom and on the top. Very likely. We're already starting to get this
eye shape in here. Now we can take our Move brush, pull these corners
of the brow out. That already starts to shape
that temporal ridge for us. Now I'm going to pull
the bottom out as well, and that's going to
be our zygomatic or underneath at the bottom
part of the eye sockets. Just pull this down a tiny bit. A lot of this just
comes from studying reference in a lot of
art classes that I took. And we would just
sit there and draw the skull for a couple of hours. And eventually you just
sort of learn these shapes and learn the placement and the proportions of
where everything goes. So I'm trying to sort of
explain my process of how I learned the placement and proportion for
all these parts. Now that we have are Our
cheeks and our eyebrow, our brow bone here
sort of in place. I'm going to grab the
clay buildup brush. And if you hold
Alt on your brush, it's going to make
it subtractive, so it's going to carve
into your objects. So hold Alt and then just very lightly carved circles here where the eye sockets
are supposed to be. Notice how close together the eye sockets are
not like the eyeballs. Because later on when I show
you how to create the eyes in the eye sockets
there a little farther apart than
the eye sockets. So eye sockets have a
little space between them, but they're generally
closer together than the eyeballs. If
that makes sense. Now, I've carved in
this shape here, I have a little bit for
the nose in the center, I had a little bit for the outer corner of the eye socket. Now I'm just going to
use my Move brush to shape outer corner of the eye. So I'm gonna pull the
outer part out here. Pull the bottom part
down a little bit. I'm trying to match this round smooth shape at
the bottom of this eye socket here as it comes over and n here toward the
nose, the nasal bone. Then from this corner right
here on the nasal bone, it should travel up and over
to a high point right here. And then from this high
point it goes down and out toward the outer
corner of the eyes. Something along
the lines of that. That's not bad. Then we just get into the general
shaping of the cheeks. Right here. The zygomatic is what follows the bottom
of the eye socket. And it is also the widest
part of your face. So that's a very important part to remember and to get down. For this front here,
I'm just using my Move brush to flatten
this part down a little bit. We're not going to sculpt
the skull entirely. I just want to do this structure for the eye sockets because
it's very important when you're creating a face
to get this structure correct and to sort of understand the
underlying shape there. Now we can just drag with
our Move brush is really, really low polygon density, which is making it
a lot easier for us if I turn on polygon fill. Because now you have less
polygons to work with and you can get your
shapes a lot quicker. I'm going to drag the corners of the eye down a little bit more. This is looking pretty good. This is okay for this shape. We've got this bottom
part of the eye socket. The bottom outer corner
is over here a little bit extended out and it comes up in N at a
nice round angle, can even bring this
in a little more. And then up to this high
point here in the eye socket, and then down and out
to this outer corner up here that connects
to that temporal ridge. A temporal ridge comes in like this from that
outer corner of the eye. Just be sure to be
checking from all angles. Looking here, look at the compared to your
reference image here. We're not trying to
get it 100% accurate. We just want the foundation. We just want the shapes to be there because we're going to layer a bunch of stuff over
the top of this anyway. So we don't need a ton
of detail for this. Of course, at any
point you already have DynaMesh turned on so
you can hold Control, click and drag, and
it will recalculate the topology if it's too
stretched out on your object. And you can do it like
that. Next. Now that we have these eye sockets and these cheeks sort of formed
the way that we want them. We need to shape the back of the head and the
top of the head. Correct. So that the rest of the head looks proportionally
the way that it should when you're looking at a head straight on like this. But temporal ridge, as
you'll notice here, it comes in a lot further than this outside part of the skull. It's because you need more
room for your brain inside of your skull there
a good way to get that to come out is if we rotate and hold Shift
to snap to side view, I'm gonna make my brush
size really big and find the center of my
head right about here. And then halfway between
the center and the back, like right about here. I want to grab it
with my Move brush, this sort of an angle
and just pull that out. That already creates that
shape for you right here. Now this does mess up our angles for the
top of our heads, we're going to have to go back and just readjust
this a little bit. The forehead is also
slanting back too far. So what what I
wanna do is halfway between the top and halfway between here, right about there. I want to grab with my Move
Motion, just move it forward. And then gently. One more time. We're going to
create the hairline, which is right, is
called the widow's peak. Sorry. It's hard to sculpt and
talk at the same time. We want this forehead to match the angle a little
bit here. For this. We don't want it to be back slanted bag like this
because that's not correct. We want it to be forward
a little bit more. Then from this point right here, the widow's peak
or your hairline is somewhere right around between the middle of where the top of your brow
is and the top of the head. So it's right around here, like center spot here. So for our skull, we're going to call
it right about there. That's gonna be
our widow's peak. And then between the widow's
peak on the top of the head, I'm going to make sure that it transitions
nice and smoothly. Top of the head should just line up right around
where the jaw is. And then we just follow
that curve back. And there's another point
right here that matches up with the widow's
peak here and here. There are all these points that eventually you just
learn are there. And you can use these as
a map for yourself to kind of guide the way that
you shape your skull. There's the widow's
peak here, top, highest point of the
head right here, 1 here. That sort of matches with the minute the widow's
peak on the other side. And then it comes
down and back to the farthest point
back in the skull, which then comes down and in to this lowest point in the back of the skull that lines
up with the bottom of the cheek and the ears. It's kind of a
complicated shape, but like I said, eventually just by
doing this more, you'll eventually
learn these shapes and learn little
shortcuts for yourself, whatever makes the
most sense to you. But this is the way
that I do it when I'm thinking about a face and how
I want it to be structured. We're already getting
that temporal region here, which is nice. I think the back of
the head is out. Now we need to look at
the top of the head. This isn't the right shape. I don't have a reference here
for the top of the head, but what we can do, well, we want it to
be an egg shape. So what I'll do is
grab these sides, not up here, but I want to
grab it like right there. I'll do a little bit
further down towards the sides and pull it out. And now these back corners can
be pushed in a little bit. I'm trying to create
an egg shape. General egg shape. For this one, I'm looking
down at the top of my head. I'm just getting my
brush size really big. And we can rotate
around our head to, to see like the
angle right here. This looks a little too low. So we can grab in-between there, pull that out more,
and just go around. It's a little too tall, which will affect our forehead, which will affect this. You're just going
to have to play with these shapes a little bit until you get just the right shape that
you're looking for. An excellent book for
reference in general is the book anatomy
for sculptors. And they have all kinds of reference images of the
skull and the head. And it's a great book for
translating 2D to 3D. I would highly
recommend that book is, it's definitely taught me
a lot about sculpting and about just using reference all the time is how you learn
the fastest when you're trying to learn new shapes and learn how to make
something in 3D. But that's an excellent
book. I highly recommended autonomy a lot
about the skull and about the face in general. Now we can even pull these sides and the back out a little further because we want that to really stick out like our
reference image here. That's close enough
for now. We're going to grab our clay brush, actually our clay buildup brush. Now I want to talk
about the zygomatic for a sec because it's the bottom
of this cheekbone here. And then it's the
widest part here. Comes down like in
this reference image, how it's sort of like swoop
shape comes down and back. We can carve it
in like that from the side if we're looking at
where the zygomatic goes, you can see it in that
reference image right here. It comes up and back and goes straight
back to the ear hole. Where your ear
lands on your head. So it comes up and back like
this, this sort of shape. And the ear hole is
right behind where the jaw connects
up into the skull, which is right about there. Somewhere around there. This is the zygomatic
coming over. Now we're actually going to
sculpt it on a little bit. In the front. It kind of has this shape that comes down for the teeth,
for the maxilla. And then the maxilla goes
underneath the zygomatic. The zygomatic come down, connect right about here. And it sticks out further. If we even grab our move brush just to give
ourselves a reminder, we can just pull
this in like that. If we look at it from here, that cheekbone, the zygomatic
really, really sticks out. And of course there's muscle and fat and skin on top
of all of this. But it's good to know this because this is
the structure for your eyes and for going into the mouth and the
nose and all that stuff. This is the kind of
stuff that really helps when you're just not sure about the
placement of things, you can always refer
back to bones. And bones will tell you
where everything goes. Alright, so we're not going
to sculpt the whole school, but those cheeks are extremely important and that
zygomatic and how it comes up and back over
to the ear hole like that is just really
important to keep in mind. I'm just using my
Move brush to kind of push these things around. Next we have the temples. So this part is
already kind of pushed in right here on the temples, but you can grab your brush and just kind
of pull it in and a little bit right there at that behind
that corner of the eye, up into the forehead there. Now let's just make sure that
our jaw looks okay because now that our ear hole is
right around the center here, we need to line up
our jaw correctly. So I'll grab this
back corner of it, pull it back and make the chin just kind of
that's fine right there. You want this to still
be flat in the front. One of the last things I
want to do is I want to pull forward where the
mouth is going to be. I'm going to smooth this down. When you're placing the
mouth on your character. It's generally 1 third of the way down between
the bottom of the nose and the
bottom of the chin. The mouth woodland
about right here. And the shape for the mouth
isn't a straight line. It's actually got the lips
are comprised of three parts, which we'll get to when we
talk about the lips and creating the mouth in
one of the later videos. But you can start with a V shape in the
middle, wide sort of V. And then two wings that
curve out and down. That's a really good foundation
for starting the mouth. Because it's going to
give you the sense, the shape of the top lip and
the shape of the bottom lip. The top lip is made
of three parts and the bottom lip is
made of two parts. That's how they fit together
and it creates that shape. Then we'll just
take our Move brush and just grab the front of the
mouth and pull it forward. And we'll grab the chin and
bring it forward as well. And if we look at our
chin from the bottom, I'm just going to pull it out so that I get that
horseshoe shape, that sort of boomerang shape was talking about
in the last video. And already, now we have a really solid foundation
for our skull, for our character's
head and face. And from here we're
just going to put on all of the major pieces, like the nose and the mouth and all of that in the
ears and everything. This is going to do it for
the foundation for our head. And in the next video we'll go on to the nose and
I'll show you how to append in new sub
tools to create the different parts
of the face as we go. I'll see you
in the next one.
5. Starting The Nose: All right, welcome back again. In this video we
are going to sculpt the nose and I'll show you
the structure moving forward. And we're going to put it
together piece by piece. The very first thing that we need to do is
get some reference. So if you go to a website called Unsplash.com and
you type in, knows. This is a royalty-free site
that allows you to use any of these images commercially or for your projects with no attribution
or anything like that. But if you can
credit the authors, I'm sure they appreciate that. But typing nose and just
scroll down here and there's a few images in here
that I'm going to use as reference like this one for one, you can see this side of
the nose here and where the angle is lining
up with the eye. And sort of this corner here. So this is a good
one for the profile. And these are all
different noses, but some of them give you
a lot of information. So this picture, in general as a reference image is not the best if you wanted
it to sculpted face. And that's because for
features are very soft. Even around her
mouth and her chin, and her cheeks and everything. Everything is very smooth, so it doesn't give
you a lot of detail. And as a reference image, you always want
to be able to see the details in the face. You know, like where
the eye sockets are, where the brows lineup and how the nose
looks at everything. But as a nose reference images is actually works pretty well because you can see the parts
of the bottom of the nose. And we're gonna talk about
that in just a second. I'm gonna use this as my
other reference image. Then this is going to be
my last reference image, again from a three-quarter
side view because it shows a couple of things that I want to
point out as well. I downloaded those images and then we're just going to
hop back over to ZBrush. And I'll go to texture import. And I'll import those images. And you can import
multiple images at a time. Just hit Open, and then they're all opened in
your textures here. Click on one, click
Add to spotlight, and then we can scale it
down. Move it over here. If I just want to get rid
of some of this picture, like I don't need, I don't need the whole face in this image. So what I can do is click
somewhere down here. This little red line and
green line are lined up. And if I click on this
extend horizontal, it will collapse my image in the direction based on
where this guideline is at. So if I want to get rid
of some of the image, I can click over here
and go like this, collapse it in this way. Click over here so
that my green line is about their collapse that in. And then same thing
with the vertical. Find the extend vertical. You can collapse the
image down like this. Now, just the nose
is showing because I don't really need all the other information
in the picture. I just want the nose. Scale
that up a little bit. That's our first image, will go Texture and we'll click on our next image at
that, scale it down. I will do the same
thing that we just did. Click over here somewhere
so that these lines are lined up and click
the extend horizontal, collapse it in this way. And then we'll
stand vertical and collapse it up like
this. We have this. I'll trim a little bit
at the top as well. Let me have this texture. We'll add in our last image. Texture. Click on the image, and
then add to spotlight, the mole scale this down. Same thing. I'm just
going to click up here off a ways and then
extend vertical so I can trim this down the bottom here. And then way over here. And we'll do this for the sides. You just sort of have to
play with this until, oops, and accidentally cut
off a little too much. The nice thing about
having the spotlight as you can push Control Z. If you accidentally
chop this off too far, you can hit Control Z
and it will go back. So long as this little
menu icon is open, you can use Control Z. Scale this up. I
think I want this the same direction
as my other photos. So I'm gonna click,
flip horizontal mirror, horizontal button and
it'll flip it the other way so that it's facing the
same direction as these. I'll just click the image
and move it around. Put a where needed here. Great. Now I'll press Z on my keyboard
and it will get rid of that little menu icon. And then I can go up to brush, go to samples and turns
spotlight projection off, make sure it's not highlighted. And then it is turned
off so that you can sculpt on your object. Now that we have our
reference setup for our nose, we're going to append
in a new sub tool. So we'll go over to sub tool on the right
and open our menu. Scroll down until
you see Append. Click on that. And we're
going to append in a cube. So click on cube 3D and make
sure you turn solo mode off so that you can see
it. Now we have a cube. I'm going to hold
Alt and click on it. Press W on my keyboard
to bring up my gizmo. And if you click on the little
yellow ring and drag left, it's going to scale
your object down. And we'll rotate and hold
Shift to snap decide view. And then I will just use my
arrows to move this around. And I have picture, you have symmetry turned on. We're going to scale this up so that it's more of a
rectangle like this. And I'm going to scale this
down to about that size. And this is gonna be
the bridge or the base for our nose. Like this. As we mentioned in
a previous video, the cartilage for
the nose connects to the bone of the skull where
the nose bridge begins. So I'm going to have to pull this out just
a little bit further. On my original object here, I have solo mode turned
on to click to solo. So if anybody wants to
be able to switch faster between solo mode by simply
left clicking one time. You can go to Preferences
and go to edit, and then allow click to solo. That's how you turn that on. I like to use click to
solo because it just, it's a fast workflow for me. Some people don't like
it, but I do like being able to just turn it
on by clicking one time. That is how I'm gonna be using
solo mode on and off here. So hold Alt and
select your skull. Then we'll just pull
this nose bridge forward a little bit more
so that it's like that. And generally the nose bridge is right around the center
of the eye sockets here. That's like where the
bone comes forward. Now we can hold Alt
and click on our nose. Our cube here, which will be the cartilage varroa nose and
sort of get it into place. Now, this is where sculpting your face is going to
become tricky because using reference
we'll get you only so far until you realize, you know, what type of
face you want to sculpt. And it's entirely up to you. And you can smooth this down. You can look at reference and create any type of
face that you want. And unless you're doing like a complete likeness sculpt
or something like that. You you want to stick to
the general guidelines of how the nose is put together. But I guess what I'm
trying to say is, every face is different. Every nose is going to
look a little different. What I'm doing here now is I selected my face and I just
grab my Move brush and just pull it forward a
little bit more so that the front of the mouth
and all that is going to line up better
with the bottom of this nose here and the cheeks to coming up into the bridge of the nose like that are
all going to line up. We're going to try to just
align all of our parts up kind of like a bunch of Legos and
just make everything fit. A bunch of pieces
that fit together. So just looking at it
from the front here, general proportion
wise, the bottom of the nose lines up at
the bottom of the ear. So that's the ear hole here and the bottom
of the cheeks here. So maybe this nose
tip can come down to about the bottom of
where that zygomatic is. That's a good spot, just
a general spot for it. Now the next thing
we need to do is put in the other
parts of the notes. I like to construct the
nose out of four parts. There's the bridge
like we just made. And now we're going
to go back over to append under sub tool. And I'm going to
append in a sphere. So now that we have
this sphere hold Alt and click on
it to select it, I'm going to rotate and hold
Shift to snap to side view. And then if I press W, it
brings up my Move Gizmo here, or you can do the same thing by up here there's Draw mode
and there's move mode. You can press move mode and
that brings up or gizmo, it's the same thing as
pressing Q for draw mode or W for move mode
on your keyboard. Press W, and we'll scale this down and move it forward.
Scale it way down. Zoom in. This is gonna be a
tip of our nose. The nose is comprised
of these four. I mean, there are a lot
more parts to the nose, but I like to break
it down this way because it's easy to remember. There were four parts,
the bridge, the tips, and the next we're gonna do the two wings of the nose.
