Transcripts
1. Introduction: [MUSIC] Hey guys. Are you interested
in 3D printing but don't know where to start? Would you like to create
dimension characters, collectibles, and prototypes? If that is the case,
then I welcome you to the Nexttut's ZBrush
to 3D printing course. My name is Abraham Leal, I have 11 years of experience in the industry, and
throughout this course, I will be sharing all
of my tips, tricks, and techniques to
get you to create amazing characters and get
them ready for 3D printing. [MUSIC] In this course, we will be covering all
the necessary information so that you can create the scope and eventually
3D print your own statue. We'll be covering everything from the very
creation of the body, of the character, correct
proportions, anatomy, props, hair, every single part of this coating
process, and then also, all of the preparation
that you need to make sure that you get the
best possible print. In this course, we will cover character design and
that means sculpting, posting, props and accessories, supporting STLs, 3D
printing, and cleaning. This course is divided
into six chapters. Throughout this
chapter, I will show you all the necessary
steps so that you too can create your
own character and get it ready for 3D printing. We will be covering
how to do the anatomy, the body, all of the hair, props, armor, the
pose, the base, and we will also prepare
all of the files, that digital file
so that you can get them ready for your 3D printer. After that, I will also show you my process for 3D printing, our statutes and I'll show
you how to remove supports, how to clean up your statues, all of your prints and get them ready for the
final presentation. This course is assigned for intermediate-level
students who want to get into 3D printing. We're going to be covering
a lot of character creation, anatomy props, and all of the different
things that we need, and we all going to be
showing every single step. Even if you're a
beginner, give it a shot and you might
find some really, really cool tricks and
tips along the way. If you want to learn all of
these amazing techniques and create your own
statutes for 3D printing, then join me in this course
and become a great 3D artist.
2. Statues Scales: Hey guys, welcome back to
the next part of our series. Today we're going
to be talking about proportions and
statues of scales. We're going to be talking
about how to properly prepare everything so
that we're ready to go. In the world, in the
sculpting world, I'm talking about
traditional sculpting, we have something called
real scale of course, so we look for
real scale statue. This is a statue that measures exactly the same as
one would measure. Of course, it's not always
the same, for instance, like stylized characters
like this link right here might not be exactly
to the proportions of a human being
but it's generally understood that it's going to be like they're the real
skill of the character. So this will be considered, even though it's not
proportional to a human, it will be considered a
real scale character. Then we have something
called half scale, which are gigantic statues, which are half the size of the character if he
was actually there. These are usually
the most epic ones. They're really
expensive as well. If we wanted to 3D
print one of these, it will be a lot of
money of course, but they look pretty cool. The way you get at the
measurement is literally by dividing the amount of
measurements that someone has. We're going to talk about
proportions in just a second. Then of course we have
the one-fourth scale, which is probably the
most common scale for collectible statues
that you're going to find. These are still really big. As you can see, this one is 21 inches tall which is
about 60 centimeters. It's quite big. It's quite a big statue. I know that this has
a very strong vase. Then the one that
we're going to be working with is the one-eight. This is the scale that
we're going to be working with the
one-eight scale, which is usually about
15 centimeters high. The reason why we're
picking this one is due to the printing volume of the 3D printer that
I have right now, and due to the amount of
resin that we want to spend. Of course, as we
mentioned, if we want to, we could print a half-scale
one but they will be quite a bit of money for all of the resin that we're going to be using. This is another example. This will be the half-scale,
and as you can see, these are more like
one-eighth scale. What's the scale?
What's the proportions? How are we going to
be measuring that? Well, in traditional art, we have something
called proportions and there's this drawing that has been going around
for a very long time, this one, which is called the ideal female proportion chart. Now, you guys must understand
that even though this is considered to be the canonical proportions
for a character, this does not mean that it's
the only proportion that we can have access. Nowadays, we are
trying to be way more inclusive in every aspect
of the productions. Let me just delete
this. There we go. Control B, Control
T. There we go. So you can have characters of all different kinds of
proportions and sizes. There's this game
that I really like. Some of you guys might
be familiar with it's called Borderlands 2. In Borderlands 2, there's a lot of
female characters and the cool thing about them is
they're all very different. For instance, we have this
little girl called Tiny Tina, and then there's this very
big girl called Ellie. They are all very
fascinating characters. The development that they get throughout the game
is really cool. I'm always super
excited to see a lot of different representations of body types in the productions. However, we must
understand that this has been the ideal
proportion that all of the media has portrayed and it's important that
we understand that that's what people usually buy. Even though we can
do other things, this is what people expect
to see when they're seeing an idealistic proportion
for a female character. As you can see on this
image right here, we actually don't have, we do have a measurement it
says five feet, eight inches. That's supposed to be the standard size for
a female character. But I want you guys to
ignore that and just focus on the proportions
of the character itself. The way we divide characters is we take the head
as a measurement, and we use this measurement to modify or measure all the different parts
of that character. I know most of you, if you've already taken a
drawing class or something, all of these concepts aren't
going to be very familiar. But for those of you that are completely
new to the process, the body can be divided
into eight sections. Foreheads are going to be
on the opposite side and foreheads are going to be on
the lower side of the body, and the middle point is going to be the
crutch right here. Not the genitals, it's the crotch because
in a male character, of course, the genitals
are a little bit lower than the crutch. If we take again the
head, the first head, or the second head, this one has it the other way
around from eight. I like to think about it
the other way around. So my first head, that's
my unit of measurement, the second head is going to be right here at the
pectoral muscles. In the case of a
female character, the bust will fall a little bit lower than on a male character, therefore, the nipples, which in the male character
are our indicator of what the second measurement
ends are going to be lower in a female character. The third one is going to be
right here at the nipple. Then the fourth one, as we mentioned,
that's the crutch. The fifth one is a little bit
difficult to find because there's not like
as an exact point. But if you go for the sixth one which is at the
bottom of the knees, and then you just
divide those into two then you're going
to get the fifth one, same for the last
one, the eighth one. We're going to go
all the way down to the heels and then we're
going to go halfway through. Some people would like
to say that that's where the main body of
the gastrocnemius, the muscles here on the
back of the lower leg end. That's fine, I heard it's a little bit difficult
to find sometimes. Now, this is
something interesting that it's really curious
but for female characters, I would say on 80% of cases, female characters are
going to be wearing some sort and the heels are
these things, of course. The thing that they make is they make the figure look
a little bit more slender. The legs look longer, the butts gets pushed
up a little bit, the muscles contract
a little bit because it's a different
poster that they need to have, and traditionally,
this has been taught as a stylization thing that
we can do for females. If you remember from
the concept that I showed you from Kabbalah,
she's actually barefoot. However, even though
she's barefoot, I am going to be monitoring her feet with a little
bit of an angle right here because it just makes for a little bit
of a more stylized, if you want to call
it sexy figure. That's what we're going to
be doing and what we're going to be translating
from this thing is we're going to be grabbing
all of the proportions and the measurements
to make sure that our character fits this
exact same proportions. Now, my character is a
little bit more stylized. I wouldn't see she's realistic in the way she looks
under the sign. She's a little bit
more cartoonish. I like to think about
characters from other games, such as League of Legends. So for instance, there's a
character on League of Legends called Ahri and they did a
statue of her not so long ago. We're going to be going for
a little bit more like this. You can even say, I
actually told my friend, that's folks to take her into this designed process and you
can see that the legs are slightly longer than you might see the arm are slightly longer, the face is a little
bit more anime-ish and these things,
these proportions, they play really well
with the what's the word? With small figures. When you have a small figure, realistic proportions can get a little bit difficult
to work with. When we work with
this proportion, which is a little
bit ordinally with quite a bit more stylized, that makes it a little
bit easier to understand. Now even though it
looks stylized, if we bring her over here, let me just there we go. If we bring this image
over here and we try to match her to the proportions, you're going to see that
she's not that far off. The only thing that
changes a little bit is that the torso is a
little bit smaller. You can see here that the
nipples are a little bit higher and the legs of
course are a lot longer. So that's the Barbie proportion that we're going to be
using for our character. Again, this is an
unrealistic proportion, but it's very appealing. So people tend to gravitate
towards the sign, because it's a little
bit more stylized and it tends to look a
little bit more pretty. Realism sometimes
looks a little bit boring that's why artists, we take artistic
liberties to push things into different
directions. Now that we have
this out of the way, let's go very
quickly into ZBrush, and let's start working
on the base mesh. Now there's a lot
of ways to do this. I've had some people
do the blocking inside of Maya or
inside of Blender. I've had some people start
with just a basic sphere. I'm going to show
you a technique that I really like to use, especially for people
that are just starting and that don't want to feel lost when they're working with their proportions and
that is ZSpheres. ZSpheres are a way
in which we can use an armature here
inside of ZBrush. If you've used ZBrush
before then you know that the ZSpheres are really handy
way to construct something. So I'm going to
click here, hit T, and before we move any further, let me turn on my little
icon right there. Perfect. So now you're
going to see the keystrokes down here and this is going
to be my base, a sphere. This is like the abdomen. So I'm going to press X to make sure that we have
symmetry turned on, and I'm going to
draw one sphere on the top and one
sphere on the bottom. Right now I'm using my mouse. When I'm working with
ZSpheres, I actually like to use my mouse
and I like to bring my draw size all the way
down until it's right here. This is going to be my chest, this is going to be my abdomen, and this is going to be my hips. I'm going to scale the hips up and the chest up a
little bit as well. I'm going to go to the side view and the first thing I want to do is I want to make this thing a little
bit more curved. Because as you can see here, when we see the
chest right here, the chest is not. What's the word? Let's
go to the brush. There we go. The chest is
not completely straight. It's usually like an
X shape right here, and then it's straight
on the abdomen, and then we have another
X shape pushing forward. This has to do a little
bit with gesture drawing, where you want to
add a little bit of movement and life
to your character. By adding or creating this
bean shape for our character, we're going to be in a very
good position like this. Then we're going to draw
two little spheres here, which are going to
be the shoulders. There we go. I'm going
to click outside. I'm going to draw one here, which is going to be the neck. One more, which is
going to be the head. I'm going to push the head up. The head doesn't
have to be perfect. Some people like to add the
ears and the eyes and stuff. I don't think it's necessary. Something like
this is just fine. I'm going to draw and
press "Shift" to make sure that the sphere is the
same length as this one., and then with W,
I'm going to push it down like this all
the way over here. Then I'm going to
e scale it just a little bit to make it a
little bit thinner, like that. We're going to add
two more over here, which are going to be the hips, and then with Shift and click we're going to
draw one more sphere, and we're going to
bring this all the way down until we create
the legs like this. We're going to press "E"
to scale them down as well because they become thinner as they go towards the bottom. There we go. Now, how do we know whether our proportions
are good or not? Well, it's a little
bit difficult because we don't
have any reference. The thing that we can do, and
I like using this method, is I'm going to center
my image right here. By the way, I think I forgot to mention this
on the last video. This software is called Krita. It's a free software. It's
like Photoshop so if you want to download it to this
stuff you're welcome to. You can also do
this with PureRef. We're going to have
this guy right here. Now over here, I can use
this see-through option to, well, see the proportions
of my character. I'm probably going
to have to zoom out a little bit
more. There we go. Probably like
there. There we go. Now what I'm going to do
is I'm going to try and match the proportions of
my character right here. As you can see, my hips, I'm going to press "W"
are not that far off. My knees are going
to be right there. Let's bring them in. My heels are going to be about there. My arms, if I use W, I can bring my arms right here. I can put my bones right there. I'm going to press
"R", which is rotate. I'm going to rotate the arms out now that we have the
proper proportion. I'm going to use E to scale
this down and that's it. Now as you can see, this
is looking quite nice. As you can see, we're missing the hands and we're
missing the feet. Don't worry about those. We're
going to add those later. I don't like adding them on
my ZSphere section because I do think that it
makes it a little bit slower and that it's
not as perfect. I'm going to bring this back all the way to zero, and that's it. I know this is a really
close proportion. It might not be the
perfect proportion, but it's really close to
what I'm looking for. Now, I am going to add a couple more spheres
and a couple of more changes before we convert this into workable geometry. I'm going to press
"Q" and I'm going to add one sphere right there, and one sphere right here. On the upper one,
I'm going to make it a little bit thicker
and I'm going to push it forward with W.
Then with this one, I'm again going to make
it a little bit thicker and push it backwards because the leg tends to have
this S shape to it. I'm also going to push this
thing a little bit back. The arms, I'm actually
going to push this thing forward and this one I'm going to keep it like
that. There we go. The chest seems to be a
little bit puffed out, so I'm going to move
it down a little bit. We're going to be doing a lot of changes later on, don't worry. But this is the general shape that we want to have
for our character. Is just a basic
proportionate shape. Now, again, we're going to
be modifying a lot of stuff. This is just the beginning. Now, one very big problem that
we're going to have here, or one question you guys
might have as well, in the reference, we had
this post character. We're doing a statue, should we work with the
character on a pose? Should we pose it from this point and just start
sculpting all the anatomy, or should we do a traditional
V pose or T pose? You guys know that the V pose is this traditional pose that
we use in the 3D world, where the arms are at out
about 45 degree angles. It's all a matter of
preference, of course, but I would suggest you guys do the character in
V pose or in A pose. Sometimes it's
known as an A pose because you create
this letter A shape. Now, the reason why
I suggest doing the full character
in A pose first, is because if later on you want to use a different or have a different pose
or you want to use it for a game or
for a cinematic, you're going to be able to rig
it and move it and use it. I just find it a little bit more , what would be that word? Useful to have the preparation for anything that
you might need. If you go straight to the pose, yes, you can move faster, you're going to be able to
create the character faster because you're going to go
directly to what you need. But then once you have it, it's going to be very difficult
to bring it back to V pose or a T pose and use
it for anything else. From a production standpoint, I do think that having
our character in V pose before posing is going
to be a lot more useful. Now once we pose, once we bring our character
to a pose like this one, this is exactly the process
that we're going to be doing. There you go. We're going
to start with a V pose. We're going to sculpt most of the anatomy and once we're
ready, we're going to pose it. Yes, we're going
to adjust things. Yes, we're going to
change certain muscles. Yes, we're going to modify
certain artifacts and stuff. But the closest we get with the V pose to the
final character, the easier it's going to be. That's why on the reference
that I showed you guys, I want to make sure
that you guys had a very clear view of how the character looks
on a traditional. Close to a V pose. Here the only thing
that's not a V pose is the arm that's up, and then later on, yes, we're going to move
everything so that it's on the proper shape. That's it. Now, this one right
here, this is a ZSphere. I suggest you save this
ZSphere as a ZTool over here. We're going to go here to ZTool, we're going to go to
our 3D printing folder. Everything that's ZTool is going to be on the ZTool folder. I'm going to call this Gavala_Zsphere and
we're going to save this. If at any point I need to do
another female character, this is where we're
going to start. Now, before we make this
into workable geometry and we stop this video to continue with the
rest of the things, I do want to push the legs a little bit further out
because as you can see, if we do this or if
we keep it like this, yes she's going to
look really pretty, but the problem is that's
going to be really difficult to work here on
the inside of the legs. I'm going to press
my letter "R". I'm going to click the hips. I'm just going to rotate
them out like this, more into like this A pose. It doesn't look as stylized, it doesn't look as feminine, I would say because
the legs are no longer going to this nice point. But it's going to be a
lot easier to work with all of the basic shapes that we're going to
be working with. Now the last thing
that we need to do is I'm going to
say Adaptive Skin. We're going to say
make Adaptive Skin. This will convert whatever
we have right here into a skin like actual
geometry polygons that we're going to
be able to utilize. You can see that this
is already DynaMesh and it's looking quite nice. This is what we're
going to be using. The final thing that we're
going to do is just save this again and I'm going to
call this a Gavala_Start. If you guys want to
skip the ZSphere thing, which I don't recommend, it's always a good
skill to have, you can just jump straight into this Gavala_Start
option. That's it, guys. This is it for this first part. In the next one, we're
going to start working on the basic shapes of our character and we're going to start building
up the anatomy. Hang on tight and I'll see you
back on the next one. Bye.