Those are our four parts. So we have a bridge,
tip and wing, and wing. Then we go back over to R sub tool menu
here on the right. Go to append, and we're
just going to append in a sphere again, same thing. Hold Alt, Click on it, shift, snap to side view, press W, move it
forward, scale down. Now, we need to make sure that we don't have
symmetry turned on because we're going to take
this and push it off to the side because this is
gonna be the nose wing. Move it into place here. Just get it in like this. And now I'm just going
to grab my Move brush. I'm gonna try to just sculpt this in the shape that I want. So this is where we
start sculpting. Now we are taking the
parts of the nose. And if I go into
solo mode, you can see kind of more
what I'm doing here. Trying to make this sort
of like a bean shape that wraps toward the
front of the nose. And actually this is probably the geometry on this is
probably way too high. Yeah, It's way, way too high. So it's even making it
harder for us to work with. So if there's too much geometry, you can also go the right menu, Close your sub tool menu and
then open the geometry menu, go to 0 measure and
just hit Z Ramesh. And zebra mesh will
recalculate and make these polygons much fewer
if it's not small enough. If, if poly count
isn't low enough, take the target poly count slider and slide
it all the way to 0.1 and then hit Z again. And it'll give you as few
polygons as possible. I like to do this because
it really makes it easy to just get your shapes and you
can get sharper edges. Sharper shapes, which is
really nice when you're starting out for sculpting. Because it allows
the foundation to take form much, much quicker. We're gonna use this to fill in the sides of the nose too. It's just sort of like,
like I said before, like a bean shaped like this. Will sculpt on top of this
later to make it look better. But for right now,
we just want to get the parts in place. Now that I have this in place where
it'll help me a lot more as we go up to Z plugin and I want to
mirror it to the other side. So Z plugin, sub tool master, select mirror, make sure x-axis
is checked and hit Okay. And that will mirror it
over to the other side and then press X to
turn on symmetry. And now you have it on both sides with
symmetry turned on. Now you have both wings
going at the same time. And that'll just help you
with the proportions. In general. I'm having trouble
figuring out the shape for this because the nose tip
is not the right shape. So hold Alt, Click
on your nose tip. Brush that really,
really helps with this is gonna be
the polish brush, actually the H polished
brushed to be specific, so that's under the H and it is H polish or P for H polish. Make sure you turn on symmetry. And if we look, the reason I wanted to
use this reference image, because it shows you the
shape of the nose tip, see how it's this V shape. And you can kind of
see it right here. There's a little bit of
a V-shaped going on. You can barely see
it on her nose, but this one is a really
good representation of that. This nose tip has this V shape. And it's sort of like a bulb that sits at
the end of your nose. And if you take
your H polish brush with symmetry turned on and just flatten
it down like this. It's going to create
that V-shape for you. Now you can take your Move
brush and just pull this, squish it down a
little bit and sort of mold it into the
tip of your nose, will leave them pull
it back in like that. Now if you haven't sculpted a nose before, noses in general, something to keep in
mind is that you're always going to have a bottom
facing plane for the nose. And what I mean by that is
you can separate into two, the nose tip can be
separated into two halves. There's top half like
this, this whole section. And then there should
be bottom half like this, like that. So there should be
a clear definition between this is the top. This is the bottom. When you're looking at
a nose from the side, it's always going to help establish the
shape of your nose so much quicker if you have
a top and a bottom plane. And it's sort of this
45-degree angle going down and then 45-degree angle going up to create those
shapes like that. Then you've already got your bridge and
your tip in place. Now you just have to
adjust the wings and the nose wings can be really tricky because it's kind
of a complex shape. From the side view. If we look at our reference
image like this one here, you have this sort
of shape here. The carbs around and
up into the face. This I'm just using
my Move brush. And this is really low, low poly, so it makes it
really easy to move around. The nose tip is
going to stick out further than the nose wings. Depending on the
kind of knows that you are looking
at for reference. You'll have to adjust for that. Now, these wings come forward and they
have this sort of like boomerang shape
to them like this. They come up and forward and that connect
in the middle of the front of the
nose. Like this. And if you look at anatomy, charts are pictures of the nose. Some of them actually
outlined this where there are the cartilage for
the two nose tip, nose wings, excuse me, come forward like this. They connect in the
middle and it creates this sort of unique
shape for the nose, where you have that
bulb on top like this. Then the two wings come
up and forward like this. And this is sort of
how the nostrils are shaped like this. Let's just going to
take a lot of time just kind of playing around with this to get it to
look just right. Now obviously this
nose is really big, the angle is steep. I might even just click
on my nose bridge, press W on my keyboard to bring up my gizmo and then
just use my rotate tool. Make sure that when you're
rotating using the gray ring instead of the red rings that
your snapped to side view. So hold Shift while
you're rotating it snaps the side view. We can just move all these parts and
use these gray arrows. Then we can just move each part like this to sort of get them back into
place the way that we want. Cool. Now I can grab my face
here and probably even just pull this back away
from the nose a little bit. Maybe just smooth it down. Just smoothing down the front
of the face very gently. So that the nose that I'm making can just kind of take up the face a little more. It looks like I can even
move the bridge up. Now I can just take my brush and just start shaping the bridge
of my nose how I want it. I can, even if it helps you, you can also just continue that up into the forehead
a little bit. Some noses have where that nasal bone comes forward sometimes right
here where it connects. There's a little bit of a bump there and that's because that's where the
cartilage connects. Some people have
that type of nose. Some people that's a smoother
transition where it's just a straight line.
It all depends. You're just gonna have
to play around with it until you find the angles that worked for you and the style of face that
you're trying to make. I'm not gonna spend
too much time on this. I'm just giving it a generalization of what it,
what it could look like. Another thing that's
important in the nose with his nose tip is that you
get this kind of bump that's right here between
between the nose bridge in-between this little
wing here there's generally this
little bit of like, I guess it's fat
or something like that that sits on top
of the cartilage. But it kind of bridges
the two together. Sort of like that. You get
this little bump in there. And will sculpt on top
of all that later. Once we, once we establish
all these shapes, you can put more
detail or whatever, but this is just the
structure of the foundation. We just want to make sure
from the side view that our nose wings go up and over
and down toward the front, toward the tip that they
meet in the front like this. We might even want to
bring the back part up a little bit higher, out, a little bit more
towards the sides like this. Just keep looking at reference,
look at different phases, look at different noses, and see the differences and
how you want yours to look. Because every nose is different. The more you do it, the better
you're going to get at it. We'll worry about how
the cheeks and all that connect to the nose
in a later video. But for right now we're
just focusing on the nose. Just trying to line
up those four parts correctly and get
it to look good. One thing that I like
to do sometimes, if there's nose is
looking too pointy, is I'll take the
inflate brush or BI for inflate and
find your inflate. I guess n is the
shortcut for that. You can just inflate the tip of the nose more toward the
top, not on the bottom. If we just inflate up
here a little bit, this helps kind of accentuate that bulb on the end of
the nose a little more. If we look at our
silhouette here too, we can kind of see what
we're doing in real-time. I can even grab my Move brush
and move all these back. This is the nice thing about sculpting with multiple
pieces like this. Is it. You don't have to
destroy all your detail. If you mess something
up, you can just go and move the parts around. And it allows you
the freedom to mess around with this as much as you want until you get it right. And this just gives you
something to play with. And a little more control
over your sculpt. Eventually, you want to move on from doing this and just sculpt the nose all as one
piece. That's fine too. If that works better for you, then just do that. But this really helped me learn all the pieces and
how they fit together. So that's why I'm
showing you this method. Then very last we're going to have to create some
nostrils in here. So it's easier to create nostrils when you
don't have a bunch of separate moving parts like this. But I can still show
you how I would do it. I would take the
nose tip like this. And we have our wings here, which creates the
outside of the nostril. And then we're gonna grab
the clay buildup brush and then hold Alt and
carve in like this. And then we'll switch
to our nose wing and we'll carve in
like that as well. And then even here it
looks like this is the the bridge of the nose
That's kind of hiding in here. So we'll hold Alt and we'll
carve that away as well. So you're already
getting a little bit of a nostril shape. Now you can just
grab your brush on the nose tip here and just
pull that down a little bit. If you want to get super into
the correct shapes here. These wings curve back
in, in like this. This is the shape of
it from the bottom. And it curves back and up
and into the nose like that. And that's what creates
that nostril shape. This is a really complex shape, but it's something
that you can practice. And that's why I like using these separate parts
because then you can really tweak this and really figure out the shapes one at a time. And we're just going around, just adjusting this
with the Move brush, trying to make it look
good from all angles, little too wide, bring
it in like that. The shape of these wings
comes down in like that and it does the same
thing on the bottom too. So I'm actually going to grab the tip of my nose and bring it in like this,
kind of hide it. And make sure that I have
this nice bridge right here where it's going to attach to the upper lip,
which we'll do later. Then I'm just going
to keep messing with this wing because the wing then repeats the same
pattern for the bottom. Just a little bit different. The geometry is
really low on this, so it's actually really
hard to get this to be the right shape, but this is kind of
what I'm talking about. The nostrils are shaped by the wing tips coming
in from the middle, wrapping up and around and out. And then sort of wrapping
in side and up like this. And then the outside comes
down a little more like this. A lot of work. But I'm just doing
this to show you the structure for any of you that haven't sculpted
faces before. This is the kind of stuff
that is going to just push your knowledge a little
further and help you understand why faces look
the way that they look. And it's really just about understanding what
all the pieces are and how they fit together. Because the face
can be broken down into specific number of shapes, or as many or as few
shapes as you want, you can make it as
complicated as you want or as simple as you want. I'm just trying to
break this down into simple shapes
as much as I can. And we've got our
nose tip like this. I'm just going to widen it
out with my Move brush. And then I'll grab
my H polish brush, will flatten the bottom, flatten the top a tiny bit. Trying to maintain that
upper and lower half of my nose appropriately. And I'm gonna try
to get this line to line up with my wing
tips a little better. If flattened that all down and I will take
our Move brush, just pull it up a
little bit and smooth it will shift. Just smooth it. We're already starting
to get a shape that looks like a nose. If we click on the phase or
if we turn poly frame off. Now we have all of
our parts here. We have our tip, two wings. God nostrils, got a bridge. Now it's just up to
you to play with the shapes and get
something that you like out of your shapes and sort of adjust it until it looks the
way that you want it. And the great thing about
this method is it's non-destructive because you can just keep messing
with all the parts. Just remember to look for
the shape of these nostrils. And the shape. Oops. Just be on the
lookout for the shape of these, these wings. And that's how the
nostrils are formed. When you get these wings in
the right shape, like this, It's got a hook shape
that comes down and in from the inside of the nostril. It comes out and up and
around this way, like this. And then comes down and around to this part where it connects
to the face here and then cuts up and in to the inside outer corner
of the nostril as well. It's kind of a complex shape, but I guess that's about as simple as shape as
I can make it like that. If at any point your nose
just isn't looking like it's sitting right on
the face like mine looks like it's way
too far forward. What you can do too
is just press W on your keyboard and snap to side view by
rotating, holding Shift. And then just use the gizmo
to rotate and move these. Since you've already
sculpted them, you don't really have
to really sculpt them. You can just move them around, replace them until they fit. And look a little bit more proportionally
correct for your face. And same thing with the face. Move the face around, move the parts around. You get it sitting just
the way that you want. That is gonna do it just for
this video for the nose. And later on we'll refine the shapes and when we
merge things together and we'll talk more about sculpting and detailing in a later video. But in the next
video, we're going to talk about starting
the mouth and how to connect the nose to the
mouth and going down into the chin and all of those
parts and how they connect. I'll see you in the next one.
6. Starting The Mouth: Welcome back. In this video we are going
to sculpt the mouth. I want to start out by saying that in the last video I noticed some proportional issues and I want to do talk about
that for just a second. So this little silhouette
box in the corner, I'm just going to drag the
corner of it to make it a little bigger to kinda show
you what I'm talking about. So when you're looking
at the face in general, you want the forehead to kind of be in line with
where the chin and the mouth lineup and my chin and my mouth on my face are
way too far forward. Now that might be the case
for some types of faces, but for as a general rule, we can just stick to this guideline for now and
then we can adjust it later. Because I don't
want to have to go back and change a
bunch of stuff. So I'm gonna try to line
everything up. Right now. I'm just taking my
Move brush and just kind of moving the front
of my face back and n So that that
mouth and chin line up a little bit more
with the foreheads, but it's more of
a line going down here to line everything up. So just pulling them out forward a little
bit so that it does still have
that forward arc. Because right after,
right underneath the nose is where I'm
just gonna press W on my keyboard to
bring up my gizmo here and just hold Alt and tap on each one of these pieces that I made in the last video. And move them back. I want to make sure
that the bottom of my nose lines up at the
bottom of this cheekbone, which means that
these are too low. So I need to bring
these pieces of higher, something like that. Then I can even rotate
these if I want to adjust the angle as
long as that there is a bottom plane of
my nose as well. There's got to be that bottom
plane and that top plane. And I could even take
my polish brush and just smooth down this part of the nose so that it
looks more sculptural. You get the idea. But
this video is about sculpting the mouth will
find the nose later. So just wanted to
address that issue. Where now if we look
at the silhouette, the forehead lines up more with the mouth and
the chin here. And it looks like the
bridge of the nose can even be rotated a little
bit more like this. And I could probably
bring the eyebrow, brow line here forward
a little bit more. Because if we look at a skull, There's always this down and
forward sort of angle to your nose coming from
your brow like that. We're just going to
quickly shape that anyway. Alright, we'll go back
and fix that later. But now the silhouette
looks a lot better. This looks more
proportionately correct for a face and I can go in and
adjust that nose later. In this video, we will talk
about sculpting the mouth. It's easy to get carried
away when you're sculpting a mouth or anything. If we go back to unsplash.com, this is that
royalty-free image site. They have all of
these royalty-free images that you can use. Or you can go onto
Google or Google images or Pinterest
and type in lips or type in mouth and look at reference photos
because it's always important to use reference when you're sculpting something, especially for the first time. So this will be good practice. The thing to avoid is try
not to just sculpt big, beautiful lips all the time. Look for different types of photos of people that
looks like on here. They only have photos of models. Not everybody has big full lips, some people have smaller lips and all faces are different. And everybody is going to
look a little bit different and everybody's mouth is going to be shaped slightly
differently. But if you look
at good reference where the person
isn't trying to make a face like this isn't good reference because
obviously they're, you know, they're
kissing a window so you can't really see the
shape of their mouth. But if you just look at a
reference with a person making neutral face and try to get
the shapes of the lips. That's what's important
and the shapes surrounding the mouth,
that's what's important. So what we're gonna
do is walk you through how to make the mouth all is one piece and then we'll do
the chiton next. We're gonna start by
appending in a sphere. So we'll go over to
R sub tool menu. Scroll down on the right, select append and pick a sphere. Now you have your sphere
hold Alt and tap on it, will snap to side view. Press W on our keyboard
and move it forward. Move it down, and then
we'll scale it down. Now this sphere, what we're going to have to
do is turn on DynaMesh. And I've put my DynaMesh
button up here. And the resolution I
want to set to something like 60 or 80 or
something like that. Dynamesh is just going to reduce the geometry a
little bit and make it a little more even so
it's easier to sculpt on when you're making lips. It's really important
to remember the top and the bottom
lip are different. So first we're going to scale this down
a little bit here. I'm going to scale it in on itself in this
direction and then push it back so that
it's just a piece sitting flat up against where
the mouth is going to be. I'm gonna sculpt my
mouth on top of this. And I'll even, even
sculpted, sorry, scale it out this
way to the sides so that we have this nice
oval shape like this. So it's a little bit flat and it's oval in the
front like that. So now we can just
take our Move brush, make sure you turn symmetry on. And we're just gonna
pull the corners. Make our Move brush really big
and just pull the sides of this back so that it's
wrapping around the face. This part I'm gonna
pull up so that it's tucking in behind the nose. And this part, I'm just shaping this to
the front of the face really quickly to start so that we have a nice
foundation for the mouth. Now these corners, I'm going to pull down in this
direction and from the corners of the
bottom corners of these nostrils here
coming down and around because that's the natural
shape that the face that the mouth is going to take when it's on the
front of the face. And we'll talk about that a
little more in detail later. For right now, I'm just
going to kind of smooth down my face here so that it's
not sticking forward. And then I'll switch
back to the mouth here and will smooth it out so that it's
a little flatter, little more round, a little more wrapped around the
front of the face here. Now that we're here, I'm
gonna turn poly frame off. I'm gonna grab my damien
standard brush and start drawing the
line from my mouth. So the general rule
for where the line of your mouth lands on the face, if you're talking about just
general face proportions, the eyes are always
right in the center. The bottom of the
nose lines up with the cheeks and the ear,
which we haven't done yet. Then the line for the mouth
is about a third of the way down between the bottom of the nose and the
bottom of the chin. So about a third would
be right about there. Looks about right. We can
always adjust that later. We can always move the chin
up or move the mouth down. That's the nice
thing about using multiple pieces like this
to build your model. Because then you can practice pushing the pieces around until the proportions
are correct. The mouth, the top lip is
made up of three parts, and the bottom lip is
made up of two parts. So to begin, we start
drawing this little V-shape, like we've talked about
in the first video. Then from the middle, from the top parts of here
we're going to come down with too little wings like that. This is a correct mouth
shape in general, and this is where the
lips meet together. So it's easy to see you how the top lip is made
of three parts. There are two side parts. One here, one here, one here, one on each side, and then there's one in the
center, so 123 and then the bottom lip is too
little fatty pads 12. The way that we sculpt this
using our Damien standard, we're just going to really
carve in this line here. And this is called
the cupid's bow. The cupid's bow is that line that makes the
shape of your mouth. And it actually is shaped
like a bow naturally. And that's why they call
it the cupid's bow. So the cupid's bow is different. There are many different types like this is a general example, but there's also a
flatter sort of Mouse shaped like this where they keep his boat as much shallower. And some people even have like almost no cupid's bow where their mouth is almost a
straight line like this. And it just depends
on the type of lips that that person has. So it's going to create a lot of variation in the way
that your mouth looks. The final sculpt
depending on the angle of this V-shape and the angle of these wings when
you carve them in. So just something to think
about as you're going next, what I'd like to do is with
the daemon standard brush, if you're holding
Alt and you carve, it will carve up on
top of your mesh. It'll create a nice little
ridge for you like that. If we're holding Alt, we make our brush size
a little bit bigger. And we're going to just
trace the upper part of this line and go down
for the top lip. Now if we look at reference
images of the bottom lip, we noticed that it doesn't
just come around like this. It's not just it's not just
a round line like this. The lip actually comes down
and connects like this. So the shape is more down and
n and then straight across. Almost like a geometric like a trapezoid or
something like that. Also at the bottom lip, we, if you look at the
reference images, you can see that it doesn't connect to this outer
corner of the mouth. It's not like all
the way out to here. Instead we want it to
connect right about here. Come down and then
across like that so that you still
have a little bit of the upper mouth folding over
the top of the lower lip. So the next part is
where it gets tricky. It's actually trying to get
this to wrap around the face. And now we grab our move brush. I'm just going to grab the
corner and pull it back. What that's going to do, it's going to do two things. It's going to create
this pulling back, so it wraps around the face
and it's also going to create this sort of pull on
this part of the skin. Because this part
beside the mouth actually comes forward
just the tiniest, tiniest little bit.