3. Female Primary Forms: Hey, guys. Welcome back to the next
part of the first series. Today we're going
to continue with the primary forms
of our character. If we take a dive into
the female primary forms, one of the things
that I want you to see is the following. Let me bring this
image right here. There we go. One of the secrets about sculpture is that
we need to find a way to simplify all of the shapes that we have in
the human character and translate those into forms and figures that we're going to be sculpting inside of ZBrush. As you can see, the
female shape has this hourglass shape or figure where we have
a top heavy element, of course, because
of the bust and then a bottom heavy elements as
well, thanks to the hips. Then we have this
area right here. You don't really
have to worry about all of the different muscles
and muscle groups and stuff. The most important
thing that we need to find here are the
three main shapes. The three main shapes of a character are
always the skull, the torso or the
ribcage, and the pelvis. For the head, I'm going to
use my brush right here. I'm going to start
pushing this to create this Doritos shape, a nice sharp element. That's going to be
the shape of my face. The neck is going
to be connecting, of course to that face. We can smooth all of this out. The neck usually goes in
this inclined effect, it won't go straight
into the character. Now from the front view, the character of course, also has a little bit of a shape. I'm going to use my
trim dynamic here. I love using my trim
dynamic brush to flatten out certain areas and
create this helmet look. Imagine like a little
mannequin that we're creating. I don't want to worry
about the eyes or the nose or the
ears or anything, I just want the general
shape of my character to be ready so that when we start
adding all of those elements, things fit very nicely. I always like to use the
analogy of building a cake. You're not going to start
decorating the cake with all of the nice little
colors and confetti and stuff on top until you have the base of the
breadth make ready. Here I'm cutting what's
going to be eventually the jaw line so that I know where things are going
to be, and there we go. This is going to be my score. Some people like to do
this more like a skull, so they would add the actual holds of the
skull and the nose, if you want to do it, go ahead. It's more like an
echo shea effect. It's not really necessary, but you can do it if you want. Over here, we need to find
the bony protrusions. Bones are the foundations
of our character and if we understand where bones are and how to properly place them, everything is going
to be so much easier. One of the most important
bones that we have on the human body is the clavicle, which is going to be right here. It's this S-shaped bone that goes to the top of
the shoulders right here. Now, the fact that I'm
marking this guys right now, it doesn't mean that
that's going to be the final way that
they're going to look. We're going to be doing a
lot of changes later on. We're going to be
polishing and stuff. But just having a
general rough landmark, it's going to be really,
really good for me. The clavicles both connect to a bone right here in the
center called the sternum. The sternum has three parts. The handle, which is the
big part right here, the body which is
right about there, and then there's a little thing called the xiphoid process. It's just a little dot
right there at the end. From that xiphoid
process and from the body we're going
to have the rib cage. We're going to draw the rib-cage here with my 80 minute standard, and this ribcage is going to go all the way to the
back like this. That's going to be my ribcage. Now of course, this ribcage
looks absolutely horrible. I'm going to use
my clay buildup, start giving this a little
bit more of a ribcage feel. It should be pushing out a little bit on the
sides right here. We should have this curvature, like you can imagine
the ribs going forward and that's it. We have 12 pairs of ribs. We have something called the true ribs and then
the false ribs depending on if they're
flowing or not. This is the general
shape of them. Now, when we see a female
character from the back, the back of the character, and this is where we
can go back over here. The back of the character,
as you can see, it's going to line up with
the butt of the character. Right now, if we take
a look at ZBrush, you're going to see that we have this very ugly spike
and is really ugly, but I'm going to use my Mbrush. Again, big brush when we're working on
this first stages, you definitely want to be
working with big brushes. Don't try to do everything with a small simple brush because it becomes really difficult
to work with it. We're going to use trim dynamic, and I'm just going
to start flattening a little bit of the back right here to create the basic shapes of my character. There we go. Now on the back, of
course we have the spine. I'm going to curve
in a little bit of a hole here for the spine, and this hole that I'm curving is the bony protrusion that we're eventually
going to be seeing. It's also going to help us with the curvature
of the character. It's more the South
and there we go. Let's get rid of a little
bit the fat here on the side of the torso. This is where the
abdomen is going to be. Eventually we're going to
have of course, the pelvis. The pelvis is like
butterfly shape. We have this very nice arc right here on the top
of the character, and it's going to go in and then we're going to have all
of the hips and stuff. There's a lot of things that
we're going to be modifying. I have one specific
video for each part. Right now, I'm just focusing
on the basic shapes. I'm going to flatten
out a little bit here. We definitely need
to add a little bit more volume here
on the inside of the legs because
the legs are not usually as a split as that. Now remember, there's like fashion things that change with time and as the years go by, the beauty standards
that we have as a society change as well. If you go back to
the medieval times, there were certain things
that were considered beautiful and
certain things that were considered not desirable. Nowadays, there's a couple
of things that we consider beautiful and other
things that we don't like as much as a society. I'm not saying this
as a personal opinion is just the general
thing of what we consider beautiful
and what not in those sensibilities change. Don't feel that you always have to follow those guidelines. I do recommend following
those guidelines. If you want to have a product or a character
that's going to sell or that people are going
to like because usually those
standards are there because people respond
well to those elements. For instance here, I'm
going to press "Control Shift" and Alt to hide the arms because I want
to see how this looks. As you can see, we don't
have as much of that nice back that we're going for. She's going to be quite
thin, to be honest. I'm going to push this curvature a little bit more
exaggerated in this way. I'm going to push
her abdomen back a little bit like this. That we will create this very nice S-shaped to the character. Again, I'm just focusing on
the basic forms right now. I don't want you guys to start adding any muscles or anything. These are just the basic
forms of the character, which is again, the torso, the arms, and the legs. Now, since we're
going to be doing this in a more organized way, one technique that I love
to use is poly groups. I'm going to go down here to the poly group section and I'm
going to hit other groups. This will make sure
that everything is a single poly group, as
you can see right now. What I'm going to do
is I'm going to start dividing the character into a
couple of different groups. For instance, the head is
going to be one group, so I'm going to press "Control". I'm going to change
this to mask lasso, and I'm going to mask
out the head right here. I'm going to press "Control W". Control W is a shortcut
to mask something. As you can see, that
one right there. Now the color might look
really, really similar, but they are technically
two different colors, so these are considered
two different polygraphs. I'm going to do the
same for the arms. The arms Control W, there we go. I'm going to do the
same for the legs, Control W. There we go. Now as you can see, we have
four different polar groups. The great advantage of this is if we're going to be
working on the torso, for instance, I can
just press Control, Shift, and click on the torso. That way I'm only going to be working right here
on this character. As you can see, this
torso already looks good. We're in a good position, things are looking nice and the V shapes are starting
to show up very nicely. One of the things that I
always give my students is since we can't do everything
at the same time, like right now we're working on the torso and I
like this patient. Look at that very beautiful ribcage that we
have right there. Look at those nice hips
that we get there. That's looking nice. However, if we look the whole
thing, it looks horrible. It looks like a
zombie or something. Don't worry too much
about the parts that you have not fixed yet or you
haven't worked on yet, focus on sections
of the character. At the end we're going
to make sure all of the sections play
nicely together. That's one of the mistakes
that a lot of people make. They try to correct things
when things are not ready yet. That creates a lot of
different problems that are quite difficult
to fix later on. Before we move on to the actual muscles and
the volumes of the torso, I want to talk about
the basic shapes again. I'm going to go back
here to create them. Let me turn this thing on. Let me open a new
layer. There we go. One of the main mistakes that people make when
drawing and when sculpting is they create really flat and Penn's
character count stick figures. There say a section of art
called gesture drawing. Probably some of you guys
have done this before. Gesture drawing tries to capture the flu EDTA of the movement. I would even argue that this diagram right
here is really stiff. It doesn't look as natural
or as nice as it could. What gesture drawing
tells us is that every single thing in
the body, the head, the torso, and everything
is connected in a way that makes things flow
and look a lot nicer. As we've mentioned before, the three main shapes of our body are going
to be the head, the torso right here, and the pelvis right here. All of these things are going to be connected
to each other in such a way that they create this very nice, interesting effect. I was trying to do
a hand right there. A nice interesting flowy
effect on the character. The way we're going to think
about this is we're going to be using an analogy
called water analogy. Every time you have a shape like this one that pushes in
a certain direction, the next shape is
probably going to be pushing on the opposite
direction. See this. Because what's
going to eventually happen is we're going to have this or a wave going throughout
the whole character. You can see this on the arms, you can see this on the legs, you can see this on
the side of the body. You can see this on a lot of different parts where we have this S-shaped going
throughout the body. That tells us that every time there's
something pushing in, there's going to be something pushing out and we're going to have this balance
throughout the body. That's what I'm going to cover. That's what I want to capture and that's
where it's going to allow us to have something
really cool right here. Now, there's also the thing
called pushing the limits. You can really, really
exaggerate things. For instance, I can exaggerate the ribcage here to the front. We might get something
interesting, something that looks
very sexy or very cool. You won't know
until you actually push the things to the level
that you're trying to get. My best advice, especially
in this beginning stages, is push your characters, push your statutes,
push your monsters, push whatever
you're going to do, and then if you think that
that's a little bit too much, push it back because
it's a lot easier to push it really high up to the high points of the
element and then bring it back than it is
to push it little by little until you get
something that you like. Now, don't forget
about the landmarks. I'm going to use my
Damien center here to create my middle
section again. That's my middle line. When I was doing traditional
sculpture so many years ago, this was one of the
things that the teacher always asked us to do. He would grab a spatula and he would literally carve inside of our character so that we never forgot the word
the symmetry line was, which is not that difficult
to forget here on the CBT model because of course we do have
symmetry turned on. But it's a good way
to understand where our landmarks are. That's it. This is a really good first
step for a character. As you can see, this
torso looks really nice. I really like the proportions. I think it's looking quite nice. Now we're going to
start moving on the muscles that we have
here on the torso to understand what they are and sculpt them properly
here with our character. I hang on tight and I'll see you back on the next one. Bye-bye.
4. Female Torso Sculpting: Hey guys, welcome back to
the next part of our series. Today we're going to be
talking about the torso. We're going to be talking
about the different muscles of the torso, and we're going to
sculpt them, of course. Let's get to it. Now, I got this image
from art station. This is not my image, but it's a really nice echo
case study of a female torso. Now, this doesn't
mean that all of our torsos have to
look like this. Remember, we've talked
about this before. There's a lot variations and
stuff that we can change, but it does include one of
the most important things, which is of course, the underlying anatomy and structures that we
have in the body. We're going to start
the theory portion of this video with a deep
pectoral muscles. The pectoral muscle is
this very big muscle that we have here at the
center of the chest. As you can see, it
originates on the clavicle, on the sternum and
some of the ribs, and it goes all the
way to the arm. This is one of the
most confusing muscles because
people think that the pectoral muscle only
lies on the chest itself, and no, it actually goes
and crosses all the way over to where the arm
is supposed to be. It creates this fan shape. If you've seen this
like Chinese fans, where it crosses
to the other side, that's what the
pectoral muscle does. Now of course, on top of the pectoral
muscle is where we're going to find the boss of
the character, the breasts. They are just big bags
of fat glands and other components that makeup this volume here on
the character itself. This is the main
muscle and this is the muscle that we're
going to start sculpting. We're going to jump right here. I'm going to use
my clay buildup. I love using clay buildup for
this stage of the process. Usually this muscles,
the pectoral muscle, especially in female
characters is not as intense as
in male characters. But I'm still going to add a little bit of this
stripes so that we can see and understand where this anatomy is
going to be going. It's all of this shape
right here. There we go. This will be my pectoral muscle, usually in between
the character, we're going to have a
little bit of a gap. Now, if we take a
look at the concept, you're going to see
that Gavala here has a bandages on top of her breast. It's not going to be like this. It's going to look nice. It's going to have
this curvature, but we're not going to see
a cleavage or anything. Most of this stuff is
going to be covered. That's why I'm not too
worried about all of the main volumes and stripes
and forms of the muscle. I'm more worried about the silhouette that
we are creating. We can't talk about the torso, especially on a female character without mentioning of
course, the breasts. Now, the breast are
really complicated. People tend to make the big mistake of making
them completely around, when in reality they're
more like a teardrop shape. If we want to have
natural looking breast, we want to go for
this teardrop shape. You can see it right here. It's more like a
cone going forward. This cone also attaches
itself onto the pectoral, in this like teardrop shape. When you see it from the side, the one of the worst
mistakes you can make whenever adding breasts
to a character, is to make them like balloons, like this, that just looks ugly. You can think of
them as balloons, but if you pick a balloon by the tip of the balloon, the
balloon is going to fall. It's just going to
be more volume on the bottom side and less
volume on top side. That's the thing that you want to have on your characters, is going to be more like
a little bit of a ramp. You're going to have the nipple
at the apex of the ramp, and then the volume falling and resting on top of
the torso like this. This is roughly the shape
that we want to do. The problem is or one
of the tricky parts is, if we tried to create this volume here with the character, like if I tried to
just sculpt this, it's going to look
really, really fake. You can see immediately
how fake it looks. One of the advices I'm
going to give you guys is, we can use the insert
multi-mesh brushes. I'm going to press,
BI, and I'm going to go into insert
multi mesh primitives. I'm going to select a sphere. I'm going to insert
this sphere right here. Now that the sphere is there, I'm going to press
W to move it back, and with my move brush, while this thing is still mask, I can give it this
teardrop shape. It's a lot easier
and not faster to manage depending on how we
want the character to look. Now this of course, will vary depending on the type of character
that you want to do. Some female characters have very big ***** and some
have very perky *****, depends on again, the character
that you are going for. Some of them are really flat, some of them are really
voluptuous. It will change. It will be quite dependent on the stuff that you're going for. My best advice is grab your
reference that you like, from a statue or a character, and try to follow
that reference. Now, usually the breast
folds a little bit lower than a lot people think
and they go to the side. They tend to roll to the
side of the character. We're going to do that
effect right there. As you can see we're creating
this ramp right here, we're not making
it soft and round, we're making this a ramp. Then we're going into
the apex of the breast. Now again, I'm not too
worried about all of the intricacies of
the breast itself because I know that
we're going to have a lot of bandages and
stuff on top of the character. But we don't want to
have as much or as close as possible to
the final effect. There's of course
going to be a gap in between the breast,
that's very, very common. Like you're not going to
connect the breast or anything. They're going to
be flattened out. Of course this gap is
going to be filled with the bandages that we're
going to be adding later on. Some girls do have their breasts like
really close together. But it's not a
mandatory or anything. This guy's, let's push
them a little bit far out. Again, I want to go
for it just like teardrop shape and
I want to make sure that the volume looks good from all of the
different angles. There we go. I like
that. It's DynaMesh. Of course if we do this, we're not going to
have the breasts. I'm going to invert
the selection right here. Press, control shift. Let's go to select wreck, select lasso in birth, high dose, there we go, in birth and again control W, so that all of these guys
have the same effect. Look at that, that looks
really, really nice. Now it's just a
matter of softening up a little bit of clay
buildup here and there, and just soften up the transition here
on the breast area. We want a nice subtle
like cleavage right here. We can add a little
bit more volume. Again we're not
going to see this because it's going to
be covered by bandages, but we do want to have
the volume as nice as possible. Just
keep that in mind. There we go. I made
a mistake there. I made it a little bit
too round on the top. I do want to add a
little bit more rounds, but not that much. Actually I'm going to use a
little bit of trained dynamic here to flatten the
top a little bit more. Because, especially when
you're wearing a t-shirt, doesn't matter if
you're male or female, all of the things get condensed, they get pushed
towards your body. You're not going to have
things flowing freely. They're going to be
constraint to the main body. Now that we have this,
we can start talking again about the bony landmarks. One of the most important
bony landmarks that we're going to have is
called a ribcage border. It's going to be
this border right here, very prominent border. You can see this in
a lot of reference. A lot of female
characters have this. You're going to have this like ribcage border right there. We're going to keep it soft, we're going to keep it nice. We're going to polish
everything later on, but that's if we
can start cleaning certain stuff from this point, it's just going to make
it a lot easier for us, there we go. Now usually here
where they meet at the xiphoid process, we're
going to have a division. It's very important that we
create the division right there and soften that up a
little bit more, there we go. Again, not too concerned about that one because it's
going to be covered, but we're going
to be able to see this like projection of the form through the elements
of our character. Now, one of the other muscles is really important
here on the torso is, of course, the
abdominal muscles. The abdominal muscles
are these square like shapes that we're going to have here on the character. We're going to have
one right here, two, and then we're going to
have the naval right here and then the
fourth one over here. Now, in this case, again, since we're going to be covering
her with a lot of stuff, we're not going to see it
as a much of as a volume or we're not going to see each
of the individual elements. We're going to see more
like a little tummy. A lot of people like to have a really flat
tummy on the character, I think that's a
little bit too weird. Usually, even if a
girl is super fit, when they eat or when
they're sitting down, they're always going to have
a little bit of a tummy, so I like to add the tummy here, like a little bit of
volume right there. When you see it from the side, you're going to see a
little bit of a dip right beneath the rib cage and then
like a thing pushing up. Now, it's a little
bit more visible on female characters
because they of course, have their uterus so that's like an extra organ that
they're going to have there under abdominal cavity, and it's going to push a little bit more
towards the front. Now, you can make the tummy as big or as small as you want. It's up to you. Here I'm going to make it just
slightly smaller. Again, I'm just
focusing on the shapes. Focusing on the shape is
going to be the secret right now because that's what's
going to give us the most, or it's going to
approach this the closest to what we want to do. Now, down here we have another muscle which is
called the obliques. It's this one that you're
seeing right here. Especially in female
characters, it's going to sit, and it's going to
create a little bit of a bump here on the side, sometimes call them the
love handles because when you grab your girlfriend
from the waist, you sometimes put your
hands over there. It's going to be a little bit of a bundle of muscles and
fat right here on top. As you can see, it's
on top of the pelvis, so it's going to sit
on top of the pelvis. Now, I do think my
torso is becoming a little bit too thick
on the lower side here. I might want to change
that a little bit, I'm going to soften it up here with my clay buildup
as you can see, I'm just building this up and I'm going to use my move brush to push this in a
little bit more. Now all of this
whole I don't like that hole, so I'm
going to fill it in. We're going to talk
about the muscles of the leg later on and that's one of the muscles
that we're going to be adding at that specific area, but I want to add just feel that answer that it looks
a little bit nicer. There's a very common gap right here in between the
abdominal muscles and the pelvis itself. We can actually curve it
in a little bit here. I'm going to curve it in
and you can see I'm just filling in and softening with my clay buildup to build
this like direction. Again, all of these
things are going to be covered because
of the concept and the concept of the
design that we have a lot of
bandages right here. But even if there are covered, the changes in volume that
changes in trajectories, they're going to be there, you're going to see
them through the cloth. Imagine wearing a really
skinny tight outfit, like what superheroes do, and these are the things
that you are going to see. That's why it's
very important to, even though we're
not going to go too extends amounts of anatomy, to just have an idea of where things are and
how things are pushing in the body so that when we build things on top
of those things or on top of those
elements they show through and give us a lot
more of a complex shape. There we go. I'm going to fill in a
little bit more here, I think that's too
thin and that's it. Now, one of the most important muscles and
I don't want to have this video be over
without mentioning it because we're definitely
going to be seeing it here. It's going to help us a lot,
it's this one right here. It's called the
latissimus dorsi. This is actually a very big muscle that goes
all the way from the back of the
character to the front, and we're going to see it here. It's going to help
us with this side or lateral views
of the character, and it's going to fill in some of the gaps that
we have right here. Especially for male characters, this is a very important muscle because it gives us a
B shape that we have. But female characters
is also going to be important because when
we raise the arms, and she has both of her arms are slightly raised on
the final concept, we are going to see a little
bit of what's happening right here underneath
the armpit. There's a couple of other
muscles such as this array, this muscle which
goes right here, and then it goes
into the oblique. But again, we really
don't need those muscles because all of them
are going to be covered by the bandages. We will have another time when we talk about all
of the anatomy, and we go over every
specific muscle but for now, we're just going to
keep, or we're just going to worry about the volume. This is also one of
the cool things about the 3D printing that we're
going to be doing later. The fact that this
is going to be on the small-scale means that
we don't have to worry too much about the actual
muscles of the character, and we can figure, or we can focus our attention
a little bit more on the forums of the characters. She looks pretty and very nice. Yeah, that's pretty much it, I think for the
muscles of the torso. We mentioned the
obliques, the serratus, the ribcage, like this right
now is looking quite nice. You can imagine the forms
of the character right now, and I do think we're in
a really good position. Take your time. Don't rush it. It definitely takes time. It's not something that you
can finish in 10 minutes. I know this video is 10 minutes, but I have 10 years of
experience doing this. If this is the first time
you're sculpting anatomy, this is definitely
going to be taking you a little bit longer, make sure to polish,
make sure to look at a lot of
reference as well, real life reference even
if you need to look at the nude pictures
of female models, that's fine as long as you are using it for artistic
reference of course. That's pretty much
it, guys I'm going to stop the video right now
and in the next one, we're going to take a
look at the muscles formed off the back
of the character. Hang on tight, and
I'll see you back on the next one. Bye.
5. Female Back Sculpting: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the back of the character. We're done with the torso. It looks pretty good I
would say for the base. Remember this is
just the base mesh. Chapter 1 is all
about the base mesh. On the back of her character, now we actually
do need the arms. I'm going to have both
of them together. We need to understand the
bony landmarks first. In the same way we
did the clavicles and the sternum
and the rib cage, we're going to do
something similar here on the back of the character. On the back, we have what
it's called the scapulas. The scapulas are these triangular-looking shapes
that we have right here. They talk themselves in through the latissimus dorsi right here. There's a super important muscle which is called the trapezius. The trapezius muscle actually starts up here on the
neck of the character. We're going to
have the beginning of the fibers right here, and they go to three
different places. They go to the front towards
the clavicle like this, they go towards the side, towards the sternum, and they go down here towards the spine. It's like this very
intense-looking shape. One of the most
important things about the trapezius is that when
you see it from the front, you're going to see this
nice straight shape going from the neck
towards the arm, like this, very common. Some people have like super
extreme trapezius muscle, and that's what we're
going to be adding right around here. Now we do want to
add the volume, but we don't want to push the volume of this
muscle all the way back. We don't want to create
a super big back. Another important thing is we do want to have a
little bit of a neck, we want to see the neck. Right now I'm not seeing it. I'm actually going to
go to Document and change the range to
zero. There we go. You can see that right
now we're pretty much being left without any neck. I think what we need to
do is we need to grab the face and just like push the face up
a little bit more, just a little bit,
just a tad bit there. Of course, we're going to
have to fix all of this. We're going to talk
about the neck later on once we do the
face and stuff, but this is where we're
going to have our neck. Again, since we're
going for this like a Barbie proportions for a little bit more
anime-ish proportions, we definitely want to have
a longer slender neck. This is the base
of the trapezius. As you can see right there it goes through the side,
goes through the front, it goes through the shoulder, and then it goes in this triangular shape towards
the back of the couch. Again no need to
actually have all of the fibers and all of the
elements of the muscle there, it's just a form that
we're going for. You can see me here going
with the smooth brush and just smoothing out all of
the information right there. Other than that, if we take a look at Emma Frost right here, there's two main muscles. They're called the
infraspinatus, which is like a little
muscle right here. This is called the teres
major and teres minor. They're just muscle
groups that we're going to go towards the arm. You're going to see them like
this more often than not. Again, no need to worry
too much about this ourselves because
we're going to have a lot of bandages
in this position. But just remember that we do have a little
bit of a mess right there, like a bundle. There's also another
couple of muscles down here which are called
the erector spinae. There are muscles that make
us go or stay up straight, and we're going to
add them right here. I like to call them the shotgun muscles because there's
this very nice muscles. Now, I do think on the concept, no, everything is bandaged up. Even though everything
is bandaged up remember we've talked
about this before, we're going to see
some of the forms, so we do want to have the idea or just the indication
of volume right there. Of course, we have the
latissimus dorsi right here. The obliques actually go
all the way to the back, so we're going to see a
little bit of the mass from the obliques going
to the back as well. Let's isolate this guy
again, there we go. We can focus only on these guys. I'm actually going to
hide some of the arms because we don't want to see
all of the arms here yet. We're going to see a little
bit of the shoulders. We're going to talk about
the shoulders shortly because they do
form a little bit, or they do affect the
back a little bit here. I'm going to curve
in a little bit more here on the spine. I really want to push it. It's one of the things that
looks very nice especially in 3D printing when you have this
line going in the middle. It holds paint really
well when you're painting your characters. There we go. Smooth things out. All of this because
it's just volume. Now I'm going to
talk about one of my favorite muscles of all time, which is the deltoid muscle. I love the deltoid muscle. The deltoid muscle
is this muscle that you're seeing right here, and it's called a deltoid
because in Greek, I think it means shield, or at least that's
what I was taught. It's this shield-like muscle
that wraps around the arm. You're going to see
three main bodies or three main shapes
for the deltoid, the front shape,
the middle shape, and the back shape right here. It's three main muscular-like volumes that we're
going to have. The introductory connects
itself to the clavicle. We're going to see
the connection right here on the clavicles, on the shoulder, and on
the scapula right here. One of the cool things about
the female deltoids is that they tend to
create this very nice sharp 90-degree angle. You can see it right here. On male characters, they tend to puff out a
little bit more, but in female characters, I don't know why the anatomy
changes a little bit there, I guess it's like the
body type and stuff. But you're going
to see this thing pushing back to the
side like this. This is where we're
going to have our nice deltoid muscles. The deltoids insert
themselves all the way down to the middle
section of the arm. They are actually
quite a long muscle. People think they're
really short just like these nice little volumes or bolts on the top
of the shoulder. But no, they're actually go quite a bit down into the arm. There you go you can see
how now this section right here on the character
is looking quite nice. That's the deltoid muscle
right there. There we go. Now as you can see,
we've only been working on this for a couple of videos now and things are
already looking quite nice. If you remember how we
started with the C spheres, like nothing, this
was the beginning, and now we have this. I know it might seem a little
bit complicated at first, but the more you practice
and the more you do this, the easier all of
this is going to get. That's the deltoid. I'm going to thin this
out a little bit more. I don't want her to
be like super big. I mentioned that I was
going to be telling you guys a little bit about her. She's the main villain
of the story that I've assigned for my Dungeons
and Dragons group. She has this like personality, a little bit arrogant, a little bit mean. If you guys have seen Avatar, the Last Airbender, the Anime, Azula the fire bender queen, she has more or less
that personality. The only difference
is that in my story, this girl, Gabala, she was a slave before
becoming a queen, so she knows how things were, and she wants to
burn everything down and rebuild it from scratch
to make a better world. Of course, we'd like
tyrannical abuse and stuff, otherwise, you wouldn't
be the bad guy. But yeah that's the
main gist of her. That's why I don't want her
to be like a strong warrior, she's more like a sorcerers. She's going to be a little
bit more magic-oriented, and I need to show that here
on the character herself. Now, here's where things
are going to start getting interesting because now we can start adding a little
bit of detail. As you can see, some of her
neck is actually uncovered. You can see some the
neckline and stuff. [NOISE] Female neckline. You're going to see that on female characters,
we're going to see, and we're going to
appreciate one muscle which is called the
sternocleidomastoid mastoidus. That's the muscle that
goes all the way back from the back part of the,
what's the word? That's weird. I
thought you could see the mouse but no you can't. It goes from the back part
of the ear all the way to the center of the neck and
this volume right here, that's what we can actually
start adding right here. This muscle that goes
in this direction. We're going to work
on the face later on. But it goes in this
direction, and it inserts itself on the clavicles and on the sternum. You're going to see this effect going right there and then right at the side
of this muscle, you can see that there's a dip. We don't have as much stuff. There's going to be tension here so I'm going
to remove some of the volume here and create a little bit of a hollow
area right there. This is going to give
us a very nice slender, nice little neck right there. Now I do think my neck
is a little bit too low. The neckline shouldn't
be that low, so I'm going to
use my move brush. I'm going to push the neckline
a little bit up like this. I do think that makes a
little bit thin right now, so I'm going to make it
a little bit thicker. There we go. That's it. Our torso and our back of
the torso are now ready. The volumes are
looking quite clean. I like the way they're
looking right now. I think I'm going to add
a little bit more volume here on the back. Make sure that we have
this very nice geometry. I think I'm going to
use my trim dynamic to flatten things
just a little bit. We're not doing
the butt just yet, but we can push this thing in a little
bit like the back of the animated character statutes. It looks really nice.