It's really subtle. And that's actually even too much where the skin pushes in. Where this part goes back
and in toward the face. This part comes out
just a little bit. You can almost even
just from that top lip carve a line like
this that comes out, hold Alt with the Damian
standard brush and just carve out and up
and then smooth it down a little bit so that the skin is pushing forward right here. And that really
forces this shape to make the top lip come out and over the top of
that bottom lip. Now this is really low
resolution and it can be really hard to get your shapes correct if you're
doing low resolution. So if you're ever
having too much trouble getting the detail right, you can always turn off
your DynaMesh resolution or go to geometry. Dynamesh. And then just crank your resolution a little
higher to something like 100 or 120 or something. Just smooth out a little bit and then hold Control
and click and drag. The thing with DynaMesh
is it can ruin your detail if your
resolution isn't high enough. Right now, my active number
of points is 4,600 points, which is pretty low. But also I don't
want to get I don't want it to crank my
resolution up to like 300. Because then I'm gonna
start getting up into the 20 thousand points. And if I get, if I get up to
like 100 thousand polygons, That's too much,
That's way too much, and that's not what we want. We want to keep it as low resolution while
we're sculpting as we can until it doesn't support the shapes that we're
trying to make anymore. And then we can go a
little bit higher. So right now 20
thousand is okay, we'll just leave it there
because this will allow us to do a little more detail. Now I'm just going to smooth out my edges here because DynaMesh kinda made
everything they'll crumple. Now I'm just taking
the Damian standard and really carving in further underneath that top lip so that it sticks
out even further. Getting the shape of the
top lip is kind of hard. You have that V-shape and you have this and it's
different for everybody. So there were always going to be these two high
points right here. And these two high
points are what are going to connect to the
bottom of the nose. Now I can already
tell that my mouth is either too small or it's too far down because it's
too far away from my nose. I think what I'll do first is press W and then I'll
scale the mouth up. Because generally the corners of the mouth are
going to line up with where the eyes are on my character, which
we haven't done yet. So we don't have that landmark
to kind of compare to. But I can already tell that this is
lining up a little bit better than before because
before it was pretty small. I'm just going to
scale it up. I think that looks good because now
the corners of the mouth, they're gonna be
right around where the eyeballs so
that in the skull. And that looks better
than it did before. I'll press Q to go
back into Draw mode. Now I'm just going to, now I'm just going to
take my Move brush and sort of tweak
this a little bit. So I'm just going
to bring this in. When you're looking at
the mouth from the side, the top lip sticks out
further than the bottom lip. I'm gonna try to the
mouth is kind of at a it shouldn't be
sticking straightforward. So in other words, it
shouldn't be like this. It should be facing down
and forward a little bit. Just a little bit. The top lip sticking out
more than the bottom lip. Now I'm going to
shape this again, how I had it before, pull
this in with those corners. The reason I want to shape this the way it is
right now is because later we'll get into
putting the fat on the face to fill
in the face more. And this line is going
to kind of trace along with what's called
the nasal labial fold. Excuse me, the
nasal labial fold, which comes from up here on
the face and travels down along the side of
the nose and wraps around the mouth
down into the chin. And it's much more
prominent in really buff, really buff people that work out a lot because their
faces really chiseled. And you can see that it's
much more prominent where that line comes down and wraps around their
mouth like that. I'm just trying to get this
placement of this part of the face kind of set so that it proportionally lines up with the
rest of my face. It looks okay. Then we'll do the chin and all
that in just a minute. So after I've taken Damien
standard and carved in and really defined that
upper lip sticking out more. Now I can hold Alt and
trace the upper lip again. Come down like that. That doesn't look quite right. I'm going to go a little higher. It sticks out a little too far. So I think I'll take
my H polish brush. And I'm going to trace
this line for the lips. Somebody's rubbing their
engine really loud next door. I apologize for the noise. So I'm just gonna
take H polish and run this along the edge of those lips to kind of flatten down that edge so that it's not sticking out quite so far. You can do this with
the Move brush or even though the clay brush. And just sort of sculpt
this down a little bit. But I like H polish because
it keeps it really smooth and flat and even there,
that's a little bit better. Now we're starting to get
that top lip shape like that. You can take the
Damian standard card over and down and at the
corners I'm just going to flare up like that
just a little bit. Animals smooth it
down. The philtrum is this sort of shape that
comes down from the nose. This pattern like a little like a tall diamond
shape like this. And if we carve this down, this is supposed
to be sunken in. I can already tell
that this person would have a really long face, so this is too low, it needs to be even higher, which means that my jaw on my face needs to
be higher as well. This is just a constant
adjustment going back and forth. Or maybe I can just scale
the mouth up even more, just give them
bigger, bigger lips. Somehow I keep making the
mouth smaller and smaller. We're just going to have
to keep going back and forth. Playing with this. I'm looking at
reference, of course the whole time we just need
to be looking and making sure that the
proportions of our face match up with
realistic proportions. That the philtrum is this. It's almost like two
lines that come right from this bottom part of the
bridge of the nose here, down to each high point
on the lips like this. You can use your brush to kind
of get this to look right. This is too harsh of a
transition right here. So I'm going to smooth this, smooth all of this like that. You eventually get this little
concave shape in there. The lips kind of connect
like this in the center. Like that. The line shouldn't just come down and
separate the lips like that. There should actually
be a nice connect right here where this line of a lip comes across,
connects there. And then right here
again is also connected. Some 3D artists, they like
to really outline the lips even more by taking just
the standard brush, making it fairly small. Then not drawing on this line
of the lipid just above it. Just drawing a nice
line like this. Then it creates a little
more fullness and also creates an outline for
the lip line like that. Now that we have our top
lip sort of shaped here, I'm going to start
doing our bottom lip. So I'm gonna grab my damien
standard brush again. And we'll smooth
this out a little bit because we already
worked on the top lip a lot. So I'm going to try to bring this N by smoothing it down so that it's not
sticking out too far. We have lots of
room to work with. So this is good. This is sticking out further,
That's good. Now from about here, hold Alt on the Daymond
standard brush and drag down and then straight across. Now, depending on the type of mouth that you're sculpting, you can either do
what we just did. Where you come down and in
and then straight across or come down and in and then curve up ever so slightly
into the middle like that. Because sometimes
people's lips have this little curve kind
of bubble shape to them. After we draw a line to connect our lips here,
that's a little too small. Looking at my reference here, once we have this
connected here, now I'm gonna grab the
clay buildup brush. And I'm just going to earlier
I was talking about how the top lip is made
of three parts and the bottom lip
is made of two. The top lip has this centerpiece that comes down just slightly in the
middle like this. This is a really
exaggerated example of it. But the middle piece
comes down like this. And then these two side pieces
just using clay buildup are like these too
long, little fat pads. Like that. This is pretty extreme for the center so I
can smooth that down, just hold shift and smooth it. Or grab my Move brush. Since we're still working with a relatively low
amount of geometry, It's not hard to move this around if we had a 100
thousand points right now, this would be it would
be too difficult than our sculpted start
to look lumpy, which is not what we want. I'm just filling
in a little bit of the fat pad there on the
lips, on the top lip. And now we're gonna
do the bottom. So the bottom lip
is only made of two parts with symmetry on. You really only have
to do this one time. Just do one quick pass all the way across and make sure that you're
getting roundness, that it's filling
in the roundness of the mouth like this. That in the middle there is
a little bit of a divide. You can just leave a tiny bit of a like a little line down the center of the
bottom lip like that. That should be fine. I can see that it's sticking
out a little too far. Not quite even all
the way across. And I wanted to be even
all the way across. I'll just smooth it
down and then just raise sculpt very lightly. I'm just trying to stay
within the boundary of that line that I drew with my damien standard. Like that. Great. So very quickly now we have a mouth on
the front of the face. So the next thing we want
to do is create our chin. And the bottom lip has these
two areas here on this side. And it has these fatty
pads that come down and out in this sort of an angle
down and off to the sides. And it's different
for every phase because everyone has
different size lips. So we'll just have to look at reference to kind of
get this correct. But I'm just going to
build this up with the clay buildup brush like that so that it sticks out like that. You just want that subtle of roundness coming out from both sides of the
lower lip like that. Then we can take
the Damian standard and not on the bottom
of the lip here, but just below it, you want to carve a nice
little upside down, see sort of shaped like this. And this is going to
further accentuate that those fat pads on the sides of the mouth that
curve around and down. We want this shape, because this shape is going
to go right into our chin, which we're going to
append in a new piece for. So I put my append
button up here, but you can go to sub tool, append and append it
in another sphere. Will grab that sphere, move it forward and
down and scale it down. This will make this
about the size of that little shape that we carved in there.
It should be fine. Already. I can tell
there's gonna be proportion issues with my face. So I'm going to grab my main head here,
grab my Move brush, and just pull the
chin up a little bit because I think
it's too long. The head is just too tall. And I'll move the
corner of the jaw back just a little
bit like that. Now I'll grab my
sphere, move it here. This is going to be
my base for my chin. The chin, if we
look at reference, of course, comes forward
only a little bit. Depending on the kind of chin that everybody's chin is
a little bit different, but it's basically
like this kind of shape that comes out right
below the bottom lip here. And that's where the
jaw. Now I'm just going to move these pieces
until they fit together. That straight up in there. You get this little knob shaped that sticks out the
front of the face like that. That's how this bottom
lip connects to the chin. These fat pads come out
from the bottom lip and wrap down and around
where that chin area is. Now this chin isn't
just one piece. There's also fat and stuff in the face around
these areas too. So what I'm going to do is hold Control and
Shift and press D on my keyboard with
much NP selected. And what that did
is it duplicated my gin piece rather than appending in a new
sphere and reshaping it, I just hit Control Shift D on my keyboard and it
just duplicated it. So now if I press
W on my keyboard, turn symmetry off and just
move this over to this side. Now I just have a
piece right there. So this is a fast shortcut
for just now I can scale it down and just kinda move it and force it into whatever shape I want really quickly
with my Move Gizmo, I want to create a
piece that's like this to help shape my jaw. Just using the Move Gizmo. It's going to line it up
with the angle of the jaw like this little bit. And then we'll go
up to Z plugin, sub tool master, select
mirror, x-axis and hit. Okay, and now it's
on both sides. And I can just turn on symmetry. And in just a couple of steps, I've already got a piece
right there to help shape I character's chin. Now I want to shape this other
piece a little bit more. The more pieces we added this, the more it just becomes like building
blocks for our project. And it's nice to just be able to play around with all the
pieces like this, because now I'm
just holding Alt, tapping on each piece
and using my Move brush to kind of get everything
to fit together. These parts on the side
can be a little smaller. They don't have to be so big. And I want to smooth them down
so that they're not huge. And I want to try to
preserve the jaw line, the line of the jaw. So try not to destroy this
nice angle of the jaw here. I can even pull
this forward more. Use these little pieces to kinda help fill in this space here. We're just using these to
fill in the space between this bottom chin and connect it to the
jaw a little better. We can even use like
a triangle shape like this to just fill in that space there. For now, I think that's fine. This just represents
some of the fat and the face and how it sits near the mouth and connects
everything at the chin. Now I can just pull forward this bottom part of
the bottom lip here. And already it's starting to
fit together pretty nicely. If I look at my silhouette here, this guy has got a
pretty big chin. So we're just going to do that. Pull the chin back a little bit. We'll fix the angle of our
jaw here so that it's not so always using this silhouette. I'm always trying to evaluate the angle of my face and
it already looks like everything is slanting
backward a little bit. If I really want, I could even rotate my whole
head like this. If I feel like everything
is slanted back to var or just isn't sitting
in the right place. This looks a little
more correct. Then we'll just kind of adjust
these pieces from there. Cool. So now we've got a basic
mouth shape and our chin. We've got these little
connecting pieces for the bottom lip and how it wraps down and around into the chin. And then these to help us guide the line of the chin into
the rest of the jaw. This is pretty good for now. We just want to
make sure that we can keep our resolution low. Around 20 thousand.
That's high enough. I don't want to go much higher than that because
we are going to refine this stuff later to we can always
go back and refine after we've blocked in all our
other pieces for our face. But for now I think
this looks pretty good. I'm just going to
leave that alone and we'll go back and refine the other surrounding
pieces in another video. That is how you
get the start for your mouth and just
remember to practice. Just practice this. Create a sphere, smash it down. Try sculpting a couple of
different types of lips. Try making a different shape for the cupid's bow and just play around with it and try different
styles because no mouth, no two mouths look the same. It's easy to get in the
habit of just sculpting the same thing over
and over and over. But it's good practice to try sculpting different
things from time to time. Not just sticking to the same, not just gulping the
same reference image over and over again essentially. So there are some subtle forms in the mouth like this
corner here, like I said, comes forward a little bit
so you can grab your brush and yank that forward,
smooth it down a little bit. It depends if it's
male or female. There are differences from male anatomy to female
anatomy just based on the placement and how much fat there is in one place
versus another place. So those are also
things to look for. But just keep using reference
and keep practicing. And eventually you'll, you'll sort of stuff just
becomes second nature. And you'll start seeing
the relationships between different parts of the face and how they connected
to one another. And that's the point,
is just finding sort of a shorthand for
yourself to be able to connect all the pieces and create essentially
shortcuts for yourself. So that is gonna do
it for this video. And in the next video, we will do the eyes
and the cheeks, and the eyebrows
and all of that. We're going to fill in all of this part of the face and start connecting all those pieces. I'll see you in the next one.
7. Eyes and Cheeks: All right, In this video, I want to go over how
to create the eyes and going into the cheeks
and surrounding area, around the mouth and how all
that stuff sort of connects. And real quick, I
noticed that as we go the proportions of
our face are always going to be changing
depending on the how we add our pieces and sotto
as the face fills out, we start to notice these
things and I immediately noticed that my head
is way too tall. One of the reasons I keep
dynamic perspective off is because if I have dynamic
perspective turned on, my camera angles pretty close, It doesn't make my head
look like it's too tall. Even from the side angle
doesn't look too tall. But if I turn dynamic
perspective off from far away, I can see my head is just
too tall. It's way too tall. So I'm gonna grab my Move brush, move it down here, kind of right on the sides of
the center area here. And then these two high points
on the back corners here, move that down and then
look at it from the side. So between the widow's peak
and the high point here, I'm just going to grab
that and pull that up. And then on the opposite
side that down the back-end. Just trying to maintain
this silhouette as I go because
it's going to save me a lot of trouble later on if I just noticed these things. As we go. This is looking silhouette here is
looking a little better. Little more proportional. Going to use my Move
brush to kind of keep all these parts and check again, making sure that I have
a forehead that kinda is not flat but just slightly slanting back and I have
that point right here where the hairline is in-between there up to the
highest point here. I can just smooth
it a little bit as well to help
create this shape. I'm going to smooth down
this temporal ridge here. We have our eye sockets and we have our
cheeks, our zygomatic. We need to put some eyeballs
in these sockets and then we'll create the eyelids
and all that around that. So let's go to append or go over to sub
tool. Go to append. Independent as sphere, will
select that sphere, press W, scale it way down
and grab one of these corners here
to move it over, snap to side view and put it right in the eye
socket like that. Before I go much further, I want to go to Z plugin and
go to a sub tool master, mirror x-axis and hit. Okay, now that's
on the other side. So press X to turn on symmetry so that they both
move at the same time. Let's scale these down. I'll use this little
checkmark icon here, and that'll move my gizmo to
the center of the eyeball. And I want to place them about this is where it
becomes a style choice. Do you want your character
to look stylized, which is not realistic, or do you want your character
to look more realistic? So if I wanted this
to be realistic, your eyeballs are not that
big inside of your head. Your eyeballs is
probably about that big. In the human face,
something like that. If I wanted this to be
a stylized character, I can make the eyeball
is a lot bigger. Something like this. More animal-like or more
cartoon like or whatever. When I put the eyeballs, I think I'm gonna
go with more of a stylized look just because I do enjoy a slightly
stylized look for MS. Goals. When we put the I in
the eye socket like this, we don't want to see where the bridge
of the nose connects. Here. We don't want the bridge of the nose be right in the
center of the eyeball. We want the eyeballs
to be slightly lower. The center of the eye to be slightly lower than
that bridge there. You can see in
reference to also, how far for the eyes are. You want them to be in the
eye sockets like this so that this top brow is sticking hanging out in front of
it so that it's not just you don't want your eyeball
all the way out here or they'd be popping
out of their sockets. So you want to push them
back a little bit like that. That looks fine. The general rule that
everybody has for eyeballs is that they sit about
one eyeball distance apart from one another. So if I take a
snapshot like this and just move this that's about one eyeball distance
apart from each other. In case you're wondering
how I did that, I just press Shift S on my
keyboard and what that does is it takes a picture of whatever is in your Canvas
and leaves it there. And then you can press Control
N to clear that picture. Like if I wanted a picture
of my whole sculpts, could just move this over
here and hold Shift press S, and then it takes a
little screenshot. And then I can move this to
a different angle, zoom out, press Shift S, and
then it leaves a little screenshot of it there. We can take multiple
angle pictures of our sculpt like this. By pressing Shift S suggest. It leaves your, leaves your sculpt, a little
picture of it there. And then when you want
to clear all these, these are just pictures. You can move through
them and just push Control N and it will
clear your Canvas. Anyway. We want these to be about one eye distance apart
from each other. And that looks, it looks okay for right now and we can
always change it later. So for now that's gonna be good. Really my eyes like that. I want to create the
eye lids for these. So I'm going to hold Control, drag my mask out over the
top half of the eyeball. And I'm gonna go over
to the sub tool. And I'm gonna go
down to extract, which is all the way
at the bottom of the sub tool, this tool extract. And if I hit extract,
it pulls out. Pulls out this thickness,
which is pretty good. It's set to 0.02. I'm going to leave it at that
right now because I think that's nice and thick and we want something thick to help fill
in this space. So 0.02 works. If you
move your camera, the extract disappear.
So hit extract. And then if you
like, the thickness, hit Accept over here
on the extract menu. And then it creates it as its
own sub tool on the side. And I'll just hold
Control click and drag out here to
clear your mask. And you've got this nice
thick extraction like that. Now just to quickly create
the bottom eyelids, going to hold Control Shift D. And that's gonna
duplicate by eyelids. And then I'll press
W on my keyboard. Use this little
checkmark icon to go to the center of my mesh. Go to unmask center button. Then I'm just going
to hold shift and rotate this a 180 degrees. Oops, sorry. That's not working. 180 degrees. While you're rotating.
If you're holding Shift, it snaps in increments
of five degrees. And it tells you the degrees
right below the gizmo there. So all you have to
do is just flip it around till it says 180. And I'm like, Oh, then you can just grab this
and pull it down. Now we have a top lid and a bottom lid that we can start shaping and
using for the face. I'm going to press Q to
go back into Draw mode. The nice thing now is
we can just pull these down and then hold Alt and tap on our upper
lid and pull this up. And already we've got
eyelids on the face. We'll leave that alone
just for right now. I don't want to
get too crazy with these because we need
to put a little more fat on the face in order to fill in all
this space around here. So here's where I can take
my original head shape and start sculpting on
top of it to fill in these spaces and start to make this look more like a face. So the first thing I want
to do with this is go to my sub tool menu and
hit Duplicate or just hit Control Shift D,
That's the same thing. And it duplicated my head. So I have a backup one in
case I mess something up. I can always go back to this. I'm gonna hide my
original one which is on top and that one has all
my Undo History in it. We'll use the one
that I duplicated because we're going to
start sculpting on it. Eyes are really tricky. It's difficult to get this
whole area to look right. And I liked to sculpt the
eye sockets first because it really creates the structure
of this whole area. The corner of the
eyes going into the cheeks and all that
stuff is really difficult to kind of understand it first if you haven't done this before. So I'm gonna start out
by looking at reference. Of course, always be looking at reference images of
people's faces and look at pictures that are close in on their eyes and just see how all of these
pieces fit together. So I'm gonna grab my face here. I'm going to just use
the clay buildup brush and start filling in this space inside of the eye socket around where the eye
is supposed to be? Just a little bit. And I want to fill in the back too because I
don't want there to be a hole in there. I
just want to fill it in. And just going in and out of solo mode to see what I'm doing. I'll fill in the back. Like this. Cool. This is gonna give
us more to work with. Just fill in this space here. The shape of this eye
socket is a little off. If I look at it
from the side view, this back corner here should be higher for the back, a
little bit further back. So there should be this
kind of an angle for your eye socket
from the side here. And this cheek can
come forward more. We're just going to make it
constant adjustments and just pushing and pulling
these parts around. I'm gonna grab right here below the bridge of the
nose and bring that down. And we'll put some
pieces on top of that later to fill
in that space. Now we're starting
to get the natural curves of the face in here. We're getting this curve
of the forehead down into this inward curve of where it
connects to the nasal bone, where the nose bridge attaches. All of that. And if we look at our
face from the side, our cheeks should come
forward into the nose. Like this, something like this. Now we have the freedom
to kind of play around with this and get this to look exactly the way we want. So I'm going to take my
place clay buildup again. I'm gonna hold Alt and carve in so that it reduces
the geometry here. Because I really want to
emphasize that eye socket shape. I don't want to lose that shape. I want it to stay
really prominent. And then go into solo
mode on her face here and just keep filling in
this eye socket board. Because in your eye
sockets There's lots of muscles and tissue and stuff that fills
in all the space. Kind of holds your
eyes in place. I went too far. Now I can just hold
Alt and carve in with my clay buildup to kind
of carve away at that. If it's too much. That looks okay. Now I'm gonna take my Move
brush and I want to really start shaping the
corners of the eye. So what I'm doing now is on either side of
the nose bridge down here, I'm gonna pull it back and in, in toward the inside
of the head like this. And this will set me up
for where the eyelids come down to and connect to create that inner corner of the eye and the outer corner of
the eye as well. So I'm gonna pull
this back corner of my eye socket back even further like that.