That's it, guys. I'm going to stop the
video right here and then the next one we're going
to jump onto the arms. We're going to start working
on the anatomy for the arms. Hang on tight, and I'll see you back on the next one. Bye-bye.
6. Muscle Principles: Hi, guys. Welcome back to
the next part of our series. Today, we're going to continue with the muscle principles. Before we jump onto the arms, which is the next section, I actually want to
take a little bit of a tangent and
explain to you a couple of principles that apply to pretty much every
single muscle. Those are going to
help us understand in a better way how
everything works. I'm going to take any
layer right here. The way we need to
think about muscles is that there's a couple
of things that they do. We're going to start with
the first principle. The first principle is that every single muscle
has an origin, and it has an insertion. That's a very basic concept. It starts somewhere, and it ends somewhere. If you draw a muscle
starting somewhere, you're going to have
the main muscle mass. Then you're going to have
the insertion of the muscle. Now, if you are observant, you're going to know that the connection that I have from the origin to the main mass of the muscle is shorter
than the one that we have to the long part
of the insertion. This is because muscles
work as a pulley, and then they contract. That's the second
principle of muscles. Every single muscle that
we have in the body, the only function that
it has is to contract. It can't do anything else. Yes, we can stretch the muscle, but the muscle itself, the function that it
does is it contracts. In order to get the most
efficient contraction, the part that they're going
to be pulling towards them, it's going to be farther away. It's going to have
a longer tendon. We're going to be
using that tendon to bring parts of the body, muscles, and bones closer to us. Every single muscle in the
human body has an origin. Usually, the origin
is going to be closest to the centerline
of the character. For instance, if the pectoral
muscle that we just saw, its origin is the clavicle, the sternum, and
some of the ribs. That's the origin of the muscle. The insertion is on the
middle point of the humerus. It's going to go
all the way down here to the humerus bone, which is the bone that we
have on the upper arm. It's very important. Well, it's not super
important that we know all of the insertions and the
origins, but it really helps. Because especially when
we're designing creatures or monsters that are going to
have a different anatomy, if we follow these principles, it's going to be a lot easier
to get a believable result. First thing, every muscle has
an origin and an insertion. The mass of the muscle is usually closer to the origin
than it is to the insertion. Another quick example I can give you guys is a chicken leg. If you remember a chicken leg. You can imagine
that the chicken, when it's alive, the
leg's like this. Most of the muscles
is going to be here, and then all of this
is tendons and bones. When we eat the chicken leg, that's what we get. That's
the first principle. Second principle,
every single muscle, the only function it
has is to contract. When it contracts, it's going to bring something towards it. It's going to pull
something towards it. That's going to bring us
to the third section. The third thing tells us
that every single muscle, for a muscle to properly work, it needs to actually go a
cross and articulation. That's very important. Imagine, we have two
bones right here. This one bone, two bones. If we have a muscle
on this bone, the tendon of the bone has to cross the articulation so that
when this thing contracts, it actually brings something closer to what it's
supposed to have. If you think about the bicep, or the fingers, or our
legs, that's how it works. We are going to have the muscle on the big section right here, but the tendons and the ligaments are
actually going to be going all the way to the
next section of the body. Those are the things that
we're going to be moving. When you use your
bicep to move the arm, you're not moving the arm. You're moving the forearm. When you contract
your pectoral muscle, for instance, you're not
contracting your chest. You're bringing the arm
closer to the chest. Every muscle, it's going to cross an articulation
to do its job. It would be pretty stupid
to have a bone right here and the muscle with
its attachments on the same bone because since
the bone is a solid thing, we won't be able to bend it. That's why it's very
important that the bone crosses an articulation
and does its job. First, again origin insertion. If the insertion is
longer, origin is shorter, the mass is closer
to the origin. Second, muscles only contract. Third, a muscle must go through an articulation to
properly do its work. The fourth principle of muscles, for every muscle that you
have, that does something. For instance, taking
this thing into account, the two bone example
that we have. We had this muscle right here that brings this one over here, brings the bone up. We're going to have
another muscle that's going to do
the opposite action. That's something that's always
going to happen as well. For every muscle
that has an action, there's going to
be another muscle that's going to do
the opposite action. This is true, I would say, for about 90 percent
of the muscles. There's a couple of muscles
that don't have this thing, such as the tongue,
for instance. We don't have an
opposite to the tongue. There's a lot of sphincters, which are the circular
muscles that also don't have a counterpart. But for instance,
one of the most common ones is on the arm. On the arm, we have the bicep. On the backside of the
arm, we have the tricep. We're going to talk
about these muscles, which is bicep right here, and then tricep over here. They do the opposite thing. The bicep will bring
the forearm closer, and the tricep will
bring the forearm aback. Depending on how again
you design a monster, design a creature,
you want to implement all of these concepts
into your element. This is pretty much it, guys. These are the basic principles of the bones that are
important to remember, and they're going
to be very helpful. Because now that we're
going to go into more specific muscles that
are a little more important, it's going to be a lot
easier to understand the why and the how we're placing
them on our character. That's it for this one,
guys. I'll see you back on the next one when we start
with the arm. Bye-bye.
7. Upper Arm Sculpting: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the upper arm up our
character, so let's get to it. This is where we left off now, make sure to save, I
don't think I have saved. The ZBrush has this
auto-save feature, which is really good, but it's
always important to save. I'm going to call
this Gavalla_001. I always like to save my
characters in the increments, that way I can make sure
that if I make a mistake, I can go back and fix it without having to loose
all of the progress. Also sometimes files
do get corrupted, so it's important
to have a backup. The bicep is the first muscle that we're going to
be talking about, it starts right here
on the front side of the arm into
very long muscle. People think that
the bicep is more like an inflated balloon muscle, but it's actually
really slim muscle, we can see it here on the reference, where
is it, there we go. You can see it's this very
long muscle that goes all the way to the front
side of the elbow, which is all of this
guys right here. Now, the reason why people believe that the bicep
is really big is probably because of movies
and TV series where the male characters have
a really inflated bicep, which is just like
how it's portrayed, but it's usually not as big
as you can see right here. Actually, when you see
it from the front, you're not going to be seeing the bicep affecting the
silhouette of the arm that much, it's going to be more like
this elongated shape. I like to call it a gold
ingot or a loaf of bread, it's very nice, long shape. As we mentioned in
the last video, every time we have a muscle, there's going to be an opposite
muscle on the other side, which in this case is
going to be the tricep. Now, the bicep is called the bicep because as you can see here, like masses, it has two heads, we call
them the heads of the bicep, and each volume will help
for the overall thing. Again, we're not going to see the actual intensity
of each fiber, but it's good to remember, and the tricep is
the same thing, it has three heads, but in this case, we're only
going to be seeing two. The tricep has a very
similar teardrop shape, but then all of the
heads converge into a single thing called
the tricep tendon, which goes straight
into the elbow, which is going to be right here. Then we're going
to have the heads actually give us a
little bit of volume, so when you see the
arm from the front, you're actually going to
be seeing a little bit of volume on the tricep on
both sides of the arm. The tricep is the
one that gives us the volume because it's
a really big muscle, it has three heads
instead of two, so we would expect
this muscle to be a little bit bigger
than the bicep, so we're going to have
that one right there. Now, of course, on
female characters, especially if they're not
super toned or super athletic, we won't see as much
of this information, so we're going to be simplifying some of the shapes later on. Now, here in-between
the biceps and triceps, we actually have another
muscle called the brachialis, is this one that you're
seeing right here. It's like the meat
on a hamburger. Again, unless you're
really toned, you're not going
to see it as much. I'm going to start by just
like simplifying this. Again, rather than focusing on the details of the anatomy, we're going to be
focusing on the forums. I want this arm to look like a nice smooth arm here
for my character, which is again, going to be covered
in a lot of bandages, but we do want to
have the shape of the arm as nice as possible. For instance, here we can remove a little bit
of the volume there, which is where the
brachialis would be, and then we can add a
little bit of volume and just smooth this thing
out, there we go. Now, when we see
it from the front, the arm is usually a little bit thinner here on
the outer section, so we're going to
be using my move brush to thin this out. Especially for
female characters, there arms tend to
be really stylish, really nice and long, so we're going to play a
little bit with that shape. Now, as we've mentioned in
the one of the first videos, once an area is complete or we're moving
forward in an area, we're going to start
noticing things on other areas that might need
a little bit of fixing. For instance, this
acromion process actually goes a little bit
for up about there, that's where the
clavicle would end. As you can see, we're
losing a little bit of that sharp effect that we
had on the mask before. So I'm going to push this
out a little bit to regain that nice sharp look
there on the arms. She's looking a
little bit to buffed, so I'm going to reduce
that a little bit there, reduce a little bit of the
latissimus dorsi as well, and there is just small tweaks here and there
that we're going to have to do to make sure things
look as nice as possible. Now, talking about the elbow, let's go over here. You're going to
see that the elbow is this
triangular-looking shape. Here's the big black section of the tendon of the tricep, so we definitely want to
have that on our silhouette. I'm going to push this a
little bit further like that, [NOISE] here's going
to be one of the heads of the tricep creating
this volume right here, and then the other head is
going to be right here. They call it the long head, it's going to go
all the way around, and this is where
we're going to have, our nice little connection
with the rest of the arm. So that's going to be
where are the shoulder is. Now, I forgot to
mention the bones. The bone that we have here on the arm is called a humerus. I always remember it, thanks to the
Simpsons, the Homer. So I think about Homer, humerus, and it flows into my mind. The humerus is this
big bone that goes from the shoulder all the
way here to the elbow, and after that we have
two more bones that are going to go into the
wrist and into the hands, which are the radius
and the ulna. The ulna is the one that we're
actually seeing just like a hook that snaps
onto the elbow, and then we're going to be able to create the
sharpness right here. Now, if we go back to our characters right here,
you're going to see that, especially on this character
is we do see the bicep coming from the deltoid and this is one of the
most complicated areas. People have a lot of issues when they're working
on this area, so I'm going to try to explain
this as nice as possible. There's an interweaving
thing going on here. Again, we're not really going to see it
on our character, but I've figured it's
important for you to know it. The muscle that comes or is at the very bottom of this interweaving thing
is actually divisive, so I'm going to create a
little bit of a cavity here to indicate that the bicep is actually coming from
inside that little cave. The entrance of
that little cave, it's actually being formed by the pectoral muscle right here, so it's going to
create this recovery, and then it's going
to flow into the arm, and on top of that flow is
where we're going to have the deltoid muscle covering
all of that transition. If you're going to be
doing like a superhero and you really want it to look like super nice,
no pun intended, then you really want
to make sure that the transition of
those muscles look as nice as possible because
the bicep is going to be coming from that specific
little hole right there. I'll push this out a little
bit more, and there we go. Let's just turn
the dynamic again. I really like using
TrimDynamic because it gives this strong, nice bug to the whole thing. Now, on the back, we also have a little
bit of a connection. So you guys remember that we mentioned that there's
these two bundles, this infraspinatus and the
teres major and teres minor. Not super important, at least we're not going
to see them as much, probably a little bit more
here on the latissimus dorsi, so it's just a matter
of making sure it looks like we have the little bundles
there going into the arm. Later on when we poster, there's going to be a
little bit of movement, so we would expect
to see a little bit more of these
things pushing out. One thing that I did
forget to add here was a little bit of the
rich of the scapula. Usually, you do see
a little bit of the scapula poking out
on this middle section. Again, it depends on how tone, how exercise the character is, the amount of fat, percentage, and stuff, how dehydrated they are as well, all of those things play an important role in how
we look at the anatomy, but as you can see,
that looks pretty nice. Cool. Yeah, that's pretty much it for the
basics of the arms, so three main muscles. Let's just go over
them real quick. We have bicep right here, we have the thricep right here, and the brachial is right
there on the middle. Now, one important thing is
when you see the arm here, you can see that the tricep is actually a little bit higher up, it gets right here higher
up than the bicep. Very common mistake
is people place them at the same depth and they move slightly, so the bicep is going
to be a little bit closer to the central line and this one is going to
be a little bit higher. Now, one thing I'm
looking at here, and again, don't think
about the whole figure, because right now
it seem like we are not as slim as I would like, so there might be a little bit of movement
that we need to do, but I don't want to
rush just yet because I know that there's a lot of things that we might be missing, and if we rush and try to fix things that
are not done yet, then that might disrupt other things that we
already have done, and it makes it a
little bit more difficult to complete
the whole thing. Make sure to go through
the first basic forms, which is all of this
Chapter 1 first, and then we'll go back to the
polish section of the body. There we go. This is
it for this one guys, I'll see you back on
the next one. Bye, bye.
8. Lower Arm Sculpting: Hey, guys. Welcome back to
the next part of our series. Today, then we're going to
continue with the lower arm. This is going to be a tricky one because the lower arm is one of those areas that people
really struggle with. It was probably the one that I struggled the most when I was learning anatomy back
in my student days. The lower arm is, of course, this section that goes from the elbow all the way
down to the palm. Now, as you guys know, we don't have a palm right now. We know that the
hand's going to be roughly at about this distance. That little bundle of polygons that we
have right there is eventually going to
become the hand. This is where our
arm is going to be. Now, the arm is tricky because
there's a lot of muscles. There's like 25 or
something muscles. Now, you don't have to learn
all of them, don't worry. But it is important that
we understand the forms and how they progress. The arm is composed
of something called the flexors and the extensors. The flexors are
going to live right here on the medial epicondyle. It's this little
section of the elbow. It's the inner section
of the elbow and all of this bundle of
muscles are going to be flexing and they're
going to allow us to flex our fingers and will create
a fist, for instance. We're going to have
the most mass of muscles right here and
then all of the tendons, as you can see here, are
going to go towards the hand. The extensors, on
the other hand, are going to be on the other
side of the hand and they're going to go to the backside of the fingers like you're
seeing right here. Now, the easiest way
for me to help you understand how flexors
and extensors work is by actually again, going to the bony protrusions. I'm going to turn on my
camera for just one second. I normally don't do this, but I think this is
an example that it's worth having. Let's go here. If you take a look at
your elbow right here, you can actually touch
your elbow and go all the way to this little bone that we have right here on the pinky finger. This section, this line of
bone, that's your ulna. That's the ulna bone
that's going to go all the way through this area. It's important that
we follow that one because it's going to allow us to divide the
flexors on one side, which is going to
be the inner side, these ones, and the extensors, which are going to be
on this outer side. That's what we're going to do. We're going to go
to the back here. If we imagine that
this is our ulna, we can just draw one line and go all the way to the back here. At this point is where we will be having our pinky finger bone. I'm going to add a
little dot right there. On the inside of the arm, right here, we're going to
have this diamond shape. Again, teardrop shape. Most
muscles are like teardrops. We're going to have
this teardrop shape and these muscles are going
to be our flexors. They're going to allow us to, of course, flex our fingers. Then on the other
side, right here, we're going to
have our extensors and they're going to be
going to the other side, so it's back here to the arm. Now, of course, that's not everything because
if we do this, this arm doesn't look bad, but it doesn't look
right just yet. The reason is we're still missing two main muscles
which are called the extensor carpi radialis longus and the brachioradialis. Those two muscles
actually originate all the way up here at
the middle of the arm and they're going to go around the arm towards the
inner side of our hand. Again, don't worry
too much about the names or the fibers, worry about the volume. As you can see, what's going to happen here
is we're going to have a little bit more volume up here and a little bit
less volume down here, and all of these
things are going to be flowing and they're going to
be flowing towards the palm. I'm going to use my trim
dynamic here to flatten a little bit of this
because the risk tends to be quite flat. Eventually, we're going to
be adding the hands and the hands are going to be
facing towards the character. That's the easiest way
to create the hands. I'm just going to use
my stuff right here. Again, if we take a
look at the concept, no need to worry too
much about the anatomy or the fibers or everything because everything
is going to be, in this case, covered
by a bandage. But we do want to
worry about the form, which is going to be the
most important thing. For instance here, and you can again see it
here on the reference, on the backside of the arm,
we do have some muscles. All these are the
flexor muscles that are going to go to the back of the palm and they're going to be originating in this
section right here, so that section right there, we definitely want to add
a little bit more volume so that we make sure to indicate that these things are going to
that specific direction. Smooth this out and there we go. Now, a trick that we can do
to make this thing look even better is we can go here and
change this to flat color, that way we can appreciate
the silhouette of the character without
actually seeing the details. This is very helpful, especially for the mind so that we can actually see what's going on without having
to worry about the forms. Now, I can see that
these are way too thick, so I'm going to start pushing
this a little bit more. I'm going to start
making my arms thinner. A little bit like this. Now, you can see here on the side view that my arms are
a little bit too straight. I want to add a little bit
of gesture to the arms. I think this is going
to really help sell the fact that these are
more like female arms. Another thing that I'm
going to do is I'm going to carve it a little bit here. The bicep actually ends
a little bit here on the volume then we get a little bit of a hollow
section right there. There we go. That's
like transition. Yes, we're going to have
this very famous B shape that we have here on the arm. Very common. Again, not super important because we're
going to be covering it. But it's there. Let's soften this up. What I want to do is right now, it looks like an
electric current is going through our
character's body. Let's relax the
pose a little bit. What I'm going to do is
I'm going to go with my mask lasso. I'm going to mask the arm, making sure I mask all of
the muscles right there. I'm going to bring the pivot point to where the
elbow is supposed to be, right about there,
and we're going to rotate this slightly forward. That way it looks like the arms are slightly bent
forward. That's good. Another thing, female
characters, not always, but usually have their arms moving out a little
bit like this. You see that? That little
change there on the angle of the arms really help sell this feminine body
to the whole thing. Now I'm going to use
these guys right here. I'm going to invert
the selection again, bring this to the side, and just bring this down
like this. There we go. Those little changes in the
angles, as you can see, already give us a more feminine and stylized
look than what we had, so really liking how
this is turning out. Let's use a little bit of
trim dynamic to flatten out some forms first
before we move on. Now, the hands. Hands are one of those
things that everyone ask me, what's the best way
to do the hands? Well, you could, of course, use the technique
that we used before with C spheres and
create your own hands. However, it takes a
little bit of time. The result that
you get is not as great as I would
like, to be honest. I personally don't like
doing the hands that way. Funny things over here because we still
haven't done the legs and it's distracting
me a little bit. The way I like to do hands
is I actually like to use hands that are
already pre-made, like a base mesh of
the hands so that it's a little bit
easier to work, and later on when we need
to do this claw gesture, we get a better effect. First thing is we need to
delete these guys right here. We're going to press
Control Shift Alt and hide those
points right there, and I'm going to
say delete hidden. Now, when we DynaMesh, we're going to get this
nice little cutout. We could also use the
knife brush or any of the other brushes here
instead of a C brush. I've pretty much just
deleted that section. Make sure things
look proportionate. Right now they do
look proportionate. I think we're in
a good position. We're going to check proportions
later on, by the way. I think there might be
a little bit too long, so I'm going to bring this
thing a little bit higher. Same for the elbow. There we go. Let's DynaMesh. It looks a little bit
better. I'm not sure. I'll show you a more exact
way to check out proportions. But now what I'm going to do
is I'm going to say BI and there's this IMM body
parts that we can use. You might be tempted to use
this hand option right here. But the problem with
this hand option, it's a very ugly hand. I hate this hand.
It's really bad. You're actually
going to go to this female full arm
that we have right here and we're going to get
the full arm right there. Now, as you can see,
we're really close. Our arm looks really
close to this one, so that tells me that
we're doing a good job. I'm going to rotate the
hand a little bit so that the palm is facing inwards and I'm going to try and
position the hand in such a way that it
matches with my arm. There, as you can see, our proportions are really
close to what we want. I'm going to smooth
all of this out so that it gets hidden behind the geometry
that they already have. I can even use a
very big move brush, in this case, to push and pull the hand into its
place right there. Now I'm just going to
DynaMesh and there we go. The problem is
we're going to get some fingers stuck together. That's fine. I'll show you how to [NOISE] fix that afterwards. Now that we have the
hand right here, we can actually go back to our clay builder, for instance, and we can start blending in
like this guy right here. We're going to
resculpt the hand. This is just like a
placeholder, don't worry. We're going to do something
even better later on. But yeah, just seeing the
hand and the feet later on, it's going to really help us visualize how everything
is going to be looking. This is the shape that
you want to have. You're going to have a nice big bundle here on the top part of the character and
then this tendinous, more fibrous section
going into the hand. Now, right now it looks like
the hand is actually broken, so we definitely need
to start fixing and tweaking certain areas so that everything
seems to be flowing. We don't want the hand to
be like a broken hand. I think the hand might be a little bit too long right now. A quick way to fix it,
let's just mask this thing. Invert the mask and just [NOISE] move it up
a little bit more. Move it back in space and
just read. There we go. Proportional-wise, that looks
a little bit better to me. Yeah, that's pretty
much the upper arms. Again, this is just
the base mesh. All of this Chapter 1
is just the base mesh, which might look like a very finalized sculpting, and it is. We're really pushing it
to be really finished. But the nicer we get
this base mesh to look, the easier it's
going to be to add all of the other details
that we need to do. All of the armor, the
claw, the bandages, everything that we need
to add is going to be way easier if we
do this base mesh. Now, some of you might
be wondering, well, if we're just doing
a female base mesh, wouldn't it be easier
to just grab one that's already done like this one
right here, the female? Yes, you could do that. But remember the reason
why I'm teaching you this is even though we're doing a
female character right now, later on, you might
need to do a monster or a creature or something, and if there's no base
mesh for those elements, you're going to have
to do it from scratch, so all of this information that we're learning is
going to be helpful for you because you're
going to be able to apply it to any kind of
character that you need. That's it, guys. As you can
see, quite the progress. Let's take a quick comparison. If you press Shift S, you drop a sample right there
and we can go here. This is how we started
when we started a couple of videos ago, and
this is where we're going. Things are looking quite nice. Let's keep pushing and I'll see you back on the next
video. Bye-bye.
9. Upper Leg Sculpting: Hi guys, welcome back to the
next part of our series. Today we're going to
continue with the upper leg. In the upper leg, we have one of the most important muscles, which is called the
quad, the quadriceps and this muscle is a
really big muscle. It starts right here, which is the superior anterior
iliac spine. It's a little bump
on the spine of the hips that are
going to be pushing forward and that's
going to be one of the insertion points
for the muscle. We're going to be adding all of these volumes like a
teardrop shape again. Just like this big volume but
one of the important things about the quad muscle is that when you see
it from the side, it's actually going to be
pushing very nicely in a nice curve way towards
the front and this happens both in male
and female characters so we're going to have
this effect going forward. I actually have one
example right here. I was looking at
this phoenix statue. You can see that nice
curvature over there. You can see this one over here. It, of course, will depend on the anatomy of your character. As I mentioned, for my
character right here, it's not going to be like
super big thighs but you're going to have
this very nice curvature going right about there. On the outer side
of the character, let me hide the hands for
just a second. There we go. On the outer side here we're going to have
a couple of muscles. This is called the
extensor fascia lata. It's the muscle, that
will say latte like in coffee, extensor fascia lata, which is extensor
muscle that has the function of keeping
all of the muscles here with a very big
tendon together like compartmentalized
and we're going to have the volume
right here and then, of course, the gluteus. We're going to have the
big gluteus right here. I always recommend
people to keep it nice, but not super exaggerated. Sometimes we tend to exaggerate certain features that we
might like and it's fine, but there's a limit
where things look gross, like hypersexualized, and maybe not the
best thing we can do. Even here you can see like the, let me show you over
here. This one. You can see that it is a big glute that we
have right here, but it doesn't look bizarre, it doesn't look
bad, it looks okay. That's the kind of thing that
we want to have as well. We want to have the glutes, but we don't want them
to look bizarre or ugly. We want them to look pretty. Now on this other statue
the earlier statue you can see that there is a little
bit of a full there and yes, we can see it, but usually, everything is just
blend together. Females tend to have a lot of little fat pads
around certain areas, especially here
on the hip areas. That's what gives the hip areas the soft effect so that's
what we're going to do. Now on the inside of the leg, we're going to have a
bundle of a lot of muscles that are going to
just get together at this specific area
so you want to have this round effect and
on the outer side, it's actually going to
be a little bit flatter. I'm actually going to carve in a little bit here and
we're going to be creating this flat effect
that we tend to get. As you can see here on the
references, both legs, they start like really thick and then they
become really thin so that's another
thing that we want to incorporate here
on the other side. We want to make sure that
the legs become thinner and more stylized as we go down. The knees of course are going to be right here so I'm just going to add a little bit of an
indication of the knees. Then I'm just going to
start carving out some of the section right here
on the upper leg. Make sure to add volume where you need and soften things up. I'm doing so right here, I'm just adding a little bit of volume and then
softening things up. Now, even though we
don't have genitals, it is important to
have just felt like the rough volume of where
the genitals would be especially later on when we add a clothing or any
bandages and stuff, that's going to make
it easier for us to understand where things
are supposed to be. I think I do want to push my hips a little bit
further out here, and a little bit
further in here. Again to stylize and give the legs a little
bit more curvature. Now, the tricky part about legs, or at least that's what I
find with female characters, I always have an issue
is since we're doing this in this pause where legs are spread
apart a little bit, it's a little bit
difficult to see that nice curvature that we see when we see
it from the front, when the legs are
together like this. What you can do if you want
to check these things out, is you can mask these legs, reset the pivot point, move it towards the center
of the hips like this, and then just rotate
them in and here's where you're going to be able to appreciate how the legs
are going to look. Now, just do this for preview purposes because if you do this and then
you split them, you can see that the geometry
just sticks together. We don't want that, so I
know that when I do this, this is going to give me a
very nice feminine shape but right now I need to
keep it separate so that it's easier
to work with. Just keep that in mind. Now that we have this, now we can go back
here to the abdomen, to the torsal and we can add
a little bit more of that, like obliques that we have, the lobe handles that
we've mentioned before, to give this character a little bit more depth
over there, more volume. Now, here's the decision
that we need to make. Do we want our character
to look like here, like Phoenix or do we
want her to look like, Ari, these are like the style choices that
we're going to go for. I think particularly, I would
probably going to go for something like this so
that means that we can start stylizing things
a little bit more. We can push things a little bit more into
the stylized realm. For instance, we can make the hip a bit thinner or the shoulders,
probably the shoulders. I think the shoulders
are the ones that are a little bit too big, so I'm going to make them a
little bit thinner there. Now that we have the
proper proportions, that's when we can start playing with all of these effects. Make sure you get all the way to this point before trying to modify other things because
if you don't get here, it might be a little
bit difficult to visualize where things
are supposed to be. For instance, here I
think I'm going to push the chest out a little bit more. That's also going to
give her a little bit more of a heroic look, which is fitting
for the character. The head is definitely a little
bit too big on that side. The eyes, since that's
not going to be the size, they're actually
distracting me a little bit so I'm actually just going
to fill this thing in, and let's flatten all
of these elements. Again, make it look
like a helmet. There we go, that's
a lot better. We can add the ears. Just as an indication.
I don't think we actually see the ears
on the character. I think the headdress
she's using covers most of the ears. That's just a nice like
for blocking purposes, it's a nice thing
that we can add. I'm going to flatten this
as well. There we go. That way we can see whether or not the body is looking good. I think we're in
a good position. I think this is looking nice. Other things that we need to
take into account here for the legs because we do see most of our legs like there's a little bit
more anatomy showing. There's a line here that's made by a muscle called
the sartorius muscle. Taylors, they use this
muscle a lot when they cross their legs across one another so that's one that we're going
to be seeing right there. On the back part, we're going to have a couple of muscle. One of them is called
the semimembranosus and semitendinosus. They're going to get
going over here and the other one's called
the biceps femoris. Every time you have a muscle
that has a last name, like biceps brachialis
for instance, that means that that
bicep is only on the arm, on the brachial
area and the biceps femoris is going to be
here on the femur area. The femur is of course, the bone that's going
to be here on the leg. Now as we get here to the knee, we're going to have a little
bit of a triangle where both muscles divide and then we're going to have
the other two muscles. We're going to talk about
them once we get into the lower leg that are going
to create their volume here. I usually want to
add a little bit of volume here on this muscles. You're going to see
more muscle here on the front of the leg
than on the back of the leg but there's still going to be some muscles
here on the back, so make sure to keep
them or add them. I'm going to start filling
them out a little bit, following some of the RE stature reference
that we're using. It's going to give
us our very nice. Again, remember on the
inside of the leg, we're going to have a
round, nice effect. Here, you can see it round
and then flat on the outside. That's very important so we're going to keep it around
on the inside of the leg and flat on the outside. Has to do with 10 stuff. No need to worry too
much about that. We're going to be
polishing this even more. Remember, we're just focusing
on shapes right now. That's the knee of
course. There we go. We're in a really good position. Let's soften up the
butt a little bit more here to make sure that the
shape is looking nice, smooth it out. I like it. Now, it does seem that she's like going forward a
little bit too much. Some girls do have that
like curvature but I'm going to push the
abdomen a little bit further forward like this. It's a little less intense. I might want to bring the butt. Just like small changes here
and there and these changes, we're going to be doing
them all the time, all the way up to the very
end of the sculpture, we're always going to be
doing these small changes. That's it for now,
guys. I'm going to stop it right here and
I'll see you back on the next one when we take
a look at the lower leg, hang on tight and
I'll see you back on the next one. Bye-bye.
10. Lower Leg Sculpting: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the lower legs. Let's get to it. The lower leg is a really
fun part of the body, I would say I really
like sculpting the lower legs because
it's actually rather easy. The curvature of the lower leg pushes the forms backwards. One of the most
important muscles that we're going to
have are going to be the gastrocnemius or actually
known as the calf muscles. The calves are going
to be right here. Similarly to the arms, we're going to have
two main masses. Like similar to the
extensors and the flexors, we're going to
have the outer one and the inner one like this. When you see it from the front, the inner one is going to be
lower than the outer one. We're going to have this shape, the silhouette
changing like this, and then the other one out here. I'm exaggerating things right now, just so we can see them. I'm going to use my move
brush to really stylize them. We can take a look at the
character right here, and you can see how
we have the outer one right here and the
inner one right there. Let's go to here, yeah, we you can
see it right here. Outer one, inner one. Of course we're going
to go into a really nice and smooth ankle. We're going to start
pushing this in. Actually I'm going to
delete some of this pieces, I think our legs became
a little bit too long. Let's go right there
and delete hidden. Now smooth everything. Dynamesh, trim dynamic, and I'm going to
use my move brush again to start giving my legs
the effect that we need. So there's a couple
of stylistic choices. Some people like to push the curvature of
the legs really, really heavily to
the outer side, creating a concave section
right here on the legs. I think I am going to stylize this a little bit
on this character. But realistically speaking,
you don't have that much of a curvature on the leg, or not as much so I'm going
to be adding right now. So that's the calf muscles, and then we're going to start
pushing and we're going to go towards something called
the Achilles tendon. All of you guys know about
the Achilles tendon. So it's this shape that
we have down here on the character, like that. That's a little bit too much, so I'm going to start
using my trim dynamic to curve in or just flatten things without modifying the
silhouette as much. And there we go. Again, as I mentioned,
it depends on how stylized you want
your character to be. On the concept itself, I think one leg is bandaged
and the other one's free. So we're going to have to
take that into consideration. I think on the first concept, we have both of the bandages, but I like this thing that
he did over here where one leg is free and
the other one's not. So I think that's going to add a quite a nice
little detail here. The knee is going to be here, underneath the knee
we have the tibia, which is the other bone, and then we have this tibia bone going to the inside of the leg. Now, on the leg we
have two little bones, this one and this one. The inner bone, which is
going to be right here, it's going to be higher
up than the lower bone, which is going to be right here. And those are really
important for the silhouette as well because we are
going to be seeing them. They really shape up the
silhouette of the lower leg. Of course I exaggerated
them right there, and we're going to
be using, again, trimmed dynamic
to soften them up and create a cleaner transition. There we go. Smooth, smooth, smooth, everything
gets smoothed out. Now I think my lower legs
are a little bit too short. So I'm going to
use my move brush, there we go, just
move this down. That's it, that's looking
quite nice for a character. I think that's a really,
really nice base mesh. So here's what
we're going to do. Now, I'm going to add the foot or the feet in a very similar
way to how we did the hand. So I'm going to go into Insert multi mesh body parts
and in this case, I am going to be using the
foot and so rather basic foot. Just draw the feet, rotate this so it's at zero, and just position them where
they're supposed to go. Try to make them
flat to the ground. We're going to go for small feet to make it a little
bit more interesting. And there we go,
dynamesh, and that's it. Now that they're there, we can start playing around
with the shapes and curving in all of the
different things that we need to make sure that they
look as nice as possible. That's the Achilles
tendon that we're going to be creating over there. Can make it a little bit bigger. Let's shrink down
this little bones that came with the feet, because we're going to be
creating our own bones. I'm actually going
to use my trend dynamic here to trim everything, to make sure that
things look nice first. The transition is looking
nice. There we go. Now that my transition is good, now we can go back and add the inner bone
and the outer bone. Remember the inner bone is
higher up than the lower bone. These bones are the
tibia and the fibula. Tibia and fibula, those are the bones here on
the lower part of the leg. Again, we can just add them, they're going to help
for the silhouette. She's barefoot, the
concept has her barefoot, so we're going to have to do a little bit more
sculpting than usual. I always joke that
no one does feet anymore and everyone
uses shoes and stuff. Now we're actually going to be sculpting feet once we get into the polishing section
of the whole thing. For the vase shape, this is
looking quite, quite nice. So there we go. The whole body is
pretty much ready, but I don't want to move forward without actually having a
check on the proportions. I'm going to show you, this
is an old school trick on creating the proportions or making sure proportions
are working nicely. I'm going to go to my
demeanor standard and I'm going to mark where
the hair line starts, which is right about there. From that line to the chin, that's going to be my
main face section, that will be my proportion. What I want to make
sure that I match with this chart that we
have over here. I'm going to press W to
go into my gizmo mode, but I'm going to turn off
the gizmo and this is going to activate something
called the transpose line. If you've been using
ZBrush for a long time, then you are probably
familiar with this tool. But for those of you
that are just starting, this used to be the way
to move things around in ZBrush for 10 years. [LAUGHTER] We had it
for a very long time. What I'm going to do is I'm
going to click here and press "Shift" and bring this
down to the chin. As you can see up here, we have this option
that says 0.7356 units. Because right now we're using some arbitrary unit to know
how many lines we get. I'm going to go to
Preferences and I'm going to say transpose units. As you can see there on
the transpose units, right now it's 0.73. I'm going to change that to one. I'm just going to set the unit, I'm going to call this
head and hit "Enter". I'm going to set units. There we go. So now
as you can see, this measurement right
there is one head, and if I start drawing a line, I'm going to get one
head, two heads, three heads, etc, etc. So technically, I should
be able to draw a line and bring it all the way to
the crotch area and boom. Look at that. Foreheads
to the point. This means that our proportions are working perfectly fine. We have this one right here, second head a little
bit below the nipples. Third head is the nible
and then the crotch area. That tells me that
our proportions from head to the crotch
area are perfect. We're in a very good position. Now, if I do the same thing, but bring it all the
way down to the feet, I can see that,
hey, you know what? Yes, we have eight heads towards the feet,
but if you remember, we were going to have a little
bit of an extra head right where we landed with the heels. Let's do the heels
section real quick. Well, actually no, I
think I'm going to leave it like this right now because we managed to get
the perfect head proportion. If we needed to
fix anything here, this is where we would probably mask things out and either push or pull them to make sure that we get the proper
back the dimensions. If you need to go
back to your gizmo, just press this guy right here, and it's back to the gizmo mode. But in this case,
our proportions are looking quite, quite nice. Eighth head proportion
looking really, really tight. The elbow, I do want to
fix it a little bit, I want to make it look a
little bit rounder here. Same for the armor, I think it's a little bit too
big of an arm so I'm just going to start
moving things around. Yeah, that's pretty much it. We're in a really, really
good position with our body, I really love how
this is looking. We're just going to have
probably just one more video for the face proportions, just where the eyes
are going to be, where the mouth is going to be, just a general construction. Then we're going to
jump into Chapter 2 where we're going to
start polishing things. That's it for this one, guys, hang on tight and I'll see you back on the next one. Bye bye.