For right now. It looks okay. Now let's grab our top eyelid. Go into solo mode. And I'm just going to
grab the inner corners here and just pull
them in like that. Then pull it down to try
and create this nice angle. I want a lot of thickness
sticking out from the eyeball. You can see the eyeball
here that's still masked. I'll clear my mask on that. You can see the eyeball here. And this upper eyelid,
I want this to be this eyelid to be
sticking out quite a bit. Because I really want
that thickness for the eyelid going to create
a shadow on the eye. And it's also just going to look more believable if you have a slightly thicker eyelid
coming out from your eye. Now on the main face part, I need to pull back in the socket a little bit
more with my Move brush. One thing I don't want
to lose is the shape of this outer corner of the eye sockets because this is bone and you can
feel that on your own face. I just want to make
sure that it's there because that's really
going to help me frame my eyes better. That shape. It looks like an alien face. It's pretty, pretty normal
phase to be going through. Everybody talks about
the alien phase. When you're sculpt
looks like an alien. Let's talk about the
eyebrows for a sec. The brow bone is
actually a little bit of a protrusion like this on the skull that comes
up and out like that. And up along the top
of the eye socket. The Skoll actually sticks forward just a little
bit like that. You can smooth it down. I'm just using the
clay buildup to just kind of show where that is. A little bit of a bone. It comes up and over like this. And the eye socket
kind of wraps around and underneath into it
like this in the bottom. So it's almost like
here's one shape and then this shape goes over
the top of that. Sort of like that. It looks angry right now, but that's because I'm
trying to just give you an extreme example to show
how those parts connect. And now I'm gonna
take my clay buildup and behind this
corner of the eye, I'm just going to carve
in and carve up because this is going to
create the shape of the outer corner of
the eye coming down to this zygomatic that
we made earlier. And all this, I'm
just holding Alt and just carving away
at this very lightly. Because this part where
your temple is is sunken in a little bit more and your eye sockets sticks
out just a little bit. This is all very rough. So we're just gonna
keep playing with all this until we get
it the way we want. Smooth down that. Brow that I was
showing you there. But there is that brow shape. There's just a slight bit of bone sticking forward here
that comes up and over. And then this eye
socket sort of tucks in toward it and
tucks underneath it. I'm going to smooth
this inner corner. I'm going to pull my
main head piece here. I'm just pulling the
inner corners of this I in to give more room
for this eyelid. Let's grab the bottom eyelid. Go into solo mode, and I'm gonna grab the center
here in the middle and pull it in towards
itself like that out. Now, we can adjust our eyes, can move them in, scale them up. And this of course,
just depends on how stylized or how real, realistic you want your
character to look. A general rule with eyes
from the side like this is that the top eyelid sticks out further than
the bottom eyelid. So you want to bring this bottom eyelid back in n. But you still want it to be
sticking out from the eye. Eyes are tricky because
they're very important. They're one of the
first things that we looked at when we
look at a face. It's really important that
we make the eyes look appealing and make them
look nice on our character. So for bottom eyelids, if we look at reference
images of an eye. For example, if we get backup here on this royalty-free site, on Unsplash and we type in eyes. If we go back to this
royalty-free image site, Unsplash and we type in eyes. It's gonna give us lots of
examples for reference images. And I wanted to talk
about the shape of the lower lid and the
shape of the upper lid. So you have this inner corner of your eye here where
the eyelids connect. This little little soft tissue in here called the caruncular, I believe because
the curriculum. And so this sort of holds the eye in place
in this corner here. And then the lids wrap-up
robot up and around down. And there's no there's no soft part here
on the other side. So the bottom lid comes up to this little
high point right here. Then travels down and over and wraps around the
other side of the eye. So we want to try to
create that shape. The inner corner of
the eye comes up to this high point and
then down and over. Then this part of the upper eyelid comes
up to a high point. Right in the center. Up here. There's actually two high
points that comes up to here, and then up to here and
then down and over. So 1 here, 1 here, right around the center,
and then down and over. We're going to try to
recreate those shapes and just always be looking at reference when
you're doing this. So when we grab our top lid, we have this space here for the caruncular comes
up to one high point, up to a second high point. And then we're going
to make it come down over this outer
corner of the eye. Just trying to keep our geometry nice and
straight without it looking, you don't want it to look lumpy. You don't want all these lumps
sticking out everywhere. So just trying to use
our Move brush really subtly and just keep
everything lined up. And then this bottom lid. So we're gonna pull up
this part here so that it has kind of forces that shape
that I was talking about, how it comes up and
then down and over. We want this little
piece up like that. Trying to avoid it using my, I'm trying to avoid smoothing because smoothing is
going to mess with the geometry and make
it so that this is no longer nice and sharp
and crisp on the edge, but you can smooth it. It just, I prefer not to when I'm doing this
because then I'm just focusing on using the Move
brush and just trying to push all these shapes
in the right way. We want our eyes to
be about half-closed. Now that looks okay. Something like that. That looks fine. I can even go into solo mode here and just push
the top down a little bit. That's fine. I want this
to stick out further. I really want to
emphasize those lids. Make sure that the top lead is sticking out just a little bit more than the bottom lid. But I also want that bottom
lip to be nice and thick, just going to look
a little better. The next thing I want to point
out is the inner corner of the eye is lower than the
outer corner of the eye. This outer corner
here can wrap around, but I do want to try
and get a little bit of a diagonal angle between the inner and outer
corner going out and up. This, I can bring these
up a little further. Something like that. So that it's a little lower
on the inner corner here. If you want, you can go
to your eyeball here, hold Control Shift and
press D to duplicate them, and then just move them over, scale them down,
and move them out. Because what we'll do is
use this as the caruncular. I'm just going to scale
it on itself this way so that it's flat
like a little disk. And then scale it down this way. Like this. Go to unmasked mesh center here so that my gizmos
right in the middle, it makes it easier to move. I'm just going to
rotate around and just it right into that
corner right there, and just rotate it so
that it's sitting up. Now we have a space, a
placeholder for that caruncular. And it helps really show
the shape of the eye. And really give us a little bit of a placeholder
to work with here. Transitioning all these
pieces like the eyelids into this corner of the eye
in here is kind of difficult. So you're just gonna have to
play around with the shapes. I'm gonna grab my clay buildup and my main head piece here, I'm just going to sculpt it in that it looks more like
this as all connected. My eyelids are too thick on the top or I should
say it's too big. It's taking up too much
space here because the space normally would be filled with your eye is
inside of the socket. So either the, either the
eyebrow is going to come down further and cover up some of that eyelid down here to this corner
of the eye socket. Just make sure that
you're preserving the shape of that eye
socket as much as possible. Because it's important
the way that it wraps around the eyes and the way that the
eyelids tuck into it, That's a really important shape. It's kind of tricky
to get it right, but, oops, I'm using smooth. So this is something
to just kind of have to play
with it until you can make it look a little better. Make
it look believable. We're not going
for perfect, we're just going for believable. Sticking to some general rules until we get to the
place that we want. Then we can push the
boundaries from there. Cool. Now my cheeks are
just looking really big because of where I've set the eyes and
the rest of the face. So I'm gonna grab
my Move brush and just pull in the zygomatic. And also as a result of that, I'm gonna pull in the
temporal ridge at the top, just slightly and smooth
down the forehead. There we go. Now the cheeks
aren't so huge on this face. I can even bring this in on
the sides a little bit more. Just trying to look at
it from front back, side and just making sure
it's not too wide on any side corner of the
eye socket on the bottom. All right. I think for right
now that's fine. We're also going
to have to put in some placeholders for some of
the other fat on the face. All right, so we're
just going to fix this inner corner of the eye. I'm gonna grab my
caruncular piece and move it further down. Grab the bottom and the top lid and move them further down. Move the outer corner
a little higher. I'm going to tuck the bottom
lid underneath the top one. For now. Just because that'll be
easier for this top lid to transition into this part
of the face over here. Be sure to look at your
eyes from the side. Bottom leg should be just just a little bit further back from where the top lid
is hanging over. Our line is like here. Yeah, it's a little looks good. So the bottom lead is
a little further back. We really want to
emphasize this shape. On the bottom lid. Comes up to this high point and then
down and around the eye. Wraps around like that. Great. I think this is a good place
to stop for this video. And in the next videos
I'm going to talk more about the placement
of the fat on the face and filling
in those places around the eyes and the mouth and all that stuff. I'll see
you in the next one.
8. Fat Pads Of The Face: Welcome back. In this video we are going
to go over the fat pads in the face and the placement
of all of those pieces. We're not going to do all
of the fat in the face. Just going to talk
about some of the stuff surrounding the mouth
and the nose and the cheeks and sort
of how to do that. So this is where on top
of the muscle you have little pads of fat in your
face that sit in some areas. There is one large long piece that sits on this part of like along the side of your nose and comes down and
around the mouth. That's sort of cover up some of those muscles for the mouth. There are pads that sit
right below the eyes, on the cheeks here and here, and in front of the eyelids. We're gonna try to
create those with separate sub tools to be able to mold this
face however we want. So I immediately noticed again some proportional issues
since in the last video, I changed around the shape of
my head to make it smaller. So already the jaw is a
little different now, the ear is way too
far back on my head. Your whole should
be right around the center like a line with that top highest point
of my skull here. Something like that. And that immediately makes it so that my jaws the wrong shape. So I'm gonna move this
around with my Move brush, move the center,
move the corners. I got my job until I get the jaw to make it look
the way that I want. Move the back of
the head as well. So just doing those
constant proportion checks to make sure that everything
is lining up correctly. If we had a neck in here, it would make it
easier for us to see just all of this space
would be filled in, so it would make it look
a little more natural, but the silhouette was looking pretty off, so
I wanted to fix that. Alright, so this is looking
a little bit better. And our ear hole, which we'll deal with
in another video. You should be right about there just behind this
line for the jaw. Zygomatic comes up and down
and back. Right about there. Right where our
ear was gonna be. Cool. We got our proportion
checks done. We're ready to move on
to the next part here. So I'll start by messing
with these cheeks. I think these gx are
a little too low. I'm gonna grab my
main head piece and the Move brush and just
kind of push these up. Make them a little bit
smaller and smooth them down. So they're pretty, pretty bumpy. Just from sculpting on
top of everything here. There is a lot of muscle here
connecting to your mouth. And then on top of
that there's fat. So when we put in
these next pieces, it'll make the face look a
little more proportional. So I'm gonna go to append
or sub tool. Append. Will append in a sphere. Hold Alt, Click on that sphere. And same thing we've
been doing here. Just going to move it
forward, scale it down. And I'm going to move it over to one side and then
go immediately to Z plugin subtotal master and hit Mirror on the
x-axis and hit Okay. Now I've got one on each side. I'm just going to
turn on symmetry and press Q to go
back into Draw mode. So now we've got these
two pieces that we can use for the nasal labial fold. Nasal labial fold is that thing I was just
talking about a minute ago. It's that part that connects up here near the bridge of
the nose is fat pad that comes down and wraps around
the front of the face. Like this. This is what creates that shape from your nose transitioning into
your mouth when you smile, this gets really deep,
the crease right here. That's what that is. It's the muscle underneath, but the fat on top is what gives it this unique sort of crease shape that
folds around your mouth. I'm gonna grab my cheeks on my main head and just
pull those pulses per back to make more room so
that it doesn't look too big. So we've got this. This should connect. Above this. Right in the center
of the bridge of the nose is a good place
to connect to that. It should be a nice round
shape, shouldn't be angular. I want it to be
very soft because it is fat and fat is very soft. Now we're just playing with what are the shapes that we
can create in this face? Do I want to pull this forward, make this more round? Do I want this to be really prominent and stick
out a lot more? Which brings me back to talking about the
mouth a little bit. The mouth should come out from the face and not just be
straight flat against the face. So I can even grab
the mouth with my Move brush and
pull it out a little more. Push the top end. I'm pulled the ellipse
out and forward more. Grab the corners of the lips, pull them back and
in toward the face. That will allow a
lot more roundness for these shapes to all line up. Now I'm just going to grab this. Is Olivia folding n here. Pull it in. Just for the
sake of this tutorial, I'm just going to
have this come down, grab my Move brush and
just pull it down. I just haven't connected down here because that's kind
of where the shape ends. It's all just I don't believe
that this is all one piece. I think it comes down to about
just below the bottom lip, somewhere around here and then
there's more fat in here. But just for the sake
of this tutorial, I'm just going to make
it all one piece. It'll represent both of those
areas at the same time. Looking at reference,
you can see that this nasal
labial fold here, depending on the type of face, it's more or less prominent. It sticks out further
on some people. And you just kind
of have to move these shapes in with one another to kind of get that balance. If I have it like this, I looked at it from far away. It looks like it's
sticking out pretty far. But the lips are still coming
out and forward from it. And that's a really
good way to frame the mouth on your character to make sure that you're getting
the right shape there is this nasal labial fold, just getting it in place. It can even come
down over like this. You can see it on yourself.
If you smile really big, your mouth tucks into this. So look at your own
face for reference. There's always, that can always be looking
at your own face. If you need some kind of if you just can't
find pictures that are expressive enough or that
show enough detail of that. And just look at the shapes there and try to analyze
what it's doing. It starts here at the nose. It comes down and wraps around. And in some people are really sticks out here
on these corners. And then wraps all the way
down towards the chin. That's going to be our first The next set of fatty pads
here that we're going to add, we're going to append
in a new sphere again. I'll press W, move it
forward, scale it down. Then I'll move it to one side. Go back up to Z plugin again, mirror x-axis it. Okay? Same thing we've been
doing this whole time. I'll turn on symmetry, move it back, move it down. And I'm just going to scale
it in on itself this way. And scale it down
on itself this way. I get kind of like little
capsule shape like this. Now if I grab my Move brush
with symmetry turned on. Let's move it further
closer to the face. This is gonna be below the eyes. Below the eyes, There's
also some fat that sits, oops, I'm gonna push
the center down. So it's this sort of shape
first and then move it up. It sits like this on the face, but it wraps around
below the eye. Smoothing it down. Remember you can
also use DynaMesh, can go up here, DynaMesh, turn that on just to
reduce the geometry, make it so that it's easier to move around and sculpt with. Of course, that if you
can't find DynaMesh, it's in geometry menu
under DynaMesh here. Just keep your resolution. Load is something like a
100, somewhere around a 100. Smooth this down
so it's smaller. This is going to
fill in the space. Let's grab our cheeks here. Smooth down the cheeks
on our main head. It's a little, little
too prominent. Sorry about the
noise. There's a lot of loud cars driving by. All right. Now I'm just changing all my angles and just
looking around my face, trying to put in
this fat pad here. This fat is also
going to fill in the space below the eye into this inner corner
of the eye here. Now if you want, you can also
just duplicate this piece. Press Control Shift and
D on your keyboard and then press W to get your
Gizmo and move it up. Hold Shift, snap to
your front view here. And then hold shift and
rotate it 180 degrees, and then move it into
place like that. You can also use this same piece just with the Move brush to fill in that space
above the eye, just below the eyebrows, below the brow bone like this. Then you can use
your brush to kind of transition the brow shape down and into that. What I'm doing is just using it as a placeholder
to show myself like, okay, this is how close
I want my brow to be. My my eyelid like this. Something like that. You don't want it to be
two separate pieces. This is a kind of a placeholder method where I don't want this
extra piece in here because if you look
at your anatomy, you don't have to fold,
you don't have the eyelid. And then a fold and
then your eyebrow, It's just the eyelid
and the eyebrow. The brow bone, I
should say. Like that. Depending on if it's a male
face or a female face, there's gonna be a lot
of differences there. So for example, a female face is going
to have a much rounder, smoother brow bone,
then a male face. A male face. You tend to
get this sort of look. You get this really
prominent brow that sticks out and forward like this with guys with
male characters in general. And this corner of the eye socket right
here comes in really sharply because the brow bone is much bigger on the skull. That's why that's what
creates the shape. That more masculine
sort of shape is very, very prominent in the brow bone. Whereas for females, It's
very soft, it's further back. It lines up with
the I lit a little more and it's very round. I think. A lot of the shapes
on this face are already going toward a female, feminine, softer kind of looks. So I'm just going to
keep going with that. I'm taking my face here, smoothing it down, just kind of moving the sides in and just doing
some adjustments. Mostly going to move in
the jaw because it's way too wide from the bag. It looks way too wide. The bottom looks pretty it's a pretty big jaw. There we go. Trying to keep all these shapes and check like that. Okay. All right. And our cheeks are
still the widest part of our face, so that's good. We're keeping,
keeping true to that. This upper corner here above the eye socket is
the wrong shape. So I'm going to carve in behind it to try and really
emphasize this shape here. Because the corner of
the eye socket should come out to here and
then come down here. That's a little too too much.
But you get what I mean. Now, we're really
starting to look like a face where it's really
starting to take shape. All of the pieces are
starting to come together. We're starting to see the
fat on top of everything. And it's filling in the
places that we look for. When we see a person,
when we see a face. Now I'm just going to slowly start pushing
around these pieces until they look
proportionally better. I shouldn't have, I probably shouldn't
have put this up here. This part on the upper browser. I'm actually just going to
go delete that, hide it. Hide it for now because
I don't need it. You need to hydro sub tool is this little eyeball icon will hide or unhide any ones up tool. I can grab this fat here
that's underneath the eyes. Grabbed my face, pull
the cheeks and more. We're just going to be
constantly playing with all these shapes until
they fit together. Get the brow to cover up the upper eyelid just enough so that it looks like it's
tucking into the skull. Because your eyelids
fold up and back. So there's a very definitive
crease right there. We want to make sure
that we have that. Now proportionally. My whole head is changing. This is too wide in the back, so I get a mesh that
down a little bit. The back corners
of the skull come up like this. I'm
going to fix that. Get this round shape
in the back like that. Pull down, this meets with
the bottom of the cheeks. They're still too wide. There we go. Smooth that down and move it
in a little bit. Getting the shape of
the skull is really, really difficult. It's not easy. It's constantly adjusting. But that's totally normal. In any 3D projects. You're just always going
to be adjusting as you go. Got to make changes. That's what's nice about doing this method is you can
afford to make mistakes. I'm just grabbing each
piece and moving it around to sort of
fix my proportions. Cool. I remember when I first
started sculpting, I was trying to sculpt
the entire face all as one just from a sphere. And it was so
frustrating because I, if I messed up one
thing proportionally, I had to go back and read
sculpt the entire head. And it just took
me hours and hours and it was so exhausting. And at the end of it I usually didn't even have something
that looked good. So using this method has
been really helpful. Just showing me, you know, it's okay to make mistakes. Now you have all the
pieces and you can move the pieces around
and it saves you. It just gives you so much more
control over your sculpt. So I've been using
this method when I practice faces because it just, it makes the whole
process a lot less frustrating and just
gives you more control. You feel like you're
actually making progress instead of
having to keep going back and re sculpting everything and changing everything every
time you make a mistake. Because the face is really
just so complicated. There are so many pieces, so many moving parts, and they all fit together
to make one complex shape. I'm gonna pull this nose forward or the face because I would really want that
inner corner of the eye, the eye sockets to be
in the right place. Could even pull these
eyelids out more. Pull that caruncular
out more. There we go. Now I'm facing another problem
that is unique to faces. I have to I have
to make sure that the eyes are not too wide and that there's,
you know, there's no. Because if we look at
this from the front, this corner of the eye is almost the widest part of my face right now, which is not correct. And if we look at
reference and we look at pictures of the skull and
the face from the front, the back part of the head
here comes out a little more. There's a little more space. Which means that I messed
up my skull here somewhere. And I'll have to yeah, something like that.