11. Face Basic Shapes: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the face basic shapes. Let's jump into it. Our body is looking amazing. It's
looking really, really cool. We have the proportions
pretty much dialed in. Yes, there's a couple of things that we need to fix
with the fingers, with the feed and a lot of other different
polishing things. But the base shape
is looking quite, quite nice and we're in
a really good place. We're going to jump
onto the face. Now, the face is going to
be divided into thirds. That's a very basic concept. If you've done faces before, you already know this thing. First third, second third, and third third
right about there. That's three same equals stuff. On the third third, that's where we're
going to have our nose, so our nose is going
to be right here. Our eyes are going to be
at the half of the face. They're not aligned
with the thirds, they're actually halfway
through the face. That's where we're
going to have our eyes. I'm going to start
carving in some of the eye section right here. I'm not going to
do it as a skull, I'm actually just
going to start carving in where we would have
the cavity of the ice, which is going to be
right about there. For the nose, I'm
just going to add a little bit of
volume right here, like a little bit
of a diamond shape. We're going to start creating the curvature of the shape, because this is very important. Female faces have this
very round effect to their organization. This is what we want to capture
here with the character. I'm going to use my move brush. We're going to start
capturing this shape. We're not going to be polishing, we're not doing any
sort or anything. We're just creating the
basic shape of the head, which would be right about here. Females usually have
this curved pointy nose and that's what I'm going to
be going for in this case. Of course, you can change
the shape of the nose, however way you want. But I like this effect
right there, there we go. Now, the mouth is going to be on the last third of the face. Right around here, we're going to have the mouth. A little bit higher,
probably about there. Females tend to have
this puffy lips. I'm going to use
my clay buildup. Right now, I'm
actually not going to focus on the lips
because we didn't have enough geometry to properly create the shapes of the lips. I'm just going to create this barrel of the
mouth, it's called. It's the barrel of the mouth, which is the main silhouette of the mouth for our character. Our ears are a little bit high, so I'm going to bring them down. It should be again, aligned to the face right there. That's pretty much it. Now there's a couple
of important things. We have something called
the zygomatic arch, which is going to be
right around here. It's the thing that
creates our cheekbone. We're going to add a little
bit of volume there as well to start
constructing the face. You can see how our face is looking more and
more realistic. Right here we're going to have
a little bit of a cavity. We need to separate the nodes
from the rest of the face. I'm carving in some of the sections that we're
going to have right here. Now, one thing that's going
to be really evident, ones we start
polishing the face, is that since we're working
on the small scale, we actually need to exaggerate
certain proportions. The eyes are probably
going to be a little bit bigger than we're used to
for realistic characters. Because once we
print them in 3D, if we do like realistic, they're just going to
be super, super small. We're going to be
going a little bit stylized as you can
see it here for [inaudible], for instance. I'm guessing that the
size of the eyes is going to be roughly
about this size. We'll talk about that later
once we get into the eyes. It's very important that we understand that
proportions might be slightly difference since we need to exaggerate things, so they look nice on the
3D printing process. Now I'm just going
to push the head back because it's a little
bit too big on that side. Definitely need a little
bit more back muscles , back here. We can add a little bit
of buildup here with a clay buildup because
she's looking way, way too strong, and
I don't want her to be super, super strong. But that's it. That's
pretty much it. I'm going to go Subtool.
I'm going to say Append and we're going
to append a sphere. I'm going to press the
sphere and I'm going to move this up with w, and just scale this down so that we create the
shape of the eye. As we mentioned, the
eye is going to be a little bit bigger
than you might think. We're going to go for
something like this. That looks good to me. We're going to say Zplugin, SubTool Master, Mirror. That's going to mirror the
eye to the other side. Now, on the face, we
want to make sure that we have enough
depth here on the eye. We're going to push this in and push this out a little bit. When we see it from the bottom, we can actually see
the curvature of the eye like pretty
nicely there. Now, if you do have enough
geometry under DynaMesh, which by the way, we have
not moved the resolution. We've stayed at 256 resolution. We have not been it. But if you have
enough resolution, you might want to
try adding the lips. Right now, I don't think
it's going to work, so I'm going to avoid
doing that for now. Later on, we're going to have
a specific video dedicated to all of the details of the face, eyes,
nose, everything. That's when we really
got to polish it. What we can add though right now are a
little bit of the eyelids. I can add just a little bit of an indication of the
eyelids up here, and a little bit
of the indication of the eyelids down here. It's going to look like an
alien right now. That's fine. Again, we're going
to be polishing and making the eyes look
more feminine and stuff once we move forward
with the rest of the elements. I'm carving here a little bit. There we go. Yeah, our character is ready guys. I know this was a short video, but this again, just the basic
indication of where things are supposed to be
here with our character. We're in a very good position. Now is where the fun begins
because we're going to start moving on to the
polishing of things. We're going to start
polishing the face, the hands, the feet, everything, and we're
going to start adding all of the different
accessories that she has. Chapter 2 is going to be all about polishing
the body and then Chapter 3 is going
to be all about the props and the armors. Chapter 4 is going to be the pose and all of the
different things, and then we're going
to keep on moving. Hang on tight because this
journey is just starting. Get all the way to this point. Please make sure you have your body a really
nicely set up, and the makeshift have
several shapes as well. I'll see you back on the
next chapter. Bye-bye.
12. Sculpting Eyes: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the sculpting of our character. We're going to start now
with the polishing section. We're going to start
with the eyes. But before we do that, there's a couple
of things I want to change in the character. That is, right now the
character is all in one piece, like all of the base
mesh and everything is just one single piece
and that usually works. However, if we want to give a
special detail to the head, it is a good idea to split the head into a
separate subtool. That way we can focus on actually modifying
her in a nicer way. Now, if you take a look at
the reference right here, you're going to notice that she actually has these
shoulder guards. We can actually create a cut on her shoulders that's going to divide and hide the fact that we're working with
two separate pieces. I'm going to go
into my mask lasso, and I'm going to select
the shoulder section, so right about there, and I'm going to
go into subtool, and I'm going to go down here to the options called split, and there's one option
called split mask points. I'm just going to hit
Okay, and there we go. Now we have this
head right here. The important thing
here is once we do DynaMesh on both
elements of course, the line is going to be there. Yes, it's a little bit annoying. We can later on mix
everything back together. But for now, one of the
things that this is going to allow me is
it's going to allow me to increase the resolution
only on the head. That way we can work with
a higher resolution, get a better detail, and then bring everything
back together when needed. The eyes are one of those very important parts of a character. Those are very important
parts of the character. I gathered a couple
of extra references here for you guys. We have some concept
art over here. Very cool. Again, animayish. Then this one is an
actual sculpture. We're going to be using this one as a reference. I
also like this one. This is by an artist or a group of artists
called Artisan Guild. They make figures for
D&D or for 3D print. They have a really
cartoon style, but I want to make
sure that you guys see this emphasis they use on the
plainer shapes of the head. I don't think we're going to
go that way or like that, like stylized, but more closer
to something like this. This is also a statue. This is the route we're
going to be taking. One cool thing
about the PureRef, some of you guys might already know, some of you might not, is that you can
actually modify this, place this on specific
place like here, right-click and say
mode, always on top. That way, PureRef is
always going to be on top, and we can work in a better way. As you can see right here
on the center of the eyes, there's going to be some depth. I definitely want
to add some depth. Let me just close
Photoshop real quick. Photoshop has this weird
problem with the tablet. I'm going to carve
this right here, and we're going to create
some depth on this area, because on the inner
side of the eyes, the eyes are going to be a
little bit more concave. As we go out of the eyes, we're going to get a more
of a convex shape right around here on the eyebrow
section of the whole thing. Our eyebrows of course
are going to be down here where our eyes meet. Now the eyebrows
are not straight. Eyes have this certainly
very interesting shape. I'm going to go for it just
like almond-looking shapes. I'm going to go nice angle right here like a
45-degree angle, and then straight, and then down, like this. Now remember, we do need to exaggerate things
a little more that we would usually do because this character is going
to be printed out. If we leave the digital
layer really subtle, then when we print things out, some of the details is
going to be washed out, and we're not going
to be able to see it. We're going to start
working here on the eyes. As you can see, we're
using our clay buildup to just carve in the general
shape of the eyes right there. Now, these eyes looked to
me a little bit too big. I'm going to grab
this guy and just push this in a little bit. This is going to create
a little bit of a shelf, and that's going to, later on, help me really get this
thing clean over here. Because usually on
the eyes there's going to be a little
bit of a separation. I'm going to use my
demeanor standard here to push the eyelids closer. We want a carve this
thing because eyelids are supposed to be following
the shape of the eyes. Let's move that out
again. There we go. As you can see, this one has a little bit of an
angry face to it. We definitely want
to start adding a little bit of
expression as well. There we go. Now for the nose, we already know this. For female noses we really want to push this curvature
a little bit more, something like that, and we can start
adding a little bit of detail here on the
outer side of the nose. A little bit more here on top. Let's remove some of these
elements right here, just to soften this up. The nostrils, so we're
just going to carve in the nostrils there a
little bit, there we go. I'm not in love with the eyes, so I'm going to modify a little bit just
using my move brush. I'm just going to push them
a little bit over there. Let's go back to clay buildup and let's start polishing here, the cheekbones, the
zygomatic arch. I'm going to soften this up. There's a very interesting fold that happens right here. As you can see, I'm adding
this line right here, and I can just
start pushing this, and creating this fold. It's a very important fold. It's very obvious that
the older we get, the more intense
folds get of course. It's important that we
add all of this stuff. Now the lower lid is
usually not as intense, so I'm going to add
a little more volume here to soften up the
effect of the eyes. There we go. Now, I really like that fox eyes
look that it already has. I'm going to use my move brush, and I'm going to
change the shape of the eyes a little bit. Let's push it out. There we go. Now
the upper eyelid of course goes on top
of the lower eyelid. It's very important that we
really mark that effect. I still feel like my eyes
are way too low here. There we go. Remember, this is just going to be a
constant adjustment of things, like certain things are
going to look okay, and then certain things are
not going to look as good. We're going to be modifying
and changing things around. Right now, I just want to
show you the basics of where to start modifying the
different elements, so that when we start
polishing more and more, we can notice where we
need to fix more stuff. There we go. My nose is
looking a little bit too thin, so I'm going to add a
little more volume here. Another very important fold that we're going to have is
this one right here, is called the nasolabial fold. It goes as the name implies, from the nose down to the mouth. I'm going really intense there so you guys
can see it but then, of course, we're going
to soften this out. This is another fold that
we're going to see as much on younger people, but older people are
definitely going to have it. I think my angle here for the nose is a
little bit too much, so I'm going to bring it down. Just like modifying this
let's bring this a little bit deeper and I can definitely feel that we
still need more geometry. I'm probably going to increase my resolution a little bit more. We really have enough
geometry to work with. Now, I'm going to go back to my trim dynamic in
a bigger brush. I'm going to modify
a little bit of the silhouette of the
character because right now the chin is
way too straight. I'm going to start
polishing this. I'm going to get rid
of the ears for now. We don't really need them. That way we can focus on
the face a little bit more. Let's soften this up as well. Smooth and there we go. Let's push this back a
little bit with my mu brush. This is going to be my
jaw line of course. It can go like this. There we go. Cool.
That's looking nice. We have a nice neck right here. If I want to remove a little
bit of the information here. Most of this stuff we're
not even going to see because we have the head
dress and the hair. But it's always good
to have a good base on your anatomy to make sure that this looks
the nicest possible way. Not particularly happy with
how the eyes are looking yet. I'm going to reduce a little
bit more of the nose here, just move this down
then move them in. I'm going to smooth this out. Now we can actually start
adding a little bit of the makeup that could be useful. The makeup is going to
be sculpted because we're going to be 3D printing and there's
no textures in 3D prints. If we're going to have this
Egyptian look on her eyes, then all of this makeup, the border of the
makeup and stuff, that's going to be something
that we're going to be adding as a little bit of an extra volume just to make
it show on the 3D print. Now, another
recommendation that I give my students on this
particular section is to use your select erect and just work or just focus on this
section right here. Because again, since
we're not doing the mouths right now, since we're not
focusing on the mouth. You see everything in context with the rest of
the elements and it might seem like something looks weird because we're not
ready, we're not done. But if you look
only at the eyes, they should look
like fairly good. We should be in a good
position right here. I think we have a good
amount of detail right now. Now, also remember that the more time we invest
on something, the better the result
is going to be. Right now, we're only been working on this for 10 minutes, a full character usually
it takes 40 hours. Unfortunately, I can't
really take 40 hours to record this video
because that would be way of too much time. I'm trying to keep it simple, entertaining, and
show you of course, all of the important things
that we need to cover. Let's DynaMesh. Smooth that a little
bit. There we go. I'm going to use my clue build. I can see some weird
volumes over there. I'm going to use
my clue buildup to rebuild some of those areas. One tip that we can do now is we can change to a round Alpha. This is going to give us
softer, more natural results. The square Alpha is really
good for the blocking section. But I really like the round Alpha2 to fill
things in a more organic way. There we go. Let's make here
a little bit more angry. Make sure that from
all the sides you're seeing things in the proper way. The perspective and
everything should be matching quite nice. We can draw just
very quick eyebrows, just to get an idea of
how they would look. That's a really important
for a character. Sometimes we take
them for granted, but they're actually
really important. They give a lot of power
and a lot of expression to faces, there we go. Not bad for a couple of minutes
here. Let's keep going. Again, just adding volume
where I know we need. Usually on the outer
side of the eyes, eyes become a little
bit more fleshy. I'm getting that path
there, there we go. That looks really nice. There's my trim dynamic.
I think there's a little bit too much
mouth right now. Let's fix that. Let's bring back this
line right there. Our their is looking
nicer and nicer. I'm not sure if my face is
looking a little bit too long. I'm going to change the proportions a little
bit here on the top. The nose is definitely looking
a little bit too thick. Maybe I need a longer nose. There we go. I'm not convinced
on the nostrils just yet, so I'm actually going to
fill them in and just trim dynamic because I definitely want to give it another
pass on the nose later. Right now, I'm just interested
on the basic shape. Usually the outer side of the nostril is going to align itself to the corner of the eye. That's an important landmark
to take into account. This looks good. Cool. I'm going to stop
the video right here, guys, in the next
one we're going to take a look at the mouth, which is a really cool
part of the character. We're just going to
keep moving from there. Hang on tight and I'll see
you back on the next one. Bye, bye.
13. Sculpting the Mouth: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the mouth and it's time to
jump to the mouth. I'm going to go right
here. I'm going to use my Damien Standard real quick. The first thing I'm going
to do is I'm going to mark the area where the
mouth is going to be, which is going to be
roughly about here. You want to create this
letter M on the mouth, starting of course, from
the center line and out. That's going to be the
border of our upper lip. That's where we're
going to start working on the upper lip. I'm going to start
with my clay buildup. You know I love this brush, and I'm just going
to start carving in right where that M was. As you can see, I'm just carving in and you can actually just destroy this whole
section down here. Because the only
thing I'm worried about that the only thing that I really need right
now is that M shape that we created right there. With that M shaped, that's where we're going to
be creating the upper lip. The upper lip is made out
of a couple of sections. The first one is this little heart-shaped section on the center of the lips, which is this one right here. I'm just going to start
filling in and we're going to be building up the
little heart-shaped section. This will of course depend
on how thick or thin you want the lips for
your character to be. I'm going to carve in here the other section of the lips, they call it the cupid's bow, which is this
little indentation. Now I think it's a good time
to rebuild the nostrils. Let's just redo them
real quick. There we go. Then at the side of the
lips we're going to have another two main masses. Again, teardrop shape,
that's going to be super constant shape
that we're using. That as you can see, we
can build this really quickly and create this
very nice lip shape. Now, from the side, the lips actually curve
down into the main section. I'm going to start carving
in a little bit of volume out of this thing. Smooth this out. Then with my [inaudible]
brush, of course, we're going to start pushing
the lips out to create that curvature and give it
this very nice sexy effect. There we go. One
thing we can do, we can just press "Control
shift" to isolate this guy and work
only on the head. That way we're not going to
be framing anywhere else. Now, on the underside
of the lips, we're going to have the lower
lips and we need to start creating all of the volume
for the lower lips. The lower lips seat a deeper in the side view
than the upper lips. That's very important. You don't want to push those guys
all the way to the front. They're supposed
to be a little bit closer or more towards
the center like this. They do go underneath the
upper lips like this. Now, in the same way as
how we did the eyes, the mouth creates this U-shape. You're going to see the
corner of the mouth being pushed more towards the center of the character
and less towards the front. It's not supposed to be flat. There's supposed
to be some volume. Let's DynaMesh real
quick, and there we go. Now beneath the lips, we're going to have a little
bit of a hollow section. There's a very important
muscle called the orbicularis oris that actually goes
around the whole mouth. But right now it's going
to bundle up and create this interesting puffy sections here on the sides. You
can see them here. There's going to be
this two puffy sections here at the side of the lips, which we're going to
of course, smooth out. That way we're creating
the basis of our head. Smooth all of this
out, and there we go. Now, the lips usually go all the way to the
center of the eyes. I'm going to push this guy's
a little bit further out, push them back in space. I'm going to use my
trim dynamic here. I'll just flatten out a
little bit more in here. I'm going to use my
clay buildup to give it a little bit more chin in here, which should not be further
out than the bottom lips. As you can see, there's
a little bit of an angle right here on the face. That's the angle that
we want to follow. Now on the corner of
the mouth right here, we are going to get
a little bit of, again, another bundle of
connections as they're going to give us the puppeteer
lines they're called. I want Damien Standard. We get the puppeteer lines, of course that's
again super intense, but I'm just going
to smooth them out. Now we have everything we need to start creating the lips. I'm going to start creating
or giving this lips a little bit more
volume and fleshiness. Let's just give them a really nice puffy
effect. Here we go. Again, we don't want to push them further out
than the upper lips. But we do want to give them
this nice perky effect, similar to what we have there on the concept. This is the border. We can remove a little
bit more volume down here to create a
little more contrast, and then we smooth out. Now for the upper lips, we'll also want to fill
them a little bit more. We clay build up, we
can actually build up the nice little border
that we get here on the top. It just faded out
towards the center of the volumes like that. Just keep adding a little
bit more volume there. There we go. That
looks not bad at all. Proportions look good. Everything is looking
nice right now. I'm just going to use
my Move brush here to tweak it a little bit. Now I still think the face
looks a little bit too, I would say a little
bit masculine like it's not as sharp as I would like. I'm going to start pushing, especially the cheekbones here. I'm going to start
pushing some of these things in and out. I'm going to use my trim
dynamic and I'm actually going to sharpen the face quite a bit. You can see with trim dynamic, we can sharpen the face to really create the
planes of the face. That's going to help me give it a little bit more
of a feminine look. Another thing that
could help would be to bring the lips a little
bit closer together. I'm going to use my Damien
Standard to mark the nostrils. [NOISE] I just blend
everything together. Unfortunately you see where
it's just always one of those things that's a
little bit difficult to explain because I
can't really tell you like with what pressure or with what direction I'm giving the
touches here in my tablet. So it's more about understanding the underlying
concepts of the thing. Now expression
wise, she had this, well, not happy but not angry. Very stern face. Maybe like a nice, interesting smile will be. There we go. I like
that level of a more, a little bit like a creepy lip. Like she's glad she's
destroying you. She's just supposed to be the big bath evil of the campaign. Here we go. Trim dynamic again. I'm just going to
start flattening off, especially here on the eyes. I really want this thing
to be like nice and sharp. Remember here we have the two lines that
we've talked about, like this one, the
upper one and this one. Even though we
might not see them, we need to suggest those lines. All of that is going
to really help sell the character's intentions
and motivations. There we go. It
looks a lot better. Now, it looks really
weird right now, and I know because we're
still missing like the ears and we're
missing the hair, there's a lot of things
that were missing. Again, we need to see things
in context and we need to understand that everything
goes in layers, like we are starting
with this section. But as soon as we start adding
more and more sections, things are going to
look better and better. For instance, here, I just
added a little bit of a plane change on
the temporal bones, which is going to give us
this nice sharp direction there on the eyebrows. Another thing that's going to
play a very important role, and unfortunately we can do it here and see but it's not going to be reflected on
the 3D printer later on, is we could definitely
start adding makeup. I know some people
really like to add makeup to their characters to make them look a
little bit more like pretty here inside of ZBrush. But none of that is
going to really apply to, what's the word? To the 3D print because,
we can't print color. So I prefer to keep a
really clean sculpture. I know that eventually once we paint it in the real-world, we're going to be able to get that effects or the effects
that we're looking for. Right now this look a
little bit too much like a duck face. I'm going
to play a little bit. I'm going to use my
inflate brush to inflate the lips a little
bit so that they're close. There we go. Looks a lot better. I think the jaw line is
a little bit too low. I'm going to bring it
higher. There we go. One of the things that's really going to help the character
is going to be the hair, once we do the hair. But right now, based on the basic proportions
and things we're doing, I think we're in a good direction with
this girl right here. Smooth all of that out. Again, remember we
separated this thing from the main body so that
we could work with a higher subdivision level
without having to affect the subdivision level of the lower levels or of
the lower elements. Thinking one out, smooth
out a little bit over here. See see this sharp line, it should be a little bit
more like a round section. There we go. Something
like that is better. Now, the nose is looking a
little bit too straight. Again, we can make it look
a little bit more like typical Disney princess
and a little bit sharper. There we go. I'm just going
to give me like this is Scarlet Johansson bias because
she has a very small nose. It's all about tweaking and finding what works best for you, what style you like. The effect that you're getting, all of that stuff. It's trial and error. Don't be afraid to spend more time to
do what I'm doing right now. As I mentioned before I'm
trying to keep it concise and not make this video
go for like 50 hours. But have fun and tweak it. Tweak it until you have
something that looks nice. Here for instance, I'm
using dynamic standard with alt selected and that gave me a sharp line instead
of coding in. It's actually like adding
in a very sharp matter. I'm going to add a
little bit of a line there like representing the way the eyelid crashes on top of the eyebrow and that already
is looking quite nice. I still think the eyes a
little bit too further out, so I'm going to push it in. The reason why I want
to push it in is, I want to have a little
bit of a shelf right there on the eyelids. It's very important and
we definitely need to have a little bit of a shelf for clarity
sake and also, eventually if we
were to paint this, it's way easier to paint if
there is a nice division, a nice transition
from the eye to the remainder or to the
other part of the character. There we go. If
we take a look at the whole character,
it's not looking bad. not bad, face looks proportional
is not the final face, as we've mentioned before. We're still going to be
doing more and more stuff, but it's not bad for
about half an hour. I'm going to stop the
video right here, guys and in then
the next one, we're going to keep on polishing. Hang on tight and
I'll see you back on the next video. Bye bye.
14. Hair Block In: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the hair blocking. The hair is a really important
part of the character. It will allow us to see how the general view of the character is going
to be well-looking. I always mention that hair is part of the personality
of the character. It's important that we
understand that then we add it, of course, to our character. Let me just open here real
quick the things that we need. Sorry about this. There we go. I actually added a
couple more images. This file is going to be
available for you guys. I added a couple more images. I added, of course, our
Gavala drawing right here. As you can see her hairstyle
is actually rather simple. It's a little bit long
here on the front, we have a big chunk of hair, a little bit of a
nice short hair here on top of the eyebrows. Then very important for
her character development. I mentioned I was going to
explain a little bit about her story as we go
throughout the course. It's this braid that
she has right here. Part of the story of Gavala
is that when she was little, she was a slave,
and she was sold as a slave and that really
broke her heart. It's part of the
tragic backstory that detonated her fall into the
dark side, if your wish. The slaves were always
meant to be using, or they should
always wear braids. When eventually she became
the ruler of the land, she decided not to abolish the braid on herself and
just keep on wearing it. But now as a proud way to display that she
used to be a slave, but now she's the queen. Again, we need to have
a way to sculpt here. As you can see when
we sculpt here, we're still going to have
big strands of hair, but it's going to be chunks , it's not going to be fibers. We don't need to
focus on the fibers. There's a couple of
examples right here. This one's a lot more,
it's bigger chunks and more stylized
because the figure is supposed to be
really, really small. In our case, since we're going
to go a little bit bigger, we can actually go and
add 11 more fibers, but I don't want to
add too many fibers. Again, I'm probably
going to be using this RES as an example. Now here's the trick that
we're going to be using. I'm going to go into
SubTool, and I'm going to say append and we're
going to append a sphere. I'm going to move up, select the sphere and
move the sphere up. Now, we don't really need color, but I am going to make this
thing a little bit darker. We're going to go for the
dark brown color, dark red. I'm going to say RGB. I'm going to select
the sphere hit "RGB" and just say
Color, FillObject. That way, that sphere is
going to be slightly darker, and it's going to allow me
to see how everything looks. I'm going to place
this right here. I'm going to DynaMesh it. So we get some nice
polygons here. Using my clay buildup, I'm just going to start
building up the hair. I really like using
this technique where the sphere starts inside of the head so that when we start
creating this effect, it's a lot easier
to follow with. Again, as we see here
on the reference, there is a long strand of
hair here on the side. In this case, I'm going
to use the snake hook, so I'm going to press BSSH. I'm going to turn on Sculptris, which is this option right here. The snake hook will allow
me to move this thing and add more geometry
as we pull it down. As you can see,
something like this. Of course, we're going to have the hair back here as well. Here's where we're going
to have the long braid, all the way down. It's a little bit smaller. Now, eventually, we're
probably going to be re-sculpting
the hair later on. Just because by working with
what we have right now, yes, we're going to get
a nice effect, but later on when we post her, the effect should be a
little bit different. She has a couple of extra
strands over here on the top. When I comb her
hair to one side. There we go. Now I'm going
to turn off sculpt yourself, DynaMesh this, so we get
a nice effect right here. Let's pick this
color again and just say color fill object once more. We have the proper color there. Now with my clay buildup, I'm going to start
actually modifying and tweaking the
hair so it looks a little bit more interesting. I know we're going to have
these banks here on the front. That was the word I
was looking for banks. This is the term for the hair that's normally
there on the front. Then we have this long piece
of hair flowing right here. Now, I'm actually not sure if I want hair on the other side, on this side right here, I might just use my move brush. Just DynaMesh this, or we can just isolate
this real quick. I'm going to Control Shift, select wrecked, just
erase these pieces, Delete Hidden, DynaMesh, and then just Trim
Dynamic all of this. Asymmetry is always cool. It's a good way to add a visual interest
to our characters. Maybe the hair on this side of her head is just going to
float the back like this. Of course, all of this hair on the top is going to
be flowing back, and it's going to be
flowing onto the braid. I really like this looks nice. Maybe we can add a
gemstone or something. Now here for the braid, I'm going to use
my demonstrator, I'm going to break up symmetry. Again, I'm just going to create a little bit of an idea of how the brain
is going to look, but it's not going to
actually be the final braid. It's just like a six-sack
thing that we can do right here to create the braid effect. Up here we definitely need
to make it seem like hair is flowing into this
braid shape like this. Then we have the little
volumes of hair. If you guys never
done the braid, I should recommend going to
your mom or your sisters, your wife, and let them
help you make a braid. Tell them to teach you how
to make a braid. It's fun. It's relatively easy
and you're going to understand this thing
a little bit better. Again, we'll just keep
alternating this effect. At the end of the braid, in this case we added
a little bit of an armor piece because
she can actually control her braid and attack you with that little dagger at the end. We're going to have
something right there. That's it. That's our
very basic blocking. If I were to paint her, the hair would
definitely be black. I imagined her with
black hair, but again, this is just a preview and the reason why we
added the color is just to give us an idea of
how she's going to look. I'm going to move this
thing to the front. I'm still not super
sold on the banks. We're probably going to play around with them a
little bit more. But one thing that's
going to definitely change how this looks is the hairdress
piece that she has. That Pharaoh, like
a crown or cowl. It's definitely going to be affecting the way
we look at her. We could already start just
blocking in real quick. I'm just going to
go into Append. Let's Append the sphere. Let's make it smaller.
Then with a moor brush. Of course, with
symmetry turned on, you can see that this thing
rests on the top of the head, covers most of the front
part, and then falls down. It's just a basic, basic
shape that we're doing here. Let's DynaMesh this real quick. To give us an idea of how this thing will eventually look. We're of course going
to be remodeling this. This is not going to
be the final shape. But I always like to tell my students that it's
important that we have a general idea of how things
are going to be looking because that general
idea that we can create for ourselves, it's going to be a really important to get the general
vibe of the whole thing. Here's where we're going
to find which things work, which things don't work. Also, where we need to include a little bit more work and where can work be a little
bit more ignored. For instance, I know that since this thing is going to
be covering her head, or most of her head, I really don't need
to do the ears. We're not going to see them, and we're also not going
to be seeing the, what's the word, the hair
that's underneath this. I only need to focus on the
other parts of the hair. Trying to give this a
triangular look. There we go. Now remember, even though
this is supposed to be cloth, since we're going to
be 3D printing this, one of the things that
we need to make sure is that everything is solid. We can not have paper things on our character because all of those things are going to look horrible once we 3D print them. Now, I'm not an expert
in Egyptian mythology. Let's look for a very
quick Pharaoh cowl or Pharaoh headdress. There we go. This is going to allow us to
see a little bit more how this thing is supposed
to work. There we go. Yeah, it seems to be like
a cloth going backwards. Now again, here's
where we can make a couple of decisions of whether or not we want to
follow all of this proper, historically accurate
things or if we want to create a variation
of the elements. The concept gives us a guide, but we can always change things and make them look
better. I really like this one. This one looks nice
and that's accurate. It's like a little hat
that we have right here. This is like a little hat, covers a whole head. Then the hat flips on itself at about there, and it folds out like this. I added the cut back
here for her braid, where the braid is
going to be coming out. I'm going to use Trim Dynamic to flatten all of these folds, make them look a
little bit more dense. I really like this, looks nice. Of course, as we see
here in the concept, one of the important
pieces are going to be the dark lines. Again, this is just
a very basic idea of how she's going to
be looking at the end. But it's going to allow us to understand and give us an idea of how we're
moving forward. 3D is a very additive process. Every time we keep moving
forward with the project, we're going to see
more and more things. For instance, here I can
see that on the front side, the lines actually go
horizontal or vertical rather, like this and they flow somehow. There we go. Little by little, we're going to start adding
more and more stuff, more and more pieces here
to the general body. This is going to allow us
to see the full figure, the full Gavala character. This is just for
the blocking guys. I'm going to stop
the video right here and I'll see you back
on the next one. We're going to move on to
the hands and the feet. We definitely need to fix them before we start adding all of the armor pieces and all of the bits and elements that
we're going to be polishing. Hang on tight and
I'll see you back on the next one. Bye-bye.
15. Hands Block In: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the hand blocking
and we're going to start detailing and fixing some of the issues that we
have with the hand. If we jump onto the hand, I'm just compress all there and we take a look at
what's happening right now. You guys are going to know this, that one of the big
issues that we have is the fact that the hands
are like welded together. Let's isolate them so that
we're only working on them. Especially like the
middle finger and ring finger are actually
welded together. I definitely want
to separate them, so I'm going to show
you a technique that we can use here to do so. We're going to be using masking. I'm going to use my
masking tool here. Actually, first, I'm going
to use my selection tool, so Control Shift select. We're going to select lasso. What we want to do, is
we want to de-select or hide the union faces in
between the fingers, it's going to completely
break the fingers. Don't worry. Now,
before we delete that, we're actually we're
going to delete that one. But before we do anything else, we're going to separate
the fingers a little bit more because right now since they're really
close together, that doesn't help us much. If you remember
from our concept, one of the things that
we're going to have is that the hand
is going to be in disorder like grasping section. I'm going to grab my
pinky finger right here, I'm going to press
Alt and click so that the pill points
rotates right there. I'm just going to push the
pinky finger out like that. I'm going to do the same
for the index finger. Grab the index finger Control-click outside
of the object, Alt and click, the
pivot point goes there. It aligns itself
to the normal of the face and we're going to
push this one out like this. Finally, I'm going to
grab the middle finger. Same thing, Control-click
to invert the mask, Alt, and click right here. Alt and click right
there. There we go. We're just going
to move this thing like further back, like this. Now, again, since we're going to have this grasping thing, one thing that we can actually
start playing with is the direction of the fingers. A very common direction
that we normally do is you want to have the pinky finger be
a little bit more like to the inside of
the hand like this. The pinky finger is
the one that's going to curl up the most and then the other
fingers are not going to curl up as much. Now, if we DynaMesh, if we will delete hidden, we're going to delete
hidden because we're going to leave
the whole body. If we just DynaMesh right now, there we go, we're
going to get this. Now, of course, one
thing we can do is we can increase the
resolution of the DynaMesh. If we do that, this should be fixing itself a
little bit more. If this doesn't work, like right now it's
not really working, I'm actually going
to start pushing this webbing that we're
getting on side of the hand so that we can separate the fingers
in a better fashion. Just don't be afraid
because we're going to be fixing
all of these fingers, don't be afraid to just like push all of
this. There we go. As you can see, by moving
all of these webbing things, we're going to be able to fix the fingers a
little bit more. There we go, perfect. Now the fingers are
no longer stuck and we can start working and carving in and sculpting the different parts
of the fingers. Now, fingers enhance
are tricky areas. I would say they're
as important or one of the most important
pieces of the body, of course, and we need
to understand that fingers have two main
segments to them. First of all, we're
going to have the bony protrusions on the top side of the
hand, so on this area. We're going to have this
like little spheres. This is going to be
like the knuckles. This is going to
be my knuckle here and the pinky finger knuckle was a little bit lower like
this. That one right there. Of course, the
thumb right there, the thumb's looking quite nice. Now on the inside, we're going to have the
parts of the fingers. Everyone can look at
their hand and they can see that they're going
to have a little bit of a fold going on like this and then another
fold like this. Right here, here, and here is where
we're going to have the main three
folds of the hand. This is the fold of the
fingers right here. This is the volume
of the thumb right here and there's this
one which I like to call the volume of the
pinky finger right there. The hand will always be softer on the inside because
that's the part that we use to grip things and it's going to be harder on the
outside. There we go. I'm going to use my
trim dynamic here to train the fingers a little bit more
because when it started like shaping
them, like fingers. Fingers are pretty
much cylinders. However, one of the
main issues that people have when they're
working with hands and fingers is that their fingers end up
looking like sausages. That's one of the
things that we're going to try and
avoid right now. Let's isolate this again. The way we're going
to avoid that is by giving the hands a
little bit of gesture. Gesture is this movement
that we can give the hands. For instance, I'm using
my move brush here. I'm going to use
my trim dynamic to flatten out and create
the base measure, the base form for this
finger right here. Now that's very pointy, so I'm going to smooth that out. Then of course,
with my move brush, I'm going to move it back out so that we get
the proper length. Our fingers are made
by bones, of course, and we have the bones
called the phalanges. I'm pretty sure that's
the way to pronounce it and we have the proximal, middle, and distal phalanges. I'm just going to add a
couple of lines here, that will be my
proximal phalanges. This will be my
media of phalange. Then the finger, of course, is the distal phalange. In-between the phalanges,
we're going to have, of course, this won't
be the knuckles per se, but they will be like
the bony protrusion that we get in-between
each finger. We definitely want to have
those in right there. The finger, it's going to look a little bit more again edgy, a little bit more like
hard surface see on the top part than it is going to be doing it on the bottom part. The bottom part,
it's going to be looking more like a cushion. One thing that I'd like to do is I actually like
to start adding a little bit of gesture
to the fingers. Instead of having just
straight fingers, I like to rotate
them a little bit. I'm going to go like right
there and for instance, the tip right there,
I'm just going to rotate in a little bit. It looks like the hand
is grasping something. This is something
that when you're working in production
or for production, you might want to ask your
rigor before doing this, it will definitely make
your character look a lot nicer, a lot cooler. But sometimes it makes
it a little bit more difficult for rigorous
to read the character. It's not impossible,
I've read characters before when using this method
and they turn out fine. It's just a little bit more like an extra thought that
you have to put into the rigging process to make sure that it looks
as nice as possible. See this curved shape
that we have right there? That's not what we want. When we're doing
this grasping thing, we definitely want the
hand to look like it's actually bending and
grasping something. We want to have these
angles on the fingers. That's going to be, again,
the gesture of things. Now keep in mind that this
guy or this girl is going to be printed out at
about 15 centimeters, so hands are going to be really, really small,
really, really thin. That's why silhouette is so, so important because that's what we're actually going to be seeing when we see
her hands from afar. I'm going to change the
proportions there a little bit, soften up there a little bit. Eventually, she's
going to be wearing these pointy armor
finger covers. That's why I'm also
not worrying too much about the details
of the fingers, because most of these things are also going to be covered. But we do want to have the
best possible resolution here. We have a couple of tendons that go towards the extensors. We talked about the extensors on the arm. You can add them. Again, not really going
to see them because they're going to be
covered. But there we go. The thumb is also
going to be bending, so I'm going to mask
this section right here. We're going to
bend it like this, and then this guy right
there, like this. DynaMesh and just clean up
that section right there. There's definitely a fold
that goes from these fingers. Right here in
between the fingers, there is a little
bit of a crevice. This is actually, in Spanish we call it
tabaquera anatomica, which means the
anatomical ashtray because back in the day, or at least this is what my
teachers used to tell me, back in medicine school. Back in the day, people
would place some tobacco here and they would sniff
it out of this section. I wouldn't recommend doing so because it's very
toxic of course. But apparently, that's a little hollow piece
that we got there on our hand that's really
handy for that sort of things. Let's set the fold here
on the thumb as well. Now the pinky finger,
as I mentioned, it's going to be
the finger that's going to be the most curved. When I move it and then go
here and move it like this. It's going to be
like a transition. Each finger is going to be slightly more curved
than the other one. Again, I would normally
not do this where I'm sculpting and posting
at the same time. If this was for production
for a video game, I would probably do this
in a more T-pose manner. However, for this particular
case for 3D printing, you can get away with
doing this because we only care about one section. Now, I'm also sure that this pose that I'm doing for the hand, it's quite natural. It's not a super extreme pose. I know that if I
wanted to convert this into a game character, I could easily un-pose this section and make it
look a little bit closer to a traditional T-pose. There we go. I think I'm
going to grab the main finger here, like that. It looks a little more creepy. That's also going
to give it a lot of visual interest to the hand. It's going to make
the hand look really, really creepy, and
really dynamic, which is always
something that you want for your characters, because hands and
faces are one of the most expressive things
that we have on the body. You definitely, definitely
want to make sure that they look as nice as possible. A little bit of trim dynamic
here to soften this up. Sometimes when we're
doing sculptures, I've also seen some people
combine a couple of fingers into an
interesting pose. You can of course explore and do whatever fits the
sculpture the best. But I think this form right
here that we have right now, it's working quite, quite nice. Again, I'm not worrying too much about the final look because most of this is
going to be covered. I'm just creating the
base mesh to blocking. But if you were going
to do a character, you need to take it
into account how young you want the hands to be. The more bony and the more wrinkly that
you make the hands, the older the character
is going to look. If you look at baby hands, you're going to see
that they're really soft and really nice. As we grow older all
of that stuff is lost. Then we start getting these
very jaggedy and used hands. Again, depending on the type of character that
you're going for, you might want to check out how you want to
represent your hands. Here again, I'm just
adding a little bit trim dynamic to properly make the arm flow into the hand. We've
mentioned this before. You're going to be changing
a lot of things on the go. As you modify one area, for instance here I'm
modifying the hand, you're going to see that
certain parts on the arm does not look as nice anymore. You're probably going
to have to modify them. For instance, the arm looks
a little bit too big. I'm going to trim it
down a little bit. Later on we're also going
to pose the character, she's going to be with the
hands raised up and stuff. That means that yes, we
have to tweak a couple of things on the body as well. Even though we are approaching a really
nice position here, that doesn't mean that's
going to be the final thing. I'm going to bring back the
thumb a little bit because it's looking a little
bit weird for my taste. Again, trim dynamic
here a little bit. We get a clean silhouette. There we go, that looks good. Cool. I'm going to stop the
video right here, guys. In the next one we're going
to take a look at the feet because since she's barefoot, we definitely need to work a little bit on the
general shape of the feet. Yeah, hang on tight
and I'll see you back on the next one. Bye-bye.
16. Feet Block In: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the feet block in. As we did with the hands, we definitely need
to add a little bit of life into the feet. Because right now, even though
we are using a base mesh, it's not like in the
previous base mesh and we definitely need to make it look a little bit nicer. Now, the feet are a little bit different than the hand
in the sense that we actually don't need
to split the toes. We can leave them as a single
unit as long as we can properly sculpt them and
give them a nice transition. The way the feet works is
very similar to the hand. We're going to have
something called the tarsus, which is the actual
leg heel of our foot. Here's the ankle. All of
this section right here, the heel of our character, that's called the tarsus and
it's all of the bones that we need to stabilize
ourself and walk. After the tarsus, we have something called
the metatarsals, which as the name implies, meta, it's from Greek, I believe. It means beyond. After it or beyond. Those are the bones that
go beyond the tarsals. Metatarsals and
then we have again, the phalanges the proximal, middle and distal phalanges, one for each little toe. The way this works,
usually the middle or this one right here would
be like the index toe, will go a little bit further out than the rest of the toes. I'm actually going
to push the thumb, the big toe, up a
little bit more. In a very similar
way to how we have the bones in the hand we're also going to
have this little balls, the knuckles on the base. Those are really tricky because we don't study them as much as we would need to do with
other parts of the body because we usually
don't see them as much. We're usually wearing some like a boot or something.