That's a little better. Which is also why
it's good not to sculpt with dynamic
perspective on, because when you have
dynamic perspective on, it looks like this
is the widest part of your face, which
is not correct. So you get a distorted view of your objects alternate off. But there should
be more space of the back of the head coming
forward just a little bit. When you're looking at the
face from the front like this. Pull down, pull in
shape that eye socket more rarely trying to preserve that eye socket
because it's so important. Going into the cheeks. Now I can start playing with
the cheeks a little more, pulling him forward using the Move brush and just
smoothing it down. All right. The next fat area, There's this one below the eye. The next one is going to be
this on top of the cheeks. Rather than appending
in a new piece. I think it's safe to just take my clay buildup and just
sculpt on top of my cheeks. Since I already have that
shape established there. Same thing for the rest
of this part of the face. There are fat pads in here. But rather than appending in new sub tools and trying to
move them all individually. I'm just going to
sculpt this in. I want to sculpt it down in the direction that the
muscles are going to go. For the cheeks. I want this all to fit
together very nicely. I don't want this to,
I don't want to create this big thick transition at
my face to be shaped wrong. I want this to be really
gradual, really, really gradual. And this cheekbones sticks
out more on the side, but here it's relatively flat so I can come
from the nose, sculpt down and over
like this to kind of follow the labial fold. Because that comes over the top of this cheekbone like that. That's going to help add
to that shape there. Smooth this down
just really gently. And you start to get
you start to see it. There's also muscle on
top of the jaw here, so we can carbon a
little bit of muscle here going down this way. And very gradually you just
get this nice soft transition from the cheeks down into the mouth and
the rest of the face. So we just grab our move brush, push that back a
little bit. Move this. If we look at our
main phase again, there's this fat under the eyes. I'm just using the
clay buildup brush to kind of add onto it. This I'm actually
going to pull this down so that it transitions
into the rest of my face. A lot smoother, like this. There we go. So that
it's covering up some of the bottom of
that bottom eyelid. But it's also filling
in this corner of the eye and also transitioning this outer corner
of the eye a little smoother and transitioning down into our cheeks a little
better like this. When it comes to
learning anatomy. We don't always have to learn
the names of everything. Sometimes that can be more of a hindrance than it is a help. Because then you're focused on the thing and not
focused on the shape. So get this bottom
eyelid shape correct. Trying not to smooth. Character is going
to look very sleepy. Eyes are very closed. All right, that's
looking. It's looking. Okay. I'm gonna switch
back to my main face, grabbed my clay buildup brush. If you look at a lot
of like supermodels, they have huge cheeks, gigantic cheeks, super
prominent, sticks out. So it just depends on the type of character
that you want to do. If you want this to be. You can start here. Do that nasal labial folds kind of follow that shape here. And then come down
and around and follow the zygomatic over this
way and then up and back. Because the zygomatic
is this shape here. It comes up and then down
and back to the ear. Like a pair of goggles
on your face like that. That's the general shape that you want to
stick to when you're carving in your cheeks and putting them
on your character. You can do this and
smooth it down. Take the H polish, even, smooth down the tops, and then smooth down the bottom. If you really want
to emphasize that cheekbone can even grab
Damien standard and smoothness down and follow that edge that I
just drew like this. And that creates a makeup
brush size really big. And draw that line
down over up and back. Now that because
we've been following these general proportion
guidelines for the face, now we get to start playing
with these shapes and just seeing what works and how it looks and doesn't
look convincing. Does it look good? Is it bad? Now we
can start playing with proportions and
playing with shapes. And really making this
character stand out as something different
and unique looking. Also from a three-quarter view. You want your
eyebrow to come in. This is that this is that
corner of the eye socket and the zygomatic where they meet up and how they're shaped. From a three-quarter
angle like this. From the eyebrow, the eye, the angle should
come in like this, like a boomerang
shape in here and then out to this
part of the cheek. It doesn't have to be
super dramatic because not everybody has really
broad cheekbones. Some people have
much smaller cheeks. So it can be really subtle. It could be like this,
something like that. But that's one thing. You also want to be keeping
an eye out for. The shape of that
cheekbone coming up and in the meeting that corner of the eye socket coming out and up to the
eyebrow like that, a three-quarter view like that. Then of course the cheeks here. If we go back, the cheeks here are also
coming out just a little bit. Push this in a little bit. Now our shapes are really starting to transition
and fit together. Bottom of the cheek should
come out a little more. This is too thin. We don't want the character
to look emaciated. When I'm moving on this side, I'm looking at the other side at my three-quarter angle to really make sure that the shape looks correct
from both sides. It should go in
and down and out. And then it should
come in again. And this part of the cheek
sticks out just a little bit. Right here. Just right there. You can
see that in reference images to looking at photos or of people in general
from this angle. It's not just a straight line
from here down to the chin. It pops up just a little bit because there is some
fat in those cheeks. Now, I'm running into an issue here where it
looks like my eyes, my eyes feel too far apart. So I'm just going to mess with these this little fat under
the cheek or under the eyes. I mean, maybe we'll move the eyelids in
a little bit more. Maybe even move the eyes
in a little closer to each other so that it
sits differently? Yeah. It looks like I just had this
all kind of slightly off. I'm just grabbing my Move brush, just moving all
these parts over. That creates more shape, sorry, more space for this. Between the outer coordinate, the eye on the side of the face was an issue we were
talking about earlier. The most important
thing when you're sculpting any kind
of face character is to look at the relationship between all the parts and
how they fit together. So the general rule of the eyes are always in
the middle of the face, the mouth as a third
of the way down to the chin from the
bottom of the nose. There's a triangle shape. From this inner corner
of the eye goes down to the outside
of the nose wings. So actually these nose wings
should be further out. This face, the inner
corner of this, I should match up with those corners of
the nose right there. That's another little cheat. It all depends. Everybody
has a different face, everybody has a different knows. But these are general
guidelines that have helped. Kind of give me some
quick shortcuts to finding if the
proportions are correct. We're just going to
keep playing with this until it looks right. Our character's face is starting to really
look like a face. Now. I think this is a good place
to stop for right now. Just keep playing around
with those shapes and pushing and
pulling things around. Try and get soft transitions
and curves and angles. And look at reference photos. Always be looking at
reference and trying to just figure out the angles of the face and
how everything fits together. We talked a little
bit about the skull and how all those
pieces fit too. But understanding of
the skull is very important because it's
the foundation for the face and those landmarks are all built-in to the skull. It's important to also
just study the skull and how it holds all of
the parts of the face. That is gonna do
it for this video. In the next video, we're going to start
the ears and kind of block that in and we'll
go on from there. I'll see you in the next one.
9. Starting The Ears: All right, Welcome
back to this video. We are going to talk
about ears this time. If we pull up our reference
website here again, we can type in ears
and it gives us all kinds of pictures of
different people's ears. Ears are kind of tricky. It's kind of a weird shape
to try and get right. There's a few
reference photos on here on Unsplash that
work really well. And we can see all the major shapes that we
need in our ear right here. You have this part
right here that connects to the actual head and that covers up the ear hole. You have this shape that comes around and creates the
outside of the ear. Then you have this shape that's right inside of
the middle that comes out and pushes out toward
the outside of your head. So this inner peace also
connects to the ear lobe. So the outer piece
comes down and around and connects
to the ear lobe here. This inner peace also
connects to the ear lobe and then connects right below this piece that
covers the ear hole. So there's really just four main pieces that we
have to remember. This piece here that
covers the ear hole. This outer part here, this inner part here. Then the ear lobe at the bottom. So we're going to try to reconstruct that
in ZBrush by just using this simple technique of just looking at
the simple parts. And I'll explain the
shapes as we go. We've got our head here. First thing we need
to do is append in a new shapes so we
can work on the ear. I'm going to go to sub
tool append down here. We'll do sphere. Will do a sphere. Let's select that sphere, press W and move it
over to one side. Let's scale it down. Before
I get too carried away, I'm gonna go to Z plugin, subtotal master mirror,
x-axis and hit. Okay. Now I've got two, got
one on each side. Press X to turn on symmetry so that both are moving
at the same time. You've got both
ears. On our skull. Our zygomatic bone travels
from below the eyes, up and back and
then down and back to where the ear hole is in the ear hole
lines up with the jaw, just behind the jaw,
like right there. This will help us sort of place our ears and ears are weird. It's, it's difficult to
get this shape correct. A quick way to get this cut in half the way we wanted
just to hold control. And with our gizmo up, just
scale it in this direction. And it will cut that
object down like that. It's kind of a quick
trick for just if you want to shave
something down really fast, hold control and scale it in a direction that will cut it. Again. Press W to bring
up your Gizmo hold Control scale in this direction. I don't know why it's
choppy like that. And it will cut it like that. So it's scaling and
trimming at the same time. Now, we can go to our geometry
menu and turn on DynaMesh. And that will DynaMesh the ears and make them a lot
easier to use skeleton. If I turn on this year, we'll be able to be able to see our geometry
a little better. I'm just going to
smooth this down. It's nice to start with
a half sphere like this because then all
you have to do is push it into the head like that, line it up so that the top of the ear is right
around the eyebrow. Bottom of the ear is right
around the bottom of the nose. I can even scale it up on this axis and just kind of
get it in that general spot. Then I just wanted to
tilt it this way so that it's pointing forward. Something like that. We
can change it later. Also want to angle it
down and in so that they are sticking out at
this kind of an angle. If it doesn't look right, you can also just
take your head, grab the Move brush, maybe pull the sides
of the head out more. And try moving the ears out
a little bit more as well. You get it to where it looks somewhat believable like that and we can adjust this as we go, but I want the sticking out a little more right now so that, so that we can get the
shapes in there first and then try to try to place it. Like our reference
image was showing us. We have the outer peace that wraps all the way around
and down into the ear lobe. And then we have
the inner peace. Then we have the
piece that comes out here that covers
up the ear hole. And then we have the
ear lobe at the bottom. That's really all we
have to remember. Then we can just be staring
at our reference image here. I have that on my other
monitor right now. And I'm just going to use
my Move brush to push this back into this sort of
like big wide round shape. Now, ears have a couple
of angles to them. One of them is this back angle between the lowest point and this point here in the middle. I'm gonna grab right in the center there
and pull up and in a little bit to create
a line right here. And then same thing,
I'm gonna do that, same thing on the other
side. So I get this. Shape of the ear
lobe at the bottom. And I'm going to
bring this corner that's sticking out
in so that I get this really nice round
curve like that. Now that we have this shape, ears are generally, they have these very sharp sort
of change in angle. 12 parts. There's the
front of the ear here. It comes up to a point
right about here, up to a high point at the top. Then there's another
point right back here that comes
down to this here. So it's very geometric. There are a lot of these angles and everybody's ears are
a little bit different, but you can see that
shape in all years, how the cartilage bends
at very specific points. So that's what you want
to be looking for. Some people's users
just really round. Some people have these
really big corners that stick back really far. So it just depends
on what reference you're using and how you
want your ears to look. So same thing with earlobes. Earlobes are all different. Some earlobes are
attached at the bottom. I want to bring this ear lobe forward so that I have
this kind of shape, almost like an egg shape. And this ear lobe is its own
kind of floating on its own. But some ear lobes attach directly to the head, like this. But that back angle and some of your lobes
are free-floating, they just hang down like this. And there's more fat
in that ear lobe. Just depends again
on the reference. But I'm using that
reference from Unsplash, so it doesn't show the
ear lobe for that one, but I'm assuming that
it's just gonna be a free floating hanging your lobe. We're just gonna do that. So we're getting this
shape here now I want to start creating the major shapes. I'm gonna grab my
standard brush. Actually, no, I'm gonna grab
my damien standard brush. And I'm just going to
carve in right along where I want the edge
to be that main piece. And now something to note here, this main outer piece comes
in and connects like that, like you can see in
our reference image. I'm actually just
going to import that reference image so that it's on my
screen all the time. So I'll hit Import. Find that reference image,
go back to texture. Click on that image.
It add to spotlight. Will scale it down here. I got to trim away some of
this extra space around it and go just like that. We have a nice reference
image lined up for our ear. I'm going to place
this over here. Press Z to make that go away. And then I will go
up to Brush Samples, enter in Spotlight
Projection off so that I can sculpt this outer
corner of the ear here. It's wraps up and
around and down. But it also comes around and down and into the
inside of the ear, right here, in front of
where the ear hole is. So that's a specific shape that we really have to try
to add into our ear here. So taking our Damien standard, I'm just going to try to follow this curve and come around to about three-quarters
of the way down, right about where the
ear hole would be. So we'll start in here
like this, curve up. Oops, that's too thin. I want to leave space for
this outer edge of the ear. Will come down to about
there. Like that. Because we want this to be carving in at that
sort of angle. Because then you
also can do this now up so that we're creating
that outer edge of the ear. And I'm just going to
smooth this part down. Smooth, all this smooth, and then just keep using my
damien standard to really define that shape right there. Cool. So we have that shape now. I'm just going to trace over it one more time to really
get it down in there. Now I'll grab my
clay brush and hold Alt so that it's
going to subtract. And I'm just going to
flatten out the inside very gently so that I'm
carving into the ear. Which leaves this
part sticking out. Just what we want. Since we already
have our clay brush. I'm going to turn up my
DynaMesh resolution. I'm at 5 thousand active points, so I'm going to turn up my
DynaMesh resolution 200. And then I'll smooth
out really quick and then hold Control
click and drag, and it will read
item mesh my object. Now we have a little
more resolution. So I can get in this inside of the ear a little bit easier. We'll even take our
Move brush and just kind of shape this around
a little bit better. Cool. That's looking okay, now, I'm just going to pull these
corners a little bit to try and give this a
little more shape. One thing that I'm
noticing too is this outer piece that comes
around and up and down. It angles up and in and follows this second piece that
we're about to make. So it comes down
this way and then comes up and in and
then down again. So it's kind of a tricky angle. It's almost like it does this. And then that comes down and
into the ear lobe like that. That we get this kind
of shape wraps around down and then comes
up and then down into the ear lobe lake
that we can even pull this back corner of the
year and the year up. It's really just about trying
to understand this in 3D. When you're looking
at a reference image, It's hard from one angle. But if you're using
multiple angles, that can make it a lot easier. But I've done this
many times before, so I'm just trying to explain my thought
process along the way. The ear lobe is not
gonna be this thick, so I'm gonna grab the back of my ear and just use
the Move brush to push it in really gently
and smooth it. Push it in, smooth it. So that the back of our
ear lobe is not too thick. Almost smooth all this
out so that the agenda, very, very soft transition. We have a little bit
of an ear lobe there. Cool. Now I can see because
of the shape that I made, my ears don't line up
with my head correctly. Now, I'm gonna press
W on my keyboard. If you're gizmo
isn't straight up and down with the world axis. If it's moving diagonally, you can hold Alt and tap on this little back
arrow and it will reset your Gizmo to be aligned with the world again so that it's straight
up and down. Hold Alt Tab on that
little arrow there. So I need to move
this down so that the bottom is lined
up with the nose and the upper part is lined up
with the brow bone like that. Now that I have a general
shape for my ear, there's a really good rule to follow when you're doing faces. Whatever the angle of
this jaw is right here, that's going to line up. The ear is going to line up
with that angle of the jaw. So my ear is not going to
be straight like this. It's not going to be
sticking straight like that. It's actually going
to line up and go with the angle of
my jaw. Like that. Push these anymore. The shape for this is
not quite correct. So I'm going to rotate it. It's hard hard to
get this just right. That's looking more correct. So we'll leave it
like that for now. Maybe described my Move brush
and pull this part down. Grabbed my head, push
this part in because it's not supposed to stick out in front of
the ear like that. That's starting to
look more believable. Grab my Move brush, pull this, push this down. Got to kind of finagle all
of these parts together. Let's get back to sculpting. We've created this outer part that wraps around if you want, you can grab the clay buildup
or standard brush and just really emphasize
that part even more as it transitions
down into the ear lobe. Like that. If you want, you can carve in to the inside of the ear
or even more so that there's more concave
shape on the inside, just a little bit
more like that. So we're left with
this little space and this nice little ridge underneath for where this outer part of
the year comes around. There's this that
tucks into the ear. Want to sculpt that in? Then there's this part that
covers up the ear hole. And for now I'm just
going to make it like a little bump
shape like that. Really basic kind of shape. And then grab my Move brush and just pull this whole part in that it's connected
to the head. This doesn't have to be perfect. As long as the ears
are in generally in the right place,
it should be fine. It looks like I
lost some symmetry. One of my ears is more
sculpted on than the other. Something went wrong there. So I'm going to show
you how to fix that. I'm going to turn symmetry off. And I'm going to mask the ear that I want to keep,
which is this left one? I think I must have turned
symmetry off at some point. So I'm going to get rid
of this right one and then re mirror it so
it turns symmetry off. And then I'm going
to mask this ear. And earlier in when we set
up our custom interface, we had the hide part and
delete hidden buttons. Those are up here
on my interface. But if you can't find them,
you can go to visibility. Press Hide part, and when
you do it's going to hide anything that
is not masked. So now it's hidden. If you want to show
that part again, you can either press Show part or you can hold Control and Shift and click on your canvas
and it will show it again. I'll press Control Z to go back. That's also a handy trick
for hiding parts like that. You can hold Control and Shift click and drag
this green box over the part that you just
want to show and it will hide everything else. That's
another way to do that. Now that this is hidden, I want to delete anything that I don't want that's hidden. I would find the
delete hidden button, which is under Geometry, modify Topology,
and delete hidden. So now that that's gone,
it's gone forever. Be very certain if you ever
want to delete hidden, that you want it gone for good because if you do, it's gone. You can't get it back. Anyway. Now I can just
go up to Z plugin, go back to subtotal master, mirror x-axis and hit Okay. And now these look
exactly the same. I'm going to make
sure to turn on symmetry. Symmetry is on. Yes, great. Now they're both back and
they look exactly the same. Don't forget to
save your project. Also from time to time. Make sure that you're
saving regularly, especially because
he was crashes. Probably should have mentioned
that in the first video. Alright, so we're gonna move our ears forward a little bit, which means that we also need to know we're not gonna do
that yet. We need to fix. We need to get this inner
part of the ear going. So I'm gonna grab
my damien standard. We notice that this piece, it branches off into two pieces. There's one going this way, one going this
way, and they took underneath this outer part. So it's like a fork right here. And then it travels down into one piece that comes around, connects to the ear lobe
and creates that shape. For Damien standard, I'm
just going to hold Alt. This first one tucks
up underneath there. So I'm gonna hold Alt
Carver line this way. Maybe my brush should
be a little bit bigger. Carve out this way down forward like
that. That's too much. Maybe we'll use the clay
buildup brush for this. We'll just create one path
that comes around this way. Up and over. Like that. It looks like I got these
shapes a little bit incorrect so we can
fix that as we go. I have this one line here, which is this line right here. Then I want this other part
of that forked shape to come in from right
here. Like that. Now I'm getting this shape
here and this shape here. And I'm just going to smooth
it very, very gently. Now the thing about
that specific part of the ear is that
that part sticks out. If you look at your
ears in the mirror, you can see how that part
actually sticks out. Some people that's really
prominent in it sticks way, way out in their ear, sticks out like
outside of the ear. Even. It's just a matter of
playing with these angles, playing with the
shapes now to try and get this outer ear
lobe, I'm sorry, this, this outer section of the ear to line up properly
with this inner part, because sometimes the inner
part sticks out really far. It just depends on
the reference photo and this is from the side view. So it's kinda hard to see. But from the front view,
if you're looking at a reference photo or if
you look at your own ears, you'll see what
I'm talking about. This intersection. Just using my Move brush
to kind of shape that. But that intersection sticks out really far on some people. And I'm just using Damien
standard to kind of shape that shape there and really carve in the
Azure on my outer part. So that it really gives
some depth to my ear. Just always be changing
your camera angle. Always be moving around and looking at it from
different angles. Because if you do it
just from one angle, that's not going to look right. You gotta get it so
that it's sticking out at the right angle. Here's our strange,
sometimes this part moves in. This part moves out. And it just depends on what sort of reference
photo of your using. Just understanding
the shapes there. Alright, so another way of that, I'm going to fix
this a little bit. So this part should
come down in here. This outer part needs
to be higher up, connect in like this. And if we look at the way
that this tucks in here, the way that this tucks in here. This other forked part
goes straight over and in like that and
tucks and bind it. We're just trying to
get those two shapes to kind of fit together. Let me have our
outer piece here. Comes down into that ear lobe. And I'll grab my
Move brush and just pull this up because
it looks like this inner part curves down and around and then up and
then down and over. Trying to get that
specific shape in there and get these just sort
of line up with each other. Now it's almost like
looking at a drawing. You're just trying to, just
trying to line up all of the landmarks in
relation to one another. Cool, farther away,
That's starting to look like an ear,
starting to take shape. That's what we want.