It can get tricky. My best advice is of course, to get some reference and make sure that it
looks as nice as possible. The thumb is going to
have this division right here and then the other fingers are going to go right there. I'm going to grab the thumb and I'm going to
make it a little bigger so with my move brush
being very careful here, I'm just going to start
pushing and giving it a look that we
want to go for. We definitely would like
or I will definitely have some like nail bath on the toe. We don't want any ingrown nail. We're going to keep
it nice and clean, I'm going to use my trim
dynamic here to flatten it out. As you can see, I'm working
with really little geometry. That's one of the best advices
that I can give you guys. Don't add more geometry than you need when
you're working on any character or creature because when we do
too much geometry, what ends up happening
is that we lose track of the important things such as silhouette and form. Here, I'm going to be very
careful and the pinky toe, usually collapses
or it goes really close like it wants to
go on top of the little, this will be the
next toe right here. That's what I'm
trying to get there. Again, not too worried
about this because it's such a minor piece
of the character but you definitely want to
give it a little bit of personality to the feet. There we go. We just add
a little bit more there. Those groups that we
have right there, we're going to
keep those groups. Later on we're going to come
back here and we're going to be polishing all of this stuff. But right now we only want
to have the main shape. As you can see, I'm
adding the little [NOISE] paths on the fingers as well because in
a very similar way to how it works with the hand, we're also going to have the interesting
paths right here, so 1,2,3,1,2,3, they're usually going to be going in
like cave in a little bit, but they're supposed
to be soft, like that. I'm going to use my
trim dynamic again to polish a little
bit of these fingers. Then the arc of the foot. That one is really important. Usually feet are not flat. There's a little bit of
an arc and the arc will start at the center right
here and they will push up. Depending on how stylize
you and your character you might want to
increase the arc a little bit more or
a little bit less but it is important that we
add that arc to the feet. Now, in the same
way as how we saw the hands I think a little bit of gesture to
the feet really helped to serve nice, sexy feet. I'm going to grab all of
this math right here. I'm going to press W and
click here and we're going to rotate the metatarsals down
a little bit, like this. Then I'm going to grab the toes, all of these phalanges,
all of these guys. I'm going to do
something similar, but I'm going to push
them up like this. There's going to give
it a little bit of this using a high heel effect. Whenever you're using a
high heel what ends up happening is this
metatarsals go really down. Sometimes the ankle gets a little bit of
rotation as well. You're going to see
something like this. Just a little bit
of rotation there. But the one that's going to be doing most of the job
are the metatarsals. All of these guys right here, you're going to see them
go and depending on how high the heel is, you're going to see
these things go in a very intense
direction like this. Then what ends up happening
is you're actually resting most of your weight
on the toes themselves. Something like this. This is the shape that
we would normally see on someone who's
wearing high heels. Now, our character
is not wearing high heels but she
is levitating. Again, to give this
interesting gesture, interesting look I think it's a good idea to post
her like this. It's very rare unfortunately, for our current times, we tend to always go
for the traditional, canonical beauty standards
and that implies, or means that most
female characters that I have to modeler that
I get asked to do will be wearing some
thing that elevates their feet a little
bit because it's just so culturally ingrained
in our heads but that doesn't mean that
you can't break the mold and do something
different as well. Let's just smooth that
out and there we go. A little bit of volume here. We don't want to make
her feel look as ugly. I think these heel bones
a little bit too high, so I'm going to bring
it down a little bit. We can start playing again. If we see that the
leg is looking nice, but we want to stylize
it a little bit more, we can smooth it out
a little bit as well. I'm going to use
my trim dynamic. Just like soft and all
of this area right here. I want the transition to
look nice and smooth. Just play around with this forms until you get something
that you're happy with. Some people like to add a little bit more volume here on the arc of the front
part of the foot, like create a nice
little curvature. Right now I'm going for
anatomically correct feet. I do think my toes are a little bit too
long, to be honest. I'm probably going to
use my smooth brush to give her slightly smaller feet. Another really cool brush
is the influent brush, which we can use to give them a little bit
more volume and close the little distance
that we have in-between them. Then again with
our smooth brush, we can just start adding a little bit of
volume here and there. Now very important we need
to create the divisions. When we see them from the side, we can actually see the
feet doing their thing. Again, eventually
we're going to have the nail beds like that. You can see that looks good. I think we're getting a nice
clean feet, so that's good. Depending on how old or
young you want the feet to be you're going to add
or remove more volume. I think she is barefooted on both feet but she has
one leg bandaged, so that's going to
definitely affect. There we go. Now in the same way as how we
did it with the arm once we have the feet
nicely laid out, we can start polishing
all of this area as well. I'm just making sure that the transition is
working nice here. I'm using again my trim dynamic to clean some of the
shapes here on the leg. Move brush a little bit there. That's it. That looks good. Nice. We've gone from a really standard
looking element to something that's looking
a little bit more intense. You can see the gesture
on the hands right there changing very nicely. Now it's time to
start working on some of the base meshes
for the vendanges. We're going to jump onto a technique that I'm
going to show you to create vendanges. We're
going to be doing that. We're going to create the
main vendanges of a character before we jump onto all
of the other accessories. Hang on tight and I'll see you back on the next one. Bye bye.
17. Bandages Technique: Hey guys. Welcome back to
our next part of our series. Today we're going to
continue with the bandages. We're going to start blocking
in some of the bandages. Bandages are really interesting because we can take
two approaches. We can say and we can go with
realistic chest bandages. It's pretty simple.
It's just like going from left to
right, left to right. That's the way it works
in the real world. This is what we would
expect to see on the mummy. However, from a cool factor perspective,
this is not great. It looks okay, but we can
make it look way cooler. Here's where you will
always have to take a decision or make a decision
when working on projects, whether to go with
the cool factor or to go with the
realistic factor. Now, we're not going
to give her cleavage. We're not going to make the
breast look like they are a form field so we
are going to have things going on top
of the elements. But that doesn't
mean that we can't play around with some
of the elements first. Here's the thing, as
you can see here, we're actually going
to see some bandages going into the arms, but we're going to keep
them as separate pieces. We're going to have two main
block-outs for the bandages. If we take a look
at the concept, you're going to see that
we have bandages pretty much all the way to
the crotch area. It's like a bikini, like
a bodysuit or something. I'm going to go here
and the first thing I'm going to do is I'm
going to mask out all of the area where I'm
expecting to see the bandages, which is something like this. Let's isolate this real quick. Here again, just
to go a little bit with the sexy factor, let's get rid of some
of this. There we go. Let's add a little
bit more here. That's it. That looks good. Doesn't have to be perfect just as close as possible to
what we're going for. Make sure that we're not
selecting anything else. This is super important because the thing that
we're going to be using is going to utilize
it, the extract function. If we have extra information, it could get a
little bit tricky. I like this one.
This one looks okay. We're going to go to "Subtool", and we're going to say extract and we're going to hit
this "Extract" button. When we do the extraction, what happens is we get some volume, as you
can see right there. It's like a thick element.
We don't want that. Eventually, yes, we're
going to have thickness but right now we
don't want thickness. I'm going to bring this
thickness up here, down to zero. Now when we extract,
this is just going to be a flat plate. I'm
going to hit "Accept". We're going to get
a new subtool. I'm going to isolate
it real quick, which is literally an
extraction of what we had there. It looks okay. However, if we take a look at the poly frame,
you're going to see that, especially on the borders, the poly frame is not as
clean as it could be. We're going to go all the way
down here to the formation. We're going to move this slider called polish by
features all the way up. That's going to make sure
that we get a softer, more crisp edge on the
different parts of the model. One of the things that we're definitely going to
do is we need to reduce the amount of polygons that we have because right now, these are way too many polygons
and it's going to make it really difficult to get the proper forms
for our character. I'm going to go to
see ZRemeasure. I'm just going to hit
"ZRemeasure" one time. What ZRemeasure does is just recalculate the surface
of the element. We've seen this tool before. It will give us a more
topology-appropriate thing, which this one, as you can
see, looks really nice. Now, if you want to modify or soften this a
little bit further, you can actually go here to "Half" and hit
"ZRemeasure" again, and it will give you
a half that distance. I'm going to do one more
at half and that's it. This is a lot cleaner and a lot closer to what I'm looking for. Now, we're going to use a very nice brush that we
have here instead of Zbrush, which is called the
slice curve brush. If you press "Control+Shift" and go up here into the brushes, you're going to have this
one called slice curve. The way the slice curve works, it literally cuts the geometry in the direction
that you choose. Whatever it is on one side
of the gradient will be cut into a different polygraph
as you can see there. It does not split the object.
It's still the same object. It just adds a line, triangulates anything
that it needs, and it gives us this very
interesting and nice division. What we're going to
do as some of you might be already guessing, is we're going to start adding cuts to the elements like this. Now, to make these things a
little bit more interesting, for instance, we
can add different cuts and at any point, you can select "Control+Shift"
and click on an object, another different cut
and that's only going to affect that specific
element right there. For instance, this one, let's
add one cut right there and see how we get these
very interesting shapes. They're going to give us a very cool-looking
bandage effect. Let's go here, for instance, let's
have a one there. That's one straight line there, or maybe a little bit like this. I definitely want to
add one straight line going across the breast area, so something like this. Then I'm going to grab this guy. Again, you want to keep those straight, like
straight lines. That's the usual direction that bandages are
going to follow. The straighter these guys are, the nicer the whole interlocking
thing is going to look. This one, for instance,
it's the uppermost one. I'm not too worried
about that one so I'm probably going
to leave it like that. Then back here, we definitely need some bandages to go
into the crotch area. We're probably going to
have something like, or here for instance, I think it would be
a good idea to cut this about there. There we go. Then like this, and then
this one, for instance, we can add another one
going in this direction, and maybe cut that one in half, again, to get a little bit
of interlocking effects. Again, you don't need
to make this thing look the way it would
look in the real world, like the proper
technique if you wish, as long as it looks cool, we're in a good position. To me, this element right here, it looks really nice. This interlocking section
looks really cool. Now, of course, the problem is that right now, this thing is exactly on top of the elements that we have and we definitely want a little
bit of thickness. There's actually
another way to do this. I was debating whether or not
to do one way or the other. Another way is to literally
go into the leg and just start sculpting the
bandages like this. The advantage of doing this is that since we
already have the form, it's relatively easy
to give it the effect, but it looks very fake. Even if we print this, it's going to look like
It's just something that's painted on
or sculpted on. This one that I'm
showing you right now, it's a little bit more realistic and I think
it's going to look way better at the end
of the whole process. Now that we have all of
the stripes that we need, all of the main forms, we need to give these
guys thickness. In order to do that,
we're going to be using a tool called panel loops. If we go up here to
the edge loop section, we have this option
called panel loops. If I click that, what's going to happen
as you can see there, is every single poly
group that we have, which we got by using
the slice group, every single poly group
is now going to be extruded and we're going to get a little
bit of thickness. We can, of course,
increase the thickness here, let's say, for instance, 0.02, hit "Panel Loops"
again, and there we go. We get this very
nice bandage section that once we see it on
top of the character, now it actually
looks like there's bandages going across her body. Again, it's different things
that we can do and change. I actually like this thick edge that we get with these guys, but I'm definitely going
to increase the intensity. Let's put 0.05. Hit "Panel Loops", maybe
a little bit too much, let's put 0.03 and hit "Panel
Loops" again. There we go. I think that looks a
lot better because we still keep the form
as you can see that we're not really
losing the form of the character but we do get this very nice effect where it actually looks like she's
covered in bandages. Now, this border that
you're seeing right there, which is also quite important, that happens due to this thing
called the bevel profile. If we get rid of the bevel, if we say bevel is 0
and hit panel loops, we're still going to
get the thickness, as you can see
there, but we're not going to get any distance. It's just going to be a
straight extrusion up, which might be something
that you're looking for. In this case, I do want to
lay a little bit of bevel, I'm going to hit
"Panel Loops" again, so we can see the
borders right there. Right now, the bevel that
we're getting is this one. This is the base of
the object that we extrude in and out. If you want this to be
a little bit rounder, we just need to add
another point right here. When we panel loop,
as you can see there, we're going to get a
more of a round effect on the whole element
right there. We can change the elevation, for instance, a little bit. We're going to get this, look
softer, rounded corners. It will all depend on the
effect that you're going for. Actually, like this
one to be honest but maybe it's a little bit too much. Let's bring this back. There we go. Hit "Panel
Loops" again, and that's it. That looks good. Now
comes to the tricky part. I would say the
time-consuming part, which is actually, make sure that this fits
on top of the character. I should think, is the
thickness too low. There we go. That's
a lot better. What we need to do
now is we need to start moving some of
these bandages so that they look like one is on
top of the other and we start creating an
interesting silhouette that helps our character. Unfortunately, right now, there's no easy way to just
grab any specific area. If I try to move something, all of the areas are going
to move, or of course, going to break symmetry, but there's a couple of
tricks that you can do. The first trick that
I want to show you is the move topological. The brush is BMT, that's the shortcut
move topology, and the move topological
brush allows you to move only things that
are a single island. For instance, here,
if I wanted to bring this a little bit out, I'm only moving this island
of faces because it's the only island of faces that's stuck together in
a single place. Maybe I want to bring
this little triangle in. In this case, I'll just push this in
and then push this out, and that's going to
create the overlap that we're looking
for in our character. Move topological is
really, really cool. It's a really useful tool that I recommend using quite a bit. For instance, this
piece right here, we're definitely going to push
this in and then out so it overlaps and it looks
like it's going inside of the breast. Same for this one. A little bit of overlap there. As I mentioned, this is
going to be a little bit time-consuming because we definitely need
to make sure that this thing looks as
nice as possible. Another thing we can use is
we can actually poly-group everything into a single
poly-group because right now you can see
from the Panel Loops, we have several poly-groups. We had the inner side, the outer side, and
then the borders. We might want to have each bandage be its
own poly-group, so I'm going to go all the
way down to poly-groups, and I'm going to save all
the groups right here. I'm just going to assign a single poly-group to every
single piece right here. Now, if we go to the Move Brush, again right now it's
moving everything. But there's a very
nice option up here in the Brush section inside
the auto masking, which is called
mask by polygroup. If we bring this all
the way up to 100, now, it's only going to be
moving it per poly-group. It's pretty much like
using the topological one, but this one obeys the
Polygroup section. Again, what we want to
do is we want to create this layering effect where certain bandages are going
to be on top of each other. This is one of the things
that we do need to take into consideration
for 3D printing. I know we haven't
really talked about what works and what doesn't
work in 3D printing, but all of those crevices
that we have right there, we definitely want to avoid having as many of
them as possible. It's fine to have overlaps, overlaps are not going
to kill your 3D print, but you definitely want to
make sure that you don't have a lot of hollow spaces because those
create a little bit of a vacuum when
you're 3D printing. They're either going to
need an extra support or extra supports on
that area or they can make it so that
light bleeds through those areas and we get
a different effect. The more intense the
change in silhouette is, the more careful
you want to be with these things. There we go. I'm going to turn
this off so that we can actually see the bandages. You can see just
by modifying them and making them go in
and out of the profile, we're already creating a really, really interesting pattern
for the whole thing. Don't be afraid to push the volumes and play
around with them. For instance here, since I don't want that big space right there, I can just push
this bandage out, and it's going to create
this layering effect. Usually, when I see
those little triangles, that tells me that those
needs to get inserted into the main bandages so that we
carry this layering effect. It's like weaving things. You'll definitely
want to have the body showing so that we can see how these things are
weaving between each other. We're not using DynaMesh. We don't need DynaMesh because
this has good topology. We can even press
Control D to give it a vision and see them
a little bit softer. Later on, we're of
course going to add more and more details. But right now it's just about creating this layering effect. Now, we're eventually
going to do the same thing for the
arms and for the legs, but I want to wait until we
pose the character to do that because posting
the character with multiple things makes it a little bit more
difficult, to be honest. If we can wait until
this character is posed, it's going to make
it a lot easier. Again, people are not
really going to question how is this bandage holding up if things are not flowing in the proper way like a normal bandage will do in
the real world. Don't worry too much about
that because we're going, in this case, for
the core factor. At the time of this recording, Marvel released a series
called the Moon Knight, and it's been getting
very good reviews so far, and the character has this
effect, he's bandaged, he's like hero, like
a bad man hero. He's not like the
super good guy. He says he has issues. But yeah, he has bandages and I've seen that
some of the bandages, again, do not make sense. That's why I'm not scared
to play around with this going in and
out of the things. Now here in the abdomen,
as you can see, I can actually leave
certain spaces open to see a
little bit of skin, like if we're
seeing a little bit of the navel over there, for instance, that could work. Just make sure that the
overlapping looks appropriate. This would be my
personal recommendation since eventually, we would like to
paint this figure, we're not going to do
that in this tutorial because there's not
enough time to do so. But since eventually,
we will probably like to paint this character, one of the things that
we need to take into consideration is that
we can't leave super, super tiny spots because it's going to be very
difficult to get there. We want to make it easy for
people to paint them as well. If you're thinking about
using all of this knowledge to create your own
figures and sell them, make sure you take
that into account. I actually buy several STL
files for my personal use, and that's one of the
things that I hate when people sculpt
amazing things, but they make them super, super difficult to paint, because they sculpted
little details that are really
difficult to get into. For instance, that
one right there, I think that one's fine. Again, since we're
close to the navel, we could technically add
the navel right there, and that's going to
be a nice detail that people would
like to paint because it's going to show
a little bit of skin and that makes
it look interesting. But I wouldn't do a
small little triangle right there because
it will be really, really difficult to make
sure it looks nice. I'm going to use my
move brush here. I still have the polygroup
thing activated, so that we get a little bit
more tension on these areas. Again, it is a little
bit form-fitting, but we don't want
this to be super form-fitting. There we go. Cool. We got the bandages now. We still need to push some of
the back parts right here, but we're in a good position. I'm going to stop the
video right here, guys. In the next one, we're
going to keep polishing some of these bandages. That's probably going to
be the end of Chapter 2. We're pretty much done
with the blocking, our character is
looking more and more like what we
want her to look, and then we're going to jump
on to posing the character. Chapter 3, we're going to pose the character and we're
going to start working on the props because
that's going to be an important part of
this whole process. Hang on tight and I'll see you back on the next one. Bye, bye.
18. Refining the Shapes: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the refinement of some shapes. First of all, I want to finish
up the bandages. Let's go. I'm going to hide the
hair for just a second. Let's select this
guy right here. Actually, let me show you
something real quick. This is a really cool
feature that they added a couple of versions ago. We have these things
called the visibility sets and visibility sets are, as the name implies,
sets that you can create to see a specific thing. For instance, V1
could be everything. Then V2, I can say,
you know what, I only want the V2
to be the body, the bandages, the
head, and the eyes. That way if I switch to
V1, I have everything, if I switch to V2, I only have the body
and the bandages. Then we can go to
V3 for instance, and say, you know what for V3, I want a head eyes and hair. Only this section. Then V4 could be head, eyes and then hair
dress and this guy. At any point I can just switch between the different sections. It really allows you to work
in a more specific way. That way if I only want to
focus on specific things, I can just separate them
in this visibility sets. I do believe we're limited
to eight visibility sets, although I do remember there was an option to maybe add more, but eight is usually
more than enough. You can also change
this one right here is how many sub-tools
you want to see. For instance, on the visibility where we have a
lot of sub-tools, you might want to have
the visibility count a little bit higher that we
can see all of the elements. Anyway let's go to V2, which is where we have
this piece right here. I'm going to go back
here to the bandages. As I mentioned, the most
important thing about this once is just to make sure that they flow nicely
into each other. We don't want to
see these things. I'm just going to start pushing
like this one, this one. Now, it's very important, this is a very good advice that was given by a teacher
back in the day. Do not ever push the mass of
the body like right here. You might think that this
looks cool, but right now, and a lot of people
would go to the body, will jump onto the
body sub-tool and just curve in some of the bodies so the bandage looks nice. You don't want to do that.