We want this to start to pull the ear
lobe back further. Pull this whole front of
the ear back even more. Go into solo mode here and
really try to tune this up. Because that is not
the right shape. To smooth out the back so it's
not sticking out so much. They're great. And these are your
lobes are pretty big. We can make them smaller. I'm just smoothing
down, smooth, smooth. Those smaller. Which means now we need
to adjust the angle of this year to match up with that line of
the jaw like that. That's looking
better. Now the jaw should come up to the ear. The ear sits behind the jaw. Like that just a little bit.
There should be further in. Then maybe angled out a
little bit more like that. I'm trying to get that
angle so that the ears face out and over a little
bit more like that. And then grabbing with
my Move brush. Oops. I accidentally changed
from my brushes. I have my Move brush. And just trying to pull
this ear lobe out more. Alright. So this is
pretty, pretty loose. I can just take my
damien standard and now I can try carving in to really bring
out the outer peace, the inner peace, and
how they all connect. This. It looks like I didn't
leave enough room. Grab my Move brush. I didn't leave enough room for that piece that
covers the ear hole. I'm actually just going
to take my damien standard and just carve in because we see our ear here. This piece comes back
and N right here. And then directly below
that is where the hole is for the ear, but it's inside. Tucked away inside of here. I'm going to grab my
clay buildup brush, make my brush size is
pretty small and just hold Alt and carbon a little
bit of a hole in there. Maybe smooth it out a little. I don't want it to be complete. Hold on the object there. But just so that there is that
depth in there somewhere. And then use my
damien standard to trace around these shapes. They fit together better. Smooth it out. You
can also DynaMesh. If your geometry is
getting too stretched out. There we go. Now we're getting this fork shape
here on the inside, comes around and down. And I think that that
pieces little too thick, so I'm going to push it back. I'm trying to get the angles of everything a little
more correct. Got our outer shape. The outer part is
a little thick. So you could even grab your
inflate brush and hold Alt and drag that
along here and it will deflate the mesh, make
it a little thinner. Just be really careful
when you're doing that because you could deflate
the whole thing on accident. You don't want to make
this more believable. I need to grab my standard brush and just create some thickness along the top edge of this ear. Like that. And then maybe
grab my Move brush again. Squish this up and out on itself so that that outer
edge is not quite so thick. I made it way too
thick on my ear. That also stretched
out all these shapes inside of here. So,
but that's good. It's leaving more
room to work with. I'm just gradually
working outward. Smooth all this,
smooth all this. Maybe read DynaMesh, hold Control and click
and drag outside here. Now I have more space in
here to be able to create this shape for the outer part
of the ear that comes in. And then we can create this little piece that guards
the ear hole right here, which basically
connects to the head. And we got to rotate
it a little bit. Here. Draws looking
kind of funny. Always adjusting, always
changing these pieces around. Alright. I think that's good
enough for the ears. We don't need to
get super detailed. But we got all of our
major parts in there. We got the part that covers the ear hole here.
This part here. We got this outer peace
that comes out and wraps up and around the outside
down into the ear lobe. And then we got
this inside piece here that forks together, connects here and wraps
down and n like that. Just make sure that that
part is also sticking out. And if you want, you can
also grab your brush and pull this upper part of the ear back
even more so that, that looks like it's
sticking out more. That's another way to do that. The last thing I want to
talk about is connecting the back of the ear to the skull because there
is some volume there. And just, it's a quick and
simple way to sort of create this upper edge of the ear is to trace with your Damien
standard brush just along here. And create a line, a guideline for yourself. Because that's going to
create that edge of the ear. It could even carbon
in town like this. We're just trying
to create a nice consistent edge like this. Like, okay, this is
going to be my ears. Matures edge right here. Like that. Now you
have this edge. I'm going to grab my
Move brush and pull this away from the
head even more. I don't think this is
sticking out far enough. Yeah. There we go. The ears come out. There's a gap between the top part of the
year and the head here. And it connects down toward
more toward this part that covers up the ear hole. But all the years are different. You got to play with it
until you get it right. I'm going to smooth that out so that it's a smoother transition. This now we have our
ears in this shape here. The back of the ears connects to the head and there's quite
a bit of volume there. So I'm going to sculpt on top of this with my clay buildup brush to get that nice angle going
into the skull like that. And if I grab my
Move brush again, I'm just going to try to get this ear lobe in a little more. I think that this skull shape
can come down and out more. I think there's supposed
to be a little less space. Yeah. We want the back of
the ear to have this, this volume here where from the edge of the ear it
comes down and over into the skull like that,
that sort of shape. You can really try to emphasize that by just continuing to kind of create this nice little edge where your ears sticks
up before it comes to the back part that
transitions into the skull so that you really get this
nice edge like that. And then the volume that connects to your
skull like that. That's a very important
thing to also remember just to
keep an eye out for. All right, that's looking
pretty good for now. We have some ears on
this character and we can keep messing
with this too as we go, just trying to get
the shapes correct, Get the front of the year to come out more
like we showed here. This partial come in a
little bit more like this. Maybe the ear load needs to
come back a little more. Now we've got the
general shape in place. All the pieces, years or something that you're just
gonna have to practice. Because they're
really complicated. And it's just a
really unique shape. All ears are different,
especially animal ears. But that's gonna do
it for this video. In the next video, we're
gonna talk about going back and refining some of the
other parts of the face. And going on from there. I'll see you in the next one.
10. Refining And Stylizing: Welcome back. In this video, we're gonna go over refining the different
parts of the face. Now it's important,
I want to note that in this video
we're not going to try to make every single piece of
geometry look true to life. I'm not trying to do a
super realistic sculpt. In fact, I like more stylized characters for
a lot of my sculpts anyway. So a lot of what we're gonna be doing is just using our
simple brushes like the Move brush and Damian
standard to just add a little bit more stylization
and make our sculpt look a little more interesting so that it doesn't
just look like a blocky blocked
out face like this. And we'll get into that and I'll show you how you go
about doing that. I'm going to begin with
my main head piece here. The nice thing is, as we switch between any
of these pieces, we can just hold
Alt and click on any sub tool and just adjust
it as we go along with it. With my main head,
I'm going to start by smoothing down the eye
sockets a little bit. I want this to be a
female character. I want the skull shape
to be more feminine. And I'm making sure to preserve
this angle here for where the brow comes down and connects
to this nasal bone here. And the eyebrows. You typically get
a little bit of an indentation right
in the middle. If I grab my clay buildup
brush and I hold Alt, I can carve right in
the center like this. And then I can build up this
brow just ever so slightly. And then hold Shift to
smooth it down a little bit. Right now I'm at a pretty
low DynaMesh resolution. So I could just DynaMesh real
quick to see how it looks. Then I will turn up my resolution
to something like 120. So it's probably going
to double my resolution. And then if nothing happens when you turn
up your resolution, if you hold Control
and click and drag outside of your object
and nothing happens, just smooth on your object for a second or make any
kind of change. Then read DynaMesh and it should apply your
new resolution. This looks okay, 41
thousand points. I don't want my geometry
to get too high because this is just
a block out sculpt. I don't need a lot
of detail anyway. I'm just going to gently carbon with my clay buildup here. The shape of this brow bone and hold Shift and
smooth it down. And I just want to
really subtle shape, I don't need anything crazy. I'm just very, very slowly
building up that form. For the eyebrow, for the socket, and the skull, right
around the eyes. Just very gently. I think that's enough and we
can come back to it later. We can just keep
refining as we go. I don't want to focus on one
area too much for too long. Because then I start to
lose perspective and I start to only think about that area instead of a
whole face as one, peace. So next I'm gonna
take my Move brush, grab the side of this eye socket and bring it in because
it's not the right shape. And at this point just
be looking at reference. Have some skull reference up and have some
face reference up on your other monitor or on a screen somewhere
where you can see it or put it in the light box like
we were talking about in earlier lessons. Now let's take a
look at our cheeks. So the zygomatic bone comes underneath this bottom
part of the eye socket here and sticks out the
furthest on the face. It's already pretty
prominent on our face here, but it's a really gradual, really smooth transition and the cheeks push in down here, so I want to change that. And there are a couple
of ways you can add some cool stylization to
your characters cheeks. So by selecting your Damien standard
brush and holding Alt, make your brush size big and just drag along that
cheek and back. Which is that's a
little too extreme, but you could even go below the cheek line a
little bit and follow the line of the zygomatic going back toward the ear hole and
then just smooth it down. Already. This is creating a much more
dynamic look for my cheeks. Because now the high point
or the farthest point out is dispersed between my
original edge that I had and this new one that I just drew in with
the Damian standard. I'm just trying to
think about the forms on my face for
this character and how much I can exaggerate those forms and how much I can get away with before it just looks like it's too much. This is a cool look. I like this look on. I'm
just going to gently move it down so that it's not
sticking out super far. It really, really pronounces
those cheekbones. And now I have these
natural shadows underneath, which just brings out more
definition in the face. So it's things
like this that I'm gonna be thinking
about as we go about stylizing and refining the
different parts of the face. So I also want to
keep this box for my, for my silhouette here, fairly large in the corner. Because I'm gonna use
this to see if things like from the side view
here I can see that I need to take my Move brush
and move the angle of his job back because it's not
quite lining up correctly. My face is a little bit little
bit off kind of all over. So there's just a bunch of little adjustments that
we're going to have to make before this is a really,
really solid piece. I'm going to move
the mouth back. And because I moved
the mouth back, I'm gonna move the other
parts around it back as well. Jin those two supporting
parts at the bottom, those fat pads at the bottom, I'll even move this
main piece back and make sure I maintain
that angle of my jaw. I'm trying to get my
forehead to line up with the front of the mouth a little
about a little bit more. And maybe I could even just
bring the forehead forward. It doesn't take that much. When I move my forehead forward, I want to make sure
that there's still space for this inner corner of the eye to be further back
in the skull like this. And it looks like
that's a good distance. Going back into the face. Grab this kind of mess with these fat pads
under the eye here. Cool. That's looking better. Next, I'll just make
sure that the shape of my skull overall looks okay, that it's still got that kind of round egg shape at
the angle of my ear, lines up with the
angle of the jaw here. Bottom of the ears still
matches the bottom of the nose and the top
of the brow here. Those are all in place. Let's do something
about the nose next. Noses, our noses are
interesting because you can just do so much with a nose. There are so many
different shapes. So I'm gonna, I'm gonna
kind of squished down this tip by pulling it further down towards
the bottom of the nose and bringing
it in on itself. Then I can narrow my
nose bridge as well. Bring it up. I want the bridge of my nose to be a little more
prominent than this tip piece that I made. And I'm just going to slowly move all these parts
around with my Move brush. Also with your nose. The way that I
showed you to create these nostril wings in the earlier video is
really important. But sometimes if you're
doing a stylized character, you don't necessarily have
to show this back part. This area here. It's not always necessary. Some people, when
they create noses, they just let the nose
sync directly into the face like this.
And that's enough. As long as you're
getting the shape of this wing, nose wing, correct. That's really all that matters. So don't stress too much about making sure
that the whole thing is sticking showing
like you don't have to have this whole
thing showing like this. Otherwise it would look weird if your whole your nostrils
will be way too far forward. So sometimes this is a good enough approach for some people, but that just depends on the
style that you're going for. And you can compare
it to reference, compare it to
different images of characters or whatever it is that you're trying to sculpt, but that's just something
to keep in mind. It really just comes down
to a style choice for this. I think this will be fine
if I let it just kind of merge into the face like this into the top of the mouth. I don't think it'll
be a problem. And it'll still look. The shape of the nostrils
is still very readable. And the angle of the mouth
and everything looks okay. I think that's what's more
important in this case. I'm just going to be
moving this a little bit. And then I'm also going to
take this nasal labial fold that's along the side here. I'm gonna grab my
H polish brush. Make my brush size is fairly large and I'm gonna
flatten down on top of this so that
it's not bumping up. But instead it's a flat
on top that it runs down. And along the face,
nice and flat. Because if you look at that
actual fold on your own face, it is relatively flat, but it just depends on
your shape of your face. Of course. This can really accentuate
lot of different. This fold around the mouth can really change the way
that your face looks. It's something to really
pay attention to. Where it attaches here, toward the bridge of
the nose and how it folds around these creases and corners where these nose wings
come up to the nose here. And just how thick it
is or how thin it is can really change the way
that your face looks. For example, if I wanted
to make this really, really big and really prominent, suddenly your character
gains a whole different. Look. If you make
this really thick. And if you really wanted
to play with the shapes, you could even at this stage
because it's your sculpt, you can do whatever
you want with it. You could grab this
part and just bring it along underneath your cheeks if you wanted to fill
in the cheeks more. That's the beauty about this
whole method is you can, once you sort of understand
the structure of the face, you can start to play
with these parts and start to really make
style choices and say, what do I want this
character to look like? What does this, what
does this character? Who is this character? I'm actually just
going to hit Control Z because I don't think
that's looking pretty good, but you get the idea. It just being able to make
style choices like that, and being able to
just manipulate, manipulate your mash however you want to get different results. I'm just going to smooth
this down a little more. Let's switch to a
different sub tool so I can see if it's blending
in with the face. So it's kind of sticking
out pretty far. So I'll take H Polish again
and just flatten down on it. Just get this nice. Try to get these. This is what we're
looking for right here. How it emerges in with the other parts of
the face a little, a little bit better. A
smoother transition. Now that it's down
to a nice thickness, it looks like the
thickness is okay, I'm going to shift and
just smooth this out now. Then maybe we'll
just move it forward using our camera angle to our advantage and just move
it forward a little bit. The face like that. Now let's mess with
this chin here. I want to bring in this chin since it's a female character, I will make the gentle
little smaller, a little less prominent. Were a male character, the chin might be
a little larger and have an indentation in
the middle of some male. Characters have this
cleft in their chin. It looks like that. But it just depends on female. Female characters
can have that too. It's not just specific to male, but some Chen types are
a little bit different. So something to keep in
mind for this character. I'm just going to have
this be a nice and round. And to create some
stylization to it, I am gonna take my H polish and smooth this, sorry,
flattened this. I can see here that I've
gone too far so I can hold Alt and it will build up
the clay on that spot. And then I can smooth it
down to kind of create this unique sort of
chin shape going down, which actually that's
not going to work. Make my brush smaller, hold Alt and it will
build up the material. And then also with that done, I can make my brush
size really big, hold Alt and just go on this spot here and
then smooth it down. This creates a nice unique sort of knob shape for
my Gen like this. And creates a nice stylized
angle to it as well. Same thing with these
little corner pads here. I'm gonna flatten them down
with H polish and then hold Alt to build up on top of it. When you're using
Alt and H polish, it creates very nice, sharp, clean, flat
surfaces like this. I love H polish for
this so you can smooth down and then hold
Alt and build backup. And then you suddenly have almost this hard
surface modeling look because it's only
creating flat geometry. Wherever you're smoothing
or cleaning up your edges. I can smooth down and then
hold Alt and build it up. And then same thing and just go work my way
around my object and just use my H polish
on a couple of places and then hold Alt
and go over those again. And it will build
up the geometry that I eventually start
to get these nice, clean, hard edges around
some of my pieces. And this is where it starts to become almost like hard
surface modeling in a way. It's a little more, little
more interesting to look at. Some people really loved
doing hard surface. So I'll press W to
bring up my gizmo and just move this in and rotate it using my gizmo to get it into place rather
than trying to use the brush to get it
to do what I want. Then I'll just grab my
Move brush and just very subtly pull in those
corners like that. The Milgram, our chins
smooth it down a little bit so it fits
him with those pieces. We'll grab these and just
move this edge so that it combines with this part of the face and the jaw
a little bit better. Cool. That's looking a little
more interesting now. And we could do the
same thing with all these other parts. I like taking my H polish and just smoothing down or sorry, just using the H polish to
kind of flatten this down. And then holding Alt to build a pick-up and then
smoothing with shift. And then you just
take your Move brush, get everything into place here. So very quickly we've
already established some really unique
shapes on the face. And I think these bottom
parts are looking a little too hard
surface looking, so I'm going to smooth them
down because it doesn't match with the rest of the
dynamic of the face. But it still gives
it a cool look. I'll make sure that
that lines up at the bottom part of the
jaw here and at the chin also matches up with that draw. Smooth this down as well. Now I'm going to grab
my main head piece here and where the cheeks come
in towards the mouth. I need to pull this
out just a little bit. Because if this cheeks
for sunken in like this, our character would
look really emaciated. Usually if a person has kind of sickly looking at their cheeks are
sunken in like that. So the cheeks need to come out just a little bit so
that when you're looking at it from this
three-quarter view, there should be just
a little bit of a little bit of a bulge right there coming down
from the cheeks like this. Smooth it just a tiny bit. Just to be aware that that's something to keep
an eye out for. From a three-quarter view. This little Obviously
the eye socket, the brow comes down
and then comes in like that boomerang shape. And then back out for
the cheekbone and then comes down here
toward the teeth. And it should be
just a little bit of a pop right there where
the cheek stick out. Now. See a mess around with some of the
other parts on the face here to the nose. I'm just gonna make the
bridge a little bit thinner. Gave them make the
nose bridge a little thicker. Let's keep it thinner. For now. Eyelids. I'll leave
the eyelids alone for now because we've already
spent enough time doing that. I don't want to have to
move that around right now. Let's mess with the mouth first, I'm gonna take this
nasal labial folds, move it back so that it's not overlapping with the
corners of my mouth. I have it out to the
sides like this. I want this to be a little
more relaxed feeling. I'm going to bring down
these corners here where it comes down from this corner of the nose down toward the mouth. I'm just going to have this angle that comes down and
in a little bit like this. Otherwise the face might
just look like it's tense or like it's making an
expression or something. And then I don't want that. I want this to be a relaxed,
neutral looking face. I'm losing some of the
roundness from this, so it's kind of tricky. But of course later on, once we merge all these
pieces together, we can always fix
this whole shape. For now, I think that's
a good place holder. So now we'll grab the mouth. And I want to make
sure that I have these these corners of the mouth showing that this
isn't going to cover it up. I want to pull this back out
of the way a little bit, smooth it down there. Now we can actually
see these nodes that I originally sculpted into
my mouth here on the sides. And what I mean by
nodes is it's kind of like a little placement of muscle or tissue right here in the corner of the mouth that kind
of sticks forward. And you can really see
it right here where this line of the mouth
comes down and over the top of that bottom lip and how it kind of sticks
forward right there. Not all mouth's do that exactly, but there is a pretty distinct little spot right
here on the corner of the mouth that does come forward a little bit
more than the top lip. The resolution on this
mouth is pretty low, where it's at 20
thousand points. So if I read DynaMesh,
it 27 thousand, so I'm going to turn my
DynaMesh resolution up to something like three or 400. How about 400? That about doubled the amount
of geometry that I have. And so you get a little
bit of this artifact in here with DynaMesh sometimes. So we can just go in and just very gently smooth that out. When we start to get up over 50 thousand points, it starts, the geometry just becomes
to be a little too much. It's almost more of a hindrance to have that much geometry. Sometimes, at least
in my experience, when I first started sculpting, I always went for higher
resolution right away, I would crank the
DynaMesh resolution super high so that I can start
sculpting in detail right away. And that was kind of a mistake. I shouldn't have
done it that way. Well, I guess I
learned the hard way. And I didn't realize
that starting with lower resolution first is. Definitely better for you because it teaches you
the actual shapes. And you're not really
supposed to get into detailing right away anyway, it doesn't make sense to
try and detail something if you haven't even
created a foundation or a base for it yet. So that was just a mistake
that I like I said, I had to learn the hard way. So now I'm just taking
Damien standard and tracing the shape of the upper lip and the shape of the lower lip. Not trying to create
a line for the mouth, but I'm trying to
trace the shape of the upper lip and the shape of the bottom lip at the same time. I know that my bottom
lip is made of two large fat pads
here and here. And then it's divided
down the center. There's not always such a
huge crease down the center, but I like to put that
in for stylization. I just think it looks nice. Then the upper lip is
made of three parts. This middle section and
then these two side wings, so the center part
divides about here. And then these two wings
that come down and over creates the cupid's
bow shape in the mouth. Now I can take something
like my standard brush. And right in the center
of the upper lip, I could just start to
draw a line and trace along the outer edge. And it will really make
those lips pop like that. And then just hold shift and smooth from this
side of the line. I don't want to
smooth up here as much I want to smooth in here. Shift smooth like that. That you get this nice
thick little border around the lips and I missed
a spot right in the center. So I'm just going
to fill that in. Just barely touched
that and fill in it. Now with your upper
lip, you have the philtrum coming down
from the nose like this. And it sticks out and forward and connects
to your upper lip. And the high points of the
upper lip connect with those two lines for the
philtrum here and here. Then of course,
the center of the philtrum comes down and end. So you can hold Alt
and carve that in a little bit, smooth it down. Something along the
lines of this like this. Do you want those
two high points of the upper lip to line up with those lines
from the philtrum. The philtrum is usually
relatively straight line. It's not going to
be bowed like this. It should just be a straight, straight line down to those
high points of the lip. And just work on a gradually, slowly and just
kind of build up. Your shape of your
lips is not correct. Make sure that you
have this outward facing outward and downward
facing upper lip like this. I like that 45 degrees
angle like this. And then the bottom
lip should be it's counter sticking in just
a little bit further. Not sticking out as far. And even just pull it back a little bit with the Move brush. You get this nice
compliment here like that. And just for this, I'll just put a little bit of texture with my clay buildup
brush on my upper lip here. I'm not going to go straight
down all the way across. I'm going to try to follow
the curve as if there are cylinders laid inside of here. And instead of here, I want
to follow the curve of where those fat pads lineup follow the curve as if
there is a cylinder inside of here in
this direction, going all the way to the bottom. Then just very gently smooth. And leave some of that
detail on the inside, closer to the line of the mouth. And then it stands
out a little bit more because then you get those
deep shadows in there. Same thing for the bottom lip, curved down and around
and out like this. Oops. Out like this. Smooth, this very gently. When you're doing
your mouth like this, when you're trying to
put details on the lips. Sometimes symmetry can just
make it look very inorganic. So what you can also do
is just turn symmetry off and just work one side. And then work the other side. And then smooth. It
gives a little bit of asymmetry that you're not just getting a perfectly symmetrical
model the whole time. There we go. Following that line and making sure that
I'm not building up my formed too much. These lips are really big. So not all characters are
going to have huge lips, but it's a style choice. Depending on how you want to
do it for your character. And then I'm going to take my standard brush and just
go along the outer loops, make sure that you have
symmetry turned on for this. I'm going to trace this line of the bottom lip and I'm not going to start here
at the corner of the mouth and come down because the bottom lip tucks in
underneath the upper lip. So even want to come in just that little,
a little bit here. So I want to start my
line here, not here. And just follow along
the outer bottom edge. Like that. Cool. Then of course below
the mouth we still have those those two fat pads
here and here on the sides. So I'm just going to add a little volume and
see how it looks. Make them a little more
prominent because these are the two shapes that
sort of wrapped down and around the chin. They look pretty, pretty big. Actually, they look
a little too big. So maybe I'll take
my age polish brush and just flattened downward, sticking out too far. Then smooth it. There. There's still some
roundness there, but it's not too round. I can also take my clay buildup brush and hold Alt and kinda
carbon this sort of shape underneath the
lip and then smooth it to really push and
force that shape. Now you're really getting
this the shadow here for this fat pad coming off the sides of the
bottom lip like that. Then it transitions into the
chin a little bit better. And really this is really
all that the bottom lip is. It's just these two halves
with all the fat and muscle that come up and meet
right here in the center. These two fatty
parts, It's almost like an extension
of the lower lip. And every smooth that out. So it's a smooth error angle. You see how that really just
creates this shape here. It's just like a big
peace that juts up and in toward the center and meets to create that bottom lip. And it really does just wrap down and around the
chin like that. If this isn't
looking quite right, we can also just
build this up here. Notice the direction
that I'm sculpting. There are two ways
that you can go. Like if you know
that there is fat or fiber or muscle in
a certain area, you can either sculpt along with the direction that
the muscle fibers go. Or I like to sculpt across
perpendicular to wear, the muscle or fabric fiber or any of that ligament
or anything goes. It's just a style choice. But just be aware. If you know that something
connects from a to B, you can either just draw
straight from a to B or you can sculpt across it to build up more even forums
that way as well. That's the way that I
prefer, but you can do both. I've seen plenty
of people do both and both work equally as well. Just be aware of where things
are and where they connect. And that's the most
important thing. I can even build this up here to bring this
down into the chin. A little more, transition, a little more gradually
into the chin like that. Cool. Now all these parts are in relationship
of one another, are now connecting a lot better. I've got my chin here. I don't really need to
do much to the chin. It's already got it's
little knob shapes. I'm just going to
leave that alone. Maybe for the cheeks we can
hold Alt and just carve in underneath here under
this zygomatic. Just slightly and then smooth it just to create
a little bit of, a little bit of a plane change. Now I can see, because
I'm doing all of this by John needs to be moved now so I can
grab my Move brush. And I'm going to look at
it from the back to make sure that I'm not
making it too small. I'm just going to bring it
in towards itself a little bit and then look
at the bottom and make sure I'm still getting that natural horseshoe
boomerang shape. Looks okay. Getting off center and the ears. So let's talk, let's talk about
the years for a sec here. Make sure it's lined up
with the angle of my draw. Maybe even more like this. Bring it down a
little bit so that it matches the bottom of that nose. Could even move it in
like this and I could even rotate them out
even a little bit more. Snapped my camera angle by
holding shift like this. And then just use my gizmo, the gray ring at
the camera angle. Just rotate them out a
little bit like that. And if you want, at this point, you can make your ears pointy. If you want, just grab the point here and
just drag them back. To make other fantasy character or something cool like that. If you really want
your brush to be able to drag the tip of that
ear even further out. You can go up to
brush modifiers. I'm sorry, curve
and turn on ACU. Acu curve makes it so that wherever your
mouse is touching, it's pulling directly
from that polygon, specifically whichever
polygon your brushes on, it, moves everything from that spot and makes
much sharper points. When you're moving things.
Accurate curve can make a nice raised points like this on the
surface of the skin. It's also better for moving around strings of hair
and things like that. Because accu curve is not moving everything
within your brush radius at the same time it's focusing on the single spot that
you grabbed from first. And that's how it prioritizes
how everything moves. At U-curve is very
useful for getting really more precise shapes when you're using
your Move brush. Just be careful because
you can also create these really sharp
indentations like that. So it's very specific. You want to use it for specific things, not for everything. But that is also just
something that's very handy. To be aware of. Acu curve. I don't think I'm going to make this character's gears
pointed just because I've done a lot of
stylized characters lately that have 40 years. This one's going to stay normal. The detail on the ear
is pretty good already. We spent a lot of time
on that on your video. So really all I'm gonna
do is maybe turn up my DynaMesh resolution to
something a little higher, 300. You can also find that in
the geometry menu under DynaMesh resolution slider
right below DynaMesh there. So I'll hold Shift and just
smooth onetime real quick. Then that'll allow
me to hold Control, click and drag and
read DynaMesh. So up to 30 thousand
points, that's fine. Now I'll take my damien
standard and start just kind of getting in
some of these deeper, deeper areas in the ear. Because I really want the
shadows to stand out more. I'm just using Damien
standard to kind of carve in some pathways here. And I'm looking at my reference, of course, I have for my ear. And just tracing all those
major parts that we made. This outer corner, outer part here that comes down to the inside of
the ear and wraps up and around the outside, and then down into the ear lobe. And then this inner
part here that has those two branches that come down into a
single part here. Just really trying
to accentuate all of those little twists and turns
on the inside like that. So when I look at it
from farther away, it reads more like, oh
yeah, that's an ear. Grab our clay buildup and
hold Alt and carbon here. This part is starting
to look a little thin like it got pinched
a little too much. So I can either grab
the inflate brush, which is just under eye, and just inflate that
edge a little bit. And then smooth it down.
Grab my Move brush. Or if inflate isn't
quite working, you can also add on
with the clay brush on the sides of it to
make it a bulk it up a little bit more like
Add-in right here. Like that to make it
just a little thicker. Clay brush also does this thing where it can poke through
your object like this. See how I sculpted there and it pulled through the geometry
from the other side. That's because this is too thin. So if I sculpt up here, if there isn't enough space, it can pull through
from the other side. So that's ever a problem if
it starts doing that to you. You can also go up to
brush, go to modifiers, and turn on I'm sorry, go to auto masking. Not an auto masking
either. Where did it go? Well, there is a modifier
that allows you to turn on back face masking, which is what I was looking for. And it's just a it makes it so that the clay brush
is not going to pull from the other
side like this. It's not going to pull and create a hole on
this side of your mesh. I actually have back
face mask up here on my interface already just
in my custom interface. But I believe the
shortcut was in brush. Under it is under auto masking. So under auto masking, there's back face mask. If you turn back face mask
on like that when you carve or sculpts with clay
buildup or clay on one side. It's not gonna pull the
geometry through like that. So like if I were to
turn back to his mask off and then use my
clay buildup like this. Now of course now
it's not doing it. But if I do something like
this there, it creates a hole. Sometimes if the
brush clay buildup or clay pulls too hard, but with back face masking on,
it doesn't do that at all. It only affects the top
vertices and nothing else. That can be really handy if you just need to thicken up apart, go over to brush, auto masking, turn on back face mask. Then you can just sculpt
away on something that's thinner and it will only affect the side that
you're sculpting on. And I won't create a
hole in your mesh. Now I'm just going to
grab my Move brush. Let's move this down to
even it out a little more. Make sure this part
is nice and even. And looking at our reference, this park should come up. I still have ACU
curve turned on. I'm going to go back to brush. Curve, enter inaccurate curve off because I don't want
those sharp points in their bring this up so it's
nice and round looking. Yeah, something like that. Already we're starting to get a nice shape out of this ear. Now, once your to this point where you've sort of messed
your pieces around and major character look a little more unique or stylized or
however you want it to look. Now, you can really start
to play with the shapes. Now you can really start to
ask questions like, okay, is this a human character or is this an alien character with a different shape to brow
bone becomes back to here. And maybe they have these
protrusions in their forehead. And you can use Damien
standard and just start creating shapes
and things like this. This is the stage where
it becomes really fun, where you can really start
to ask questions like, well, what if this character
was this or what if, what about their anatomy? Just from the basic
understanding of anatomy that you have now from taking this course, what can you change about
the basic anatomy like the zygomatic and the
jawbone and the brow bone, or even simple things
like changing the nose. What are some simple
things that you can do to make your character
stand out as more unique. Something that isn't
necessarily human. If you want to sculpt
creatures or you want to sculpt anything stylized at all. This is where style choices
start to really come in. And you can just, you
can really create some unique and
interesting characters very quickly from this stage. Just by pushing and pulling
a couple of pieces around. Already we've been able to create something that
looks completely inhuman, like a semi alien race. So it sort of type of character just from
a couple of lines. It doesn't take that much. And then just following the general anatomy to create unique shapes that are not
ordinarily found in humans. And just experimenting
from there. It doesn't even take that long. You can. The beauty of it is you
can always just press Control Z and go back. And you can always just
try and create something new if it doesn't
quite look right. Something that I really
love to do when I trace out big shapes with the
Damian standard like this, is when you create a
line in this direction. Take your clay buildup
brush and trace along one side of that line,
right down the center. Not on both sides,
just on one side. And then smooth it.
And it creates this unique sort of raised
shaped like that. This is just a really
fast way to create some really cool contour lines on a face or on a character. Something unique like that. Give this guy some horns. Even turn off
symmetry and make it asymmetrical so
that it looks more interesting to the
eye like this. At this point. It really is just up to you
to create whatever you, whatever you think
is interesting. If you're just
creating humans, of course, then that's great. That's kind of the point of
we've learned human anatomy so that we can play around with the rules of anatomy
that we know to create more unique things and making it still something
that's relatable, that looks semi human. But also maybe, maybe not, maybe something that's just
human enough to be relatable. But that's very far
removed from being human. Anyway, you get the idea. And I think that's going to, that's a good enough
explanation for for what I'm trying to get at. The point is now that you're to this place where you have all your basic
structure in place, you can really quickly
start to experiment with and use this
as a template for the next time that you do
a project or something. You have this face. It's already created. And then you don't have to go back and recreate
an entirely new face. You can use this for the next couple of projects
to just give yourself a starting point and just experiment with some
characters and experiment with shapes and have fun playing with character concepting in 3D. That is going to do
it for this video. And in the next video I'm gonna show you how to merge all
these parts together. And then you can sculpt
on everything has one single piece. I'll
see you in the next one.
11. Merging And Final Details: All right, Welcome back. In this video we are going to talk about merging
all the pieces of our face together and sort
of finishing up our sculpt. And I'll show you how
to go about doing that. So the first thing we want to do before we merge anything
together is of course, makes sure that everything
is the way that we want it. Because when we
merge everything, obviously it's all
going to be one piece. So if there's any large parts that are sticking out
or that don't quite sit flush with other parts like this nasal labial fold here. I want to try to get to really, really line up with my
cheek here and the sides of the face a little bit better so that when
I merge it together, I don't have to go
in there and try to fix anything so much. That's the whole purpose of
having all of these parts as individual moving pieces
is so that we get more control over
our whole mesh, which is why we didn't
start with sculpting the whole head as one
piece from the start. That's good enough for now. We can also go in and just
kind of do some adjustments. When we merge these together, there are gonna be some lumps and bumps that
we'll have to fix, but we'll get to that.
When we get to that. Once your pieces
are all in place, go over to your sub
tool menu on the right. Make sure that only the parts
that you want to be merged together are showing like I have my copy of my
initial skull here. And that's hidden, which means this eyeball is turned off,
which means you can't see it. That's how you hide
your sub tools. So hide anything that you
don't want to merge together. This is a
nondestructive process. So even if you accidentally emerged something incorrectly, we can always just go
back and I'll show you how I have all my subtables showing that I want to merge together in our sub tool
menu on the right here. Go all the way down, go down to the merged menu,
and open it up. And there's the Merge
Visible button. So click on Merge Visible. And right above your
sub tool menu up here, where the simple brushes
and all these other things, you get this merged version which is in a different
scene of its own, with its own sub tool
list and everything. You can switch back to
your original scene that has all your original
SAP tools over here. And note the number 15 sitting right here on this
corner of this scene. Tells me how many sub
tools are in that scene. That's how I can tell that
that's my original scene. The one with 15 sub tools is the original scene
I was working on. And then there's this one
that was my merged scene. Now this is all one sub tool and everything is merged as one. Now, a couple of things happen when you merge all your
sub tools like this. First of all,
DynaMesh gets turned off and everything keeps
its same resolution. So like my nose
pieces and all that, this is lower poly
than the other parts of the face and everything
is a different resolution, but they're all one
joined sub tool. So there's a couple of ways to go about
dealing with that. The first thing that I
want to do is I want to separate a couple of these pieces so that they aren't merged
with the whole face. And the first thing is the eyes. A quick lesson in ZBrush, you can hold Control
and Shift and you can click and drag this box
on anything that is over. It will show just what It's selecting and
hide everything else. And then you can show
everything again by holding Control and Shift and tapping or left-click outside
of your mesh. The same thing works
with poly groups. So what we need to do is
scroll down on the right here, go to the Poly Groups menu. And if we turn on poly frame, it will actually show us the colors of all
of our poly groups. So if you're not familiar
with poly groups, all it is is ZBrush giving, giving a part of the mesh its
own color so that you can separate it and do you can control your
mesh better with it. And poly groups are really quite the powerhouse of ZBrush. Being able to
control poly groups makes all the difference. And it works in other
3D programs as well. Being able to make vertex groups essentially that's what it is. It's a vertex group inside of ZBrush that tells the model, hey, this is a different
piece than this. If you hold Control
and Shift and click on one poly group, it will isolate just
that poly group and hide everything else. Then you can bring
everything back by holding Control and Shift and tapping
outside of your object. So if everything is its
own poly group right now, I can hold Control and Shift, tap on any of those
one poly groups. And it will just show that poly group and
hide everything else. You can do that with
the mouth or the ears, or the chin, or any of these
different parts of the eyes. So here's where we run into this is why I wanted
to talk about this. So my eyes are the same
poly group color as this caruncular piece that we created for this
inner corner of the eye. And that's going to
create problems for us. The only way to fix this is by going to the Poly Groups
menu on the right. Hold Control and
Shift and tap outside your object to make sure
that everything is showing. If you hit Auto Groups, auto Groups automatically
goes through and detects if everything
is its own, anything that's an individual
poly island that's not merged with any geometry
that anything that's its own separate piece or
object that's floating, it will automatically create it as a poly group of its own. So by hitting auto groups
every single piece, because none of these
are merged yet. They are now their
own poly groups. That means that each ear
is its own poly group. Each eye is its own poly group. So there are
individual like that. Now, a quick way to create the same poly group
for some of these parts, like if I want both of my ears to be the same poly group and
not separate poly groups. Hold Control and Shift. Click on the ear. And
it'll show the first year. Now if you hold Control
and Shift click and drag outside of your
object and let go, it will show everything else. I'll repeat that. Hold Control and Shift click on the ear to show just the ear. Hold Control and Shift
click and drag to show the opposite of what
you had just selected. So now that you've
shown the opposite, you can hold Control and Shift and click on another poly group. And what happens is it
hides that Poly Group. Now you're in a
subtractive select View. So now that I've
hidden the other ear, both of the ears are hidden. I can hold Control and Shift, click and drag to
show the opposite. Because these were the only
thing that were hidden. It shows just the ears. Now the thing with poly
groups is you can hold Control and click and drag and
put a mask on your object. And anything that the
mask is touching, you can hold Control, press W on your keyboard, and it creates a poly group just out of whatever is masked. You can also, if just these parts are showing and
everything else is hidden, you can just without a mask
on your object at all, just hold Control and press W. And it will just
automatically poly group everything that's showing
as the same poly group. This is kind of a
lot of information, but this is a super-fast way to navigate in ZBrush if
you're using poly groups. I'll do the same example
with my eyeballs. Each eye is its own poly group. I'm holding Control and Shift tapping on one eye to show it. Now hold Control and Shift click and drag to show the opposite. So everything else is showing. Now I can hold Control and Shift tap on the other eye
and it hides it. And then I can hold Control
and Shift click and drag to show the opposite again so that both my
eyes are showing. Now if I just press Control W, they are both the
same poly group and you can just hit Control
W again and again. If you want to change the color, the color doesn't matter. It's just a way for ZBrush to differentiate one poly
group from another. You can press Control W until
you get the color you want. Then hold Control Shift, tap outside of your
messages, show everything. I do this with mirrored
parts like this, like the eyeballs, the
eyelids, and things like that. And it might seem a
little annoying at first, but it's actually
good practice just to go through and
do this anyway, because it's going to
give you the practice of just navigating
ZBrush this way. Show the opposite,
hide that part, show the opposite Control W, Control Shift Tab
to show everything. So once again, if I want these little
pads underneath the eyes to be the
same poly group, I can hold Control and Shift, tap on the one on the right. Control shift click
and drag to show the opposite Control Shift
tap to hide that one. Control Shift click and
drag to show the opposite. And both of these
showing hold Control, press W, and now they are
both the same poly group. Control Shift, left-click or tap outside of my object
to show everything. I'm just going to go through
very quickly and just do each of these
pieces like that. And then he's Jin
pieces of course. Drill, W Control Shift
Tab to show everything. And I think it did
with these two. So it's just a, a, a, some people think that this is kind of an annoying feature
to have to deal with. But honestly, I think
it's really powerful. And I think it's really
unique in the way that ZBrush lets you deal with poly
groups because it gives you 100% control over
every single piece. As long as nothing is merged,
which nothing is yet. Now that we have everything
or poly groups set up the way that we want
from this point. By the way, if you
do all of this and you say you mess up your
poly groups or whatever, you can always go back to poly
groups and hit Auto Groups again and it will
make everything its own poly group again. There are a couple
of other, other options in here for grouping, grouping by normals
and other stuff, but that's for other projects. We don't actually need any of those other options for this. Now that our head is all set up like this turn off poly frame, we can see that, yes, That's one poly group. That's one poly
group. That's one. That's one of the ears or one. And I'm just holding Control
and Shift and tapping on one and then tapping outside
to show everything again. Tap on that to show it, tap out here to show everything. Tap on that to show
that, etc, etc. Now that this is all set
up, I'm gonna take this, go to my sub tool menu, go down to Duplicate. And then I'm just going
to hide my original one and then make sure I
click on my new one. That if I mess anything up, I
still have this to work on. And we still have
our original scene with all of our subtotals in it. Right back here with
the 15 subtitles. But I'm working in this scene up here with just two
sub tools in it. Now we need to merge
everything together. I'm gonna turn poly frame off. And under our sub tool
menu on the right, you want to go down
to our, I'm sorry. If we actually want to go to the geometry menu and we're
just going to go to DynaMesh. What's going to happen when I hit DynaMesh
is everything is going to merge together into one solid piece and it's all gonna be the
same resolution. So I need my resolution to be fairly high when I turn this on. So I'm going to turn it
up to something like 400 and hit DynaMesh. We see here that did
a pretty good job. And if we go in and just kind of smooth up some of these details, I think that's a good
enough resolution. But the act of number of
points that we have is, oh wow, it's 500 thousand. That's might be a
little too much. So I'm gonna hit control
Z. I can go back. I'm going to undo my
DynaMesh by hitting Control Z. There we go. I'm gonna go back
with Control Z. I'll turn my resolution
down to something. We'll leave it at 128
and hit DynaMesh. That's too low. So you're just gonna
have to play with the resolution slider until you get a somewhat desirable
amount of detail. I think that's I think
that's good enough. I don't I don't need
500 thousand points. I think this will be okay. So I'm sitting at an
active number of points to 300 thousand by DynaMesh
resolution was 320. But it's gonna be
different for you because depending on how big, if your object is in your scene, DynaMesh effects it differently. My resolution was around 301 thing that I forgot to mention. If I hit Control Z
and undo DynaMesh. What I wanna do
is I want to hold Control and Shift and
tap on my eyeballs. I want to split them
from the rest of my mesh because I want
to be able to paint the eyes later or do something
with the eyes later. And it's really hard
to do any detail on eyes if they are merged
with the rest of the face. And a general rule in 3D is if it's not emerged
piece in real life, than just make it
a separate piece. Like if the skin isn't attached. Or like same thing for a
piece of armor or anything. If it's not attached, just
make it a separate piece. The rest of the face
can be merged together because the skin
attaches everything. But the eyes. I
want to be separate because in real life
our eyes are separate. They're sitting inside of
your skull and they're held by all of the muscles and everything else
that's in there. So hold Control and Shift. Click on your eyes
and it should show the poly group that's both eyes. Mask both eyeballs. And now Control Shift
tap to show everything. And now we're gonna go
to our sub tool menu, go down to the split menu at the bottom and hit
Split masked points. Now you see on my
sub tool menu on the right by eyeballs are now their own sub tool
and the rest of the face is its own sub tool. Now, when I have my
main head selected, I want to go back to
my geometry menu, go down to DynaMesh, set my
resolution to around 300, like I had it before,
and turned DynaMesh on. So now I might even turn
it up a little bit higher. Just so that inner corner
of the eye looks better. Yeah. Okay, That looks fine. Now if I go out of solo mode, my eyes are their own
subject and I can hold Alt and click on
them to select them. And they're separate
from my face. Now that we have
all these pieces merged together for our face, we can just go through our
mash and just hold Shift, kind of go around and do
a little bit of cleanup, get some of this artifact, some of these parts
where it's really messy because DynaMesh
does a good job, but it also leaves a
little bit of a mess. We want to make sure
that everything is merged looking correct. Take our Move brush. It's kinda move this ear lobe
up where it attaches more. In our resolution is
pretty high because we're up to 400
thousand active points, which is a lot. That's a lot. Not all computers
are built equal. And blender and other programs
sometimes start to chug a little bit when
you start putting 500 thousand or a million
polygons into them. So it's a good idea just to keep your polygon count as low
as you can get away with. But for this, for
sculpting and ZBrush, ZBrush can handle
millions of polygons. So if you're just going to
be using this in ZBrush, it's not that big a deal. You don't have to
worry about it. All right, now we want to go
smooth out the corners of this nasal labial
fold coming down, down into the chin where
these fat pads sit. All this should be smoothed. All there should be one part. Smooth out the bottoms. This make it look a
little more uniform. I'm just going to try to create softer transitions
between all of these parts so that it's
not so harsh looking. It's not so angular looking, at least not right off,
right off the bat. Because then in your own face, if you look at your
face in the mirror, a lot of these pieces, they all transition
together very smoothly. Remember you also have
DynaMesh turned on so you can hold
Control and click and drag to read DynaMesh at
any point if you need to smooth down our nose very, very, very gently, I don't want to mess up
the shape of that knows. I want to keep that
little separation of those wings in the
front because that gives us slightly
more realistic look. I'm gonna grab my Move brush, pull down this bottom plane of the nose so it's sticking out
and forward. A little more. Same thing right here
where it attaches at the philtrum and see how I
was talking about before. It's okay to just have the nose wings kind of disappear into the
face like this and create this sort of half oval shape coming
out of the face. It actually ended up
looking pretty nice. Now I just need to take
Damien standard carve in and around this nose wing base here. When you're carving around
the nose base like this, try not to make it
super round like this was something that
I used to do a lot when I first started. But if you look really closely, There's a line that
comes down this way and then it curves, carves out like this. It's almost like a point. It's probably not the
same in all noses, but it's something
that I've noticed a lot like when I look at my
own nose in the mirror, I looked at several other
people that have looked at this angle that comes
down and then up like this. So it's like a V-shape. And it helps to create that angle of this
nose wing and how it wraps around and how the nasal labial fold
wraps around it like that. And kind of pushes it
into the face like that. And just very slowly
smoothing all that stuff out. So it's those kind of things that you want
to be looking for. Little tiny details like that, like what are the angles
of little shapes? And look at it from
different angles. Don't just look at
a reference photo from the front because
that's not going to give you enough information for
the side of the nose or for other parts of the face? I can just adjust the
shape of my nostril here. Now that everything is merged, we can really refine, but it's also a lot
easier to mess things up. Which is why we didn't
start sculpting. Everything is one
piece from the start. When you're at this phase, everything should be blocked in relatively the everything should be relatively close
to being final. In terms of the foundation. You shouldn't have to move
the cheeks around a lot. You shouldn't have to move
the nodes around a lot. It's just little details. And you're not going for
100% physical accurate. You're just trying to get
the shapes to read correct. Then focusing on smaller details like I was talking about
that corner of the nose. Just a little shapes
like that on the nose. There's also this section right here that's sort of
like a triangle shape. Like this. This is an extreme example, but this is a section of the nose right here,
this triangle shape. It comes where the
wings come and meet in this bridge here. There is this sort
of triangle shape here that you want to
kind of just subtly, you can carbon right here. Let's move it down
just very subtly. And you don't want it to be a
perfect triangle like this. You just want to suggest that
there is that shape there. Then your brain will pick up
on the rest of that detail. From there. Next I'm gonna go and
fix up the bridge of my nose because it
looks way too even. What's a little too symmetrical. Also, my jaw is a
little too big. The chin is way too far down. So first I'm gonna grab my
Move brush, make it really, really big and pull this
jaw up just a tiny bit, pulled his chin up,
I'm sorry, tiny bit. And this draw, another
reason that I try to avoid such a high
resolution with DynaMesh is because
you start to get this lumpiness to your
sculpts like already I can see there's some lumpiness going on in the angles
of my jaw here. It's really important to keep
an eye out for these things before you merge all
your pieces together. Because it's going
to really help sell. Ear piece. You can identify these
things before they happen. I'm going to grab my eyes
here, turn on symmetry, go to unmasked mesh center here, and then just move
them slightly. I could even scale my
eyes down a little bit. I think they're a
little too big. Just move them in. Maybe pull them forward
just a tiny bit. Pull them forward a little more. From here. Zbrush is. Now you can really, really started to try. And if you wanted to start
creating a likeness sculpt, or you wanted to start creating something that's more than
just a basic character head. Now you have a merged
face and you can really start putting some detail and
on top if you wanted to put pores on there or put color
on there or anything else. Now you can actually
really start to make this a unique face. Something that's not just like a Lego face with a
bunch of pieces on it. I'm gonna I'm gonna carve
down on this part of the nasal bone with
my clay buildup just barely to create a little
bit of an angle like that. So there's a little bit of a bump and there's a little bit of a of a transition. It's not just a straight line. I tried to avoid straight lines. The organic nature of the
face and all of its pieces. They flow together
very naturally, very organically, very smoothly. It's important to just always be looking out for
anywhere that you have really harsh sharp angles unless that's the style
that you're going for. Of course. Now I'll just use my damien
standard of carbon. That inner corner of the eye
a little more prominently. Can even hold Alt
and drag it along the outside edge of this upper lid to accentuate it more and same
thing with the bottom lid. Hold Alt Damien standard, trace that shape of the eyelid. Just be careful that
you that you are preserving the
thickness of the eyelid to I'm also going to just barely trace along
where that fat pad was. On the inner corner of the art from the inner corner of
the eye down and out. That fatty pad that
surrounds the bottom eyelid. I'll smooth it down
so it's not puffing up too much. I don't
want it to be puffy. Then I'm going to grab
my clay buildup and make my brush a
little bit bigger. And I really want to
accentuate that nasal, nasal labial folds
right here really, really gently and I have
pen pressure turned on. So for me I'm just very
lightly putting in this volume right
here at the base of the nose that follows down and around like this. Be careful not to smooth out the corners of the eye while
you're smoothing this. You can do this
very, very gently. Just trying to create a little more fullness this face and give it a little
more of a dynamic look. Before it was just
really playing. There wasn't a lot
of volume in here and all my parts
were still very, it was very obvious that this
was kind of Legos together. I keep saying lego
but can't think of a better example like this. Now, this nasal labial fold creates a really
interesting shape for the inner corner of
the eye right in here. There is a space
from the bridge of the nose to the inner corner of the eye to the eye socket. Like this. These are all in relationship
with one another. So it's important to remember bridge of the nose should remain this kind of bridge shape. Very straight forward. It's not it's not carving
straight right now for me. The way that the
nasal labial fold attaches here on the sides
of the nose to the bridge, wraps down and around the mouth, but also creates a little bit of space right in here that creates almost
this triangle shape. From the inner
corner of the eye. It kind of comes up to the
bridge of the nose like this. That's a really
exaggerated version of it. But all the skin
that comes down from here kind of creates
that pocket. That's right between
your eyes. Here. On the inside like this. You don't want to carve it in
that, it's not that harsh. So you could even it's
really the shape of the nasal bone and coming
down from the brow. So look at the skull and look at how it comes down
and sticks forward. And that's the shape
that you're trying to create from the
bottom of the brow. Going forward, you can even just put on a little
line right there, little line right there
and just kind of card that in this is that shape
that I'm looking for. It's like boomerang right here. That's where the brow
becomes the nasal bone. And goes down into
the rest of the nose. And the nasolabial
fold creates part of that when it comes up and attaches to the
bridge of the nose. And then that fat pad underneath the eye comes in and fills in this corner in here.
Up to that point. All of these shapes work
together to create what we see, what people will be
perceived as a face. It's just important
to be aware of all of these shapes and volumes that are all colliding
with each other. Because that's really
all that it is. And that's what the
study of anatomy should be for artists, that should just be
what are the shapes? How do they connect? What are the forms
and volumes there? Eventually you start
to get a face. If you know the basic
anatomy of the skull, you can make it pretty
convincing face. If you know the basic anatomy
of the muscles in the face, you can make an even more
convincing phase by just following the simple
patterns of the face. See I crossed over
one area there. I was trying to carve
around this zygomatic. And instead I carved in and it cut into my zygomatic like that. That's something to
be careful about. Just be aware of where
all your pieces are. Zygomatic here, you can
always build it back up if you accidentally
squish it down too much. This is what I was
talking about while the cheek is the widest
point and then it comes down and around the mouth you have this little bit of
pop that sticks out here on the sides before
going down into the chin. I know this is a
lot of information, especially if there
are any of you who are watching these
videos that haven't sculpted faces before.
It's a lot to take in. But you've got to
start somewhere. And it just starts
by looking at books, looking at pictures, and just learning one new
thing every day. What's something new
that you didn't know about the face that
you can learn today. One more relationship between two parts like the
eyes and the nose, or the nose and the mouth, or the ears and the zygomatic, or the ears and the
back of the skull. And all of these things are just information that are going to help inform your choices
as you move forward. And just give you a little
shortcuts in your brain. And show you a way to get from a to B a little
bit faster every time. It's not about becoming the best face sculpture
in the world. It's about just understanding
the shapes and the forms. Because if you go to
work for any studio or you go to work
for any company, they're going to want
to know your knowledge. They're gonna say, you know, how well do you know this thing? And if you have a really
solid understanding of the face and
the anatomy there, and they hired you to sculpt
faces, then you're good. You you have the knowledge for the job, you have the tools. The tools is the knowledge. And just studying, reference. Studying from real life,
studying from stylized, whatever it is that you're into, that you want to essentially be creating for yourself
or for your work. Just studying a
little bit every day. Eventually finding all of these shapes and
how they connect. Like this. I would not have been able
to do this a year ago. But over that year, I took time and just started
looking at the face every day and just started asking
myself questions like, what are the eyelids do
when they're sitting inside of the the, the eye socket? And the answer is the eyelids. They fold up and behind the eye. Which is why we create
them as their own object. Because then if we just trace this line with a mean standard, it makes it look
like they're sitting inside and folded
behind the eye. Because that's what I have. Let's do. Same thing
with the nose. I was terrible at
sculpting noses. I'm still pretty terrible. It's called diagnosis. But just how many pieces can I
simplify this nose into? For me the answer was for
one wing on each side, the tip and the bridge. And then I use that to just
inform my choices from there. And whenever I
study, reference or look at anybody else's work, I look at those things in
relation to my own work. And I say, okay, what shape is this tip of the nose
for that character? Can I take my age polish brush? Can I polish just the
bottom plane of that nose? The nose wings to make it
look more interesting. Can I do the same
thing to the top? I'm going to do the same
thing to the bridge along the sides, along the top. Let's do much. Eventually all of this knowledge just
compiles into one final, sort of, well not final. Eventually all of it compiles and just makes it
easier for you to see. Easier to get from a to B. Can even bring my cheeks down a little further with
my Move brush. Now I'm just thinking
about the lines in the face and where
they guide my eye. I want to look at
it from the side and my resolution is so high, so I'm starting to get
it a lumpy lumpy sculpt, which is not good. I'll take my age Polish, try to polish that shelf
under the eye a little bit so that it's not as lumpy. Then transition that back into that zygomatic toward
the back of the face. But now I'm already starting
to lose some detail here. So I'll have to hold Alt with my H polish to sort of
connect to these shapes here. This is a challenge.
It's hard to sculpt that high resolution like this without it just
looking really lumpy. So yeah, you get the idea. You're just going to have to do a little bit of
studying here and there. A little bit every day.
And just keep learning. Keep exploring the
shapes of the face. Keep exploring different
types of faces. Don't just look at one type of face from one
part of the world. Look at all different types and really just push yourself too. Try creating variation and
learning the general rules. Because all of the things that I've shown you
in these videos, the general proportions of where the eyes go and where
the mouth goes, and how the nose
sits on the face. And all of that is really general proportions
for human DNA. But all phases are different
because two people from the same area of the world can
look completely different. And it's just because
of minor variations. Eyes being slightly higher or slightly lower on the face
and nose being a little bit bigger or smaller than mouth being a little bit bigger and smaller at the top lip being larger than the
bottom or vice versa. The ears being a
sticking further out or sticking further in or
being bigger or smaller. All of these things are
details to pay attention to. And that's what
art is all about. It's how you perceive what it
is that you're looking at. And eventually you get
to a finished place where then you have
character face, work of art, something
that you made yourself. And the goal is just
to be a little bit better tomorrow than
you were today. You can do that just by learning
one new thing every day. Anyway, that is going to wrap
things up for this course. Thank you again so much
for watching these videos. I really hope that you guys learned something
from these lessons. If you have any questions
about the process, please feel free to reach
out to me on social media. Don't give up. It's going to get
hard at some times because art takes a long time, it's a long process. But just don't give
up on your art. Don't give up on yourself. Remember to just keep
learning one new thing every day and just improving your
art as much as you can. And just study and practice
a little bit every day. Even 15 minutes
every day is better than working for five
hours, one day a week. Just be consistent with your practice and try
to improve over time. And don't get frustrated
with yourself. Just go easy on yourself and remember to give
yourself a break. If you guys want more
lessons on sculpting, check out my other courses. And again, thank you so much for watching these videos and I wish you luck in all your
artistic endeavors. Have a great day, everyone.