You want to make sure that everything moves
in a single piece. In this case, if the
body stops there, if that's where the
main muscles are, you'll want to stop
this right there. Later on if you want to make the whole character
slimmer or something, we can definitely do that. I'm actually going to show
you that in just a second, but you don't want
to push things just so that they look cool
on the effect right here. You want to keep
things proportionate and going into the
proper position. Something like that. Let's push this up a little bit. I do like that nice little
skin showing over there, but I only want that
for instance there. Let's really push that, push that, push this one out. Same here, just move that
big piece of geometry there. Remember I'm using multiple logical to really push
this guy right there. Creating this
changes in depth is also going to be really
cool for painting. Because when you paint
it, there's a technique called washes where you dilute the paint quite a bit and then
once the paint is diluted, you pretty much through with
everyone on the character and the water will flow and they will gather at the
crevices of the character. Then when the water evaporates and it lives only the paint, you get this very nice contrast. We're doing an ambient occlusion pass or like a jerk pass
instead of a substance painter. It really looks quite nice. All of this kravis
and stuff that we're doing here with the bandages, those are going to
look really cool when we eventually paint
this character. That's it. The
bandage is all ready. Now, we're going to jump onto the posing of the characters starting on the next chapter. One of the things I want to
do is I actually want to cut the face up
here on the neck. I want to paste the neck and
back to the body because it's easier to move the face
on this area right here, on the top portion, rather than moving it from
all of the elbows and stuff. Since we're going to have this
armor and stuff later on, I also don't feel obligated to keep this as a single piece. That's really weird. We
already have the cut there. Oh, yeah, because we have the other masking by
quality. There we go. Cool. How this
works is very easy. I am going to go into my Control Shift and I'm
going to say a slice curve. If we turn on the polar frame, you're going to see
that we got this actually, that's a
really nice cut. But I'm going to go with my slice curve and
I'm going to press ''Alt'' a couple of times
to create this curvature. As you can see now, the
face is going to be blue and everything is
going to be another color. Let's go back to select the Lasso, there we
go in border selection. There we go. Control W will add a group,
whatever it's there. Now what I'm going to do
is I'm going to say split, group split and we're going
to get two poly groups. The face is going to be one, and then this neck is going
to be the other one. This neck I'm going
to bring up so I'm going to say move up twice. We're going to go back to
this character right here. Let's get rid of the mask and
this is what will happen. Now selecting the neck, I'm going to go down here into merge and I'm going
to say merge down. Then when we DynaMesh, we should be pretty much combining all of
these elements right here. As you can see, we've recovered the neck and the head
at separate pieces. Now it's going to be a lot
easier to pose the character, also we're not going
to have like that's crazy line looking over there. Then we're in a good position. Now, here's where we can stylize things
a little bit more. If you guys remember from our
concept pieces right here, there's a couple of
statues and they have a really tiny wastes like
here, for instance already. Even a phoenix here, Jean Gray has a little
bit of a tiny waist. How can we make her have a tiny waist without
modifying anything else, while modifying everything
at the same time. We can use a plugin called
Zplugin transpose master. This is actually one of the ones that we're going
to be using for posting. It's a little bit
of an introduction. We're going to press this
button that says TPoseMesh. By pressing TPoseMesh, what ZBrush is going
to do is going to create a new tool where
all of the subtool are combined into their
lowest subdivision level and we can modify and
move this freely. For instance, we can make her a little bit thinner there, you've heard of wider hips, maybe modify their shoulders. This usually works
better when you have multiple prompts
like the bandages here. Maybe we want to give her a little bit more
of a toshi there. Maybe we want to push
her abdomen a little bit in to give her a really
thin, stylized look. She was wearing a core set
or something. That's it. Now that we're happy, or at
the point where you're happy with the general proportions of your character and
you've move everything. You just go back
to Zplugin and hit TPose subtool and they will transfer all
of this information to all of the sub-tools
that need to be changed. The bandages, the
body, everything. This allows us to
make sure that, as you can see here
with the body, we keep the body without
really modifying it and we can just
keep on working. Really handy tool the TPoseMesh. I strongly recommend you
guys to use it because it's just a really easy way to modify things when you need to modify them without
breaking anything else or without having to curve into elements or whatever. I'm going to go to the hands. I'm going to say MaskLasso. One thing that you guys know
that I like about the hands is when they're
slightly turn around. For female characters,
you usually want them turned outside like this. That curvature really helps. But usually for games, you're going to turn them
towards the inside like this to create that nice low
angle there on the wrist. That's going to give
a lot more gesture. We're pretty much ready to jump onto the posing
of the character. It's very important,
I would strongly recommend that you save this as a sub-tool of
course, like a base. In case you ever want to go back and have a rag or something, this is like the best
position to do so. Now technically we
could finish all of the remaining props
in this post and yes, we're going to do
some of those props. But in the final
pose of the statue, it is very important
that she is moving. As you can see, the
hips, the body, all of these changes
that we have there, those are really important. I do think it's
going to be a lot more useful for us
to understand how to sculpt things asymmetrically and pose her so that she looks
as nice as possible. That's it for now, guys. Hang on tight and
I'll see you back on the next chapter
when we start working on the statute
itself. Bye bye.
19. Basic Pose: Hey guys. Welcome back to
the next part of our series. Now we're going to jump
onto the cool stuff and we have a really
nice base body and we're ready to jump on to the domain aspects of the
construction of the character. Sorry about that. There we go. That's the one
I will show you. What we want is we want
to capture this pose as close as possible to how the
final pose is going to be. Now, a lot of people get scared when we jump
into this step because they feel
like we haven't really done all of the props. We haven't done the skirt armor, we haven't done the crown like, there's a lot of
things that we really haven't constructed but
if you think about it, most of those things
that we haven't yet constructed are solid stuff, like they're not going to bend, they're not going to deformed,
they're not going to move. They're just going
to be following whatever the character is doing, so even if we pose the
character right now, that doesn't mean that we
won't be able to properly place all of those elements
because more often than not, we model those elements
as separate pieces from the character and
then we get them into the character itself. Then we're going to
pose this character is, we're actually going to be
using the transpose master. Now, we don't really need
the hair and we don't really need the headdress just
yet because again, those are going to
be modified and they're going to follow
a different shape. This is all we need,
make sure to include the eyes because we do
want to have the eyes. C plug-in and we're going
to hit "T pose mesh" again. We're going to wait
for this thing to process the tools
and there we go. Now, the pose that
we have here on the concept is
contrapposto pose. As you can see the character
is facing forward. Okay, I'm actually
going to keep the head stabilized so that's
going to be quite useful for later refinement
but the body is churned as you can see
slightly to the left, the right arm is moving
upwards and the other one is moving backwards
in space and then the hips are also like
moving a little bit. There's a lot of
movement going on here. This is what we're going to do. The cool thing is we still
have the polygraphs. Polygraphs are going
to be really helpful because I can select
the face, for instance, mask it, select the eyes, mask them as well. Now if we move things, they're not going to move
except for the head. I'm going to press "Alt" and I'm going to move this thing to the base of the neck. We're going to start by
twisting the character. We're going to twist
the character to get this look right
there. There we go. Now, don't worry about the neck, that's why we're doing the
pose right now because we're going to go back and refine some of the anatomy and that's
of course we're going to have to remodel a lot of
stuff but don't worry. Now we're going to do this arm. I'm going to select
the arm at around the shoulder length
and I'm going to press "Alt" and I'm going to move this to where the shoulder
is supposed to be. If you take a look at this, this thing is moving up in
the direction of the elbow, so we're going to invert the mask and we're
going to move this up, it's actually quite
up and then we're going to rotate this because the arm is facing us like this. Don't scale, just rotations. Then the elbow is
slightly bent as well. I know that this looks horrible compared
to what we have, that's why we're doing
this at this stage. I'm going to grab this arm and the arm is slightly
bent backwards. Actually, I think the arm, it's like this and then we're
going to mask everything about the arm and we're
going to move the hand up and we're going to
add a little bit more of an intense field
to the hand itself. I want to go like this.
It looks interesting. Now we can refine these
things later on as well. Remember, sculpture is all
about this refinement process. See all of this geometry right here we're going to have
to rebuild all of this, that's why we're still in Dynamesh and that's
why we're still working with basic shapes. Don't worry too much
about that stuff. There's muscles and things that we need to
rebuild over there, just going to cover
real quick over there. Now, the other arm,
as you can see, this one is twisted
a little bit, so I'm going to grab especially the forearm
and we're going to twist it so that the palm is
facing the other way, move it into place, it's slightly bent like this and it's being
pushed back into space. We're going to go
over all of this guy. We're going to root
back into space. I want to move it out like this , let's mask this. This thing is going
to be coming up. Proportion, we're
going to have to check our proportions as well
as we move forward. It's quite a challenge if you've never sculpted asymmetrically, you're definitely going
to have a little bit of a learning curve but it's really cool to be honest because we're not worrying about animation
topology or anything, we're just worrying about
having a great sculpture. There we go, that gets us close. Now I'm going to grab
the whole character, I'm going to move it back
a little bit because I wanted her leaning back. Now for the hips, we're going to go all of this
section right here. You can see that the legs
are actually facing forward, so I'm going to move mode, I'm going to move the face, so they're facing or
they're moving forward. Very important to
try to move them from the center of mesh. Here's where we got
the contrapposto. Contrapposto is this
effect where shoulders are like going in one direction. In this case, there should
be going to the left, and then this one is getting
to the right and we get this crunch effect right
there on the hips. Now the left leg, the
right leg, sorry, let's place this where
the femur would be, so right around there, is facing forward like this. That's going to be the
one that we're going to be pasting to the base, it's going to be the supporting
leg and then this one, as you can see, it's going to be a
little bit difficult to mask because now we're
getting this overlap. What we need to do
is only going to go to the old transpose method. I'm going to press "W" and select this one and
I'm going to press "Control" and drag right there. As you can see, let's get
rid of the mask first. We're going to go like this. That's one way to do it. Another one, I'm
not sure we got, no we don't have polygraphs. Control and just
hit here until we get like that and
then we can continue. Just mask this thing here. Very careful not to mask
anything else. There we go. Now I'm going to unmask
everything else right now because we don't want
anything of that sort masked. Then this leg, as you can
see, is bent forward. I'm turn on my gizmo again and we're going
to rotate forward, and then mask all
the way to the knee. Move this down, rotate
this backwards. There we go. That looks really
cool. We can rotate it. In this case, my friend did the concert with the
leg to the other side. I'm not sure if I like that one. I like this shape. I really like how
this is looking. The foot, I'm definitely
going to make the foot go into the point the effect. Even all the way to the feet. Now there's some geometry there that I'm to grab from somewhere. I'm not sure where. Don't worry. There we go. I like this. I think it looks nice. I think I want to exaggerate
the posts a little more. I'm going to mask
the head again, mask the eyes as well
and then mask the legs. I really like how the legs look. But I want to rotate
this a little bit more. No, maybe just with the move brush here. The form change right there. I really like this
shape right here. I wish we could have something
like that on this side. I'm not sure this
arm is way too high. These might trim dynamic here to just phlegm this and I'm trying to see the
silhouette right like that. That's what I'm
trying to focus on. Just move topological. I'm trying to focus on the
silhouette of the character. Make sure it looks
like a cool character. Now there's one
interesting thing. I'm going to T-post this mesh. I'm going to say C plug-in, T-pose to bring it
back to where it was. There's one very
important thing. This is a sculpture
thing called a plumb line and it helps
us with the balance. I'm going to insert
a cylinder here, and then I'm going to
select the cylinder. There we go. I'm going to scale it so that it's
a little bit thinner. I'm going to make
it really long. If you create a cylinder
line that goes from the base of the neck to
the bottom of the foot, we should have a
balancing point, which in this case we
have, we're really close. Maybe this can be
pushed a little bit like forward so that point, which is supposed to be
like the contact point, that would be our main balance. But yeah, look at that. That's a really nice
balance position. I'm going to go back to you
to the body for instance. Again, I can use my
old transpose line to mask the leg. Yeah, of course. I have Photoshop open and
unfortunately, folders I have this problem with my tablet where
if Photoshop and the tablet are both
open, you get an error. There you go. Let's go all
the way up. There we go. Here I think it's easier, we can just mask the leg. I have symmetry turned on. Let's turn that
off. There we go. I'm going to go back to
gizmo mode inverted mask. Position this on the hips and just move this a little
bit forward like this, so that the base of the foot is actually touching
the element there. There we go. That's a
really balanced post. I'm not sure. It
looks okay to me. I would like to push
this hip forward. In this case, since we
only have two sub tools, it's easy to just
like jump from one to the other end and
adjust certain things. That looks nice. Let's turn on the hair and the hair dress. That's starting to
look quite nice. As you guys can see
that you've posting process definitely tricky.
It's a little bit tricky. But we get a really
nice idea and now even though we are
asymmetrically working, we can start refining and reusing some of the
elements that we have here to start building all of the things that we are
still missing for her. Now, if there are
things that we still need to fix, for instance, this arm, I don't particularly
love how it looks like. I think it's way too open. I'm going to move this
thing back and maybe move the back a little bit
further out like this. It's all trial and error. We need to find the
precise way in which we want to transmit the strong
posts for the character. Don't be afraid to
modify things and change them in such a way until you get exactly what
you're looking for. You can see the bandages here
got a little bit destroyed. I'm going to use my move brush
to rebuild some of this. I'm not going to worry too much about this overlap
that we have right there because I know
that it's going to be covered by the
skirt and stuff. Again, that's one
of the advantages of working for this or with this stuff that since we're not going to be
doing this for production, it's for 3D printing. We can break a lot of rules and we can start focusing more on the product that
we want to achieve. That's it for now, guys. I'm going to stop the
video right here. In the next one,
we will continue refining some of the
anatomy that we destroyed. Hang on tight and
I'll see you back on the next one. Bye-bye.
20. Anatomy Refinement: Hi guys, welcome back to the
next part of our series. Today we're going
to continue with the anatomy refinement and it's time that we start modifying a couple of things here
that we might need. Now, I did notice a couple of things that I want to
change on the pose. I liked the pose, but it feels
a little bit off-center. I'm going to turn
off the air again. I'm going to go Zplugin and we're going to do
another TPoseMesh. We're going to be going back-and-forth with
the TPoseMesh. This is part of the
production for printing. There's these things
that we're going to have to be adjusting
every now and then. We're going to go
there and there we go, see how that just like a
small little change there in the pose makes her feel
a little bit more balanced. That's what we want
to go for like a nice clean balanced pose. Now one thing we can
do here, for instance, since we're already like posing, we can go to the foot as well. Maybe this foot
just like rotate it a little bit and bring
it back in like this. It's going to give
us a little bit more of a different feel and even like if we want to go to a little tips of the foot. Let's just reset
the orientation. Bring it right
there on the center and we're going to just like a billet dancer you
know how they create this very nice pointy
effect and there we go. That's going to give us a
very nice stylized leg. What you want to make sure
is you want to make sure that the character
looks super nice, no matter where
you watch it from. If the pose looks interesting
from every single angle, then that means that
we're doing a good thing. I'm considering a little bit
because here on the pose, as you can see, we have
this hand right here. I liked that, but I'm not sure. Maybe we need to bring this
thing a little bit further up like that and maybe
move it just a little bit. Remember that every
time we break the pose or every time we
change how things look like, having this angles right here, like this one going in, this one going out,
that's the thing that really adds dynamism to a pose. Now a lot of our anatomy, a lot of our proportions are
becoming a little bit wonky. That's fine. That's expected. But we're going to be fixing
all of that. There we go. I like this pose a
little bit better. We're going to go "Zplugin"
and "TPose/SubT". It's going to bring
all of these things and just modify things so
that they match nicely. Now we're going to
go into the body and the body needs a lot of work because we pretty much destroy the whole body
when we were doing this. The good thing is we're
still in DynaMesh so that means that we can very easily start fixing some of the anatomy that we would
expect to have over here. Now remember, we
don't have to be super precise anatomy
because we're not going to be
undressing the character. She's going to have
all of the armor on top, so that's fine. But it's a good idea to add all of these things
for instance here. Where I see that there's
a little bit of a pinch. I'm going to just get
rid of that pinch. Usually when we have, what's the word a contrapposto, one part of the
character is going to be stretched and the other
part of the character is going to be what's
the word, squashed. In this case that's the
part that would be squash. Now here, there's a little bit of anatomy that we need to fix. I'm going to use my inflate
brush and just inflate this whole section and DynaMesh. There's a little
bit of anatomy that we need to fix so we know that the clavicle is going
to go all the way over here. That's going to be like
the clavicle distance. We need to smooth that out. Then there's this
pectoral muscle. We talked about this one
when we're doing the torso. That a brings everything
towards the arm. I'm going to change
my alpha here to the round alpha so we have a little bit more
for an organic view. What happens to the
breast actually is it gets pulled up
so we're going to have this like teardrop
shape more and more intense because the pectoral muscle is actually pulling this
thing up like this. Then the deltoid does
this very tricky thing. We're still going to have
the part of the deltoid. It's like a wraparound. We're going to see a
little bit of a **** of a deltoid right here
and this thing is going to wrap around and go
back to its insertion point. It rolls around
the arm like this. We are going to see
a little bit of the element right here. Right now, when the
arm is moved up, we're actually activating a lot of muscles from the back, from the shoulders, from a
lot of different places. Since the muscles
are being activated, they're going to be puffing out a little bit more than usual. Here we have the trapezius, which is also going to puff
out a little bit like this. Here we have the two muscles
that we talked about, the infraspinatus and the teres major and teres minor
are going to be right there. Now remember, we always want
to keep the silhouette, then we want to keep
the forms cleans. I'm going to use a little
bit of trim dynamic here to soften all of this. In this case, we're
bringing this thing back, the clavicle or the scapula. We're pushing this one back, let's get rid of
symmetry, of course. Dynamesh and what
we going to see, is we're going to
see the scapula pushing out a little
bit like that. [inaudible] we just keep
softening and smoothing all of these areas. There we go. Now on this outer section, we're going to have
the latissimus dorsi. We've talked about
this one before. It's a really important
muscle because we're really going to see
this like a bat wing. Always look like a bat wing. Now we don't want it to be
like super spring tans, but it is going to be there. We definitely need
to add a little bit of that effect over there, like the little volume
that we would get from the latissimus dorsi like that. If the shoulder is
pushing too far out, we can modify this and
adjust it a little bit. That's roughly how
we're going to see it. Now here we would see, of course, the tricep. Tricep's going to be
pushing forward like this. Smooth that out as well. There's a little bit
of a muscle there called the cortical
brachialis is a small muscle that
we're going to see down there on the arm section. It's a lot of rebuilding. This is why a lot of people like to start whenever they're
doing electronic printing, they start directly on the pose because it's like
working double. I want to show you the basic proportion
construction because I think it's easier to explain the basic proportions
first and then pose. But if I was doing this for
my own or for a client, I will definitely do this as a single pose character
from the very beginning. Like always start
with a base mesh [inaudible] in the same way that we did and then from there
on we will just push this. Now we can turn on the bandages. Here again, we're
going to have to do a little bit of adjustments
on the bandages. This things are like hugging
the character properly. As you can see, we are
going to be seeing quite a bit of anatomy here on the side of the character. That's why we need to make sure that this thing
looks really nice. It's like the side breast right here and
we're going to see. We're still missing
armor and stuff, but we can again start adding all of this
information right there. Here we might even see a
little bit of the serratus, which is a muscle
that looks like, what's the word,
like a saw blade. There we go. The bicep, we know the bicep.
This is the bicep. Here's where we will be seeing the bicep and then the arm
is slightly turned on. We turned the hand forward. By turning the hand forward, the muscles in the arm are
actually going to change. The volume is going to
remain that back here. On this upper side, we're going to see
the hand create this like curvature. You
can try it yourself. I always recommend trying
this yourself so you can actually see how this things
are flowing and stuff. For instance here we're
still going to have these muscles going to the
side, the brachioradialis. Let's soften up some of
the wrist there again, help with the overall anatomy. There's going to be a little
bit of a dip right here. Just smooth that
out. Now the elbow. Where's the elbow
going to be? The elbow is going to be down here. It's going to be pointing down. Right there doesn't change. That's where the
elbow is going to be. We're going to have
again the flexors, extensors, all the muscles that we've talked about before. They're still going to be
there. They're just going to be doing some different things, the different movements
of your wish. There we go. That looks good. Now I do think I need to add a little bit more shoulder right here and a little
bit more trapezius. Let's turn on the head. There we go. No, I don't think I did DynaMesh. There we go for the
head. There we go. Now going back to the body, I'm just going to unify those
little things right there. I really like how this
sternal mastoid muscle looks. That's a nice effect. I would expect this clavicle
to be a little bit raised. There we go, creating
this very nice. Again this is like contrapposto. We have this shoulder up
and this hip is up as well. We're creating this
very nice effect. I might even like to
modify the hip just a little bit more to
really make it seem like it's pushing up and then on this side that's going
to be like the squash and this is a stretch that
we were talking about. There we go. That looks good. Now on this side,
as you can see, we lost a little bit
of the form as well. It's just a matter
of recovering it. By the way, sculpting
without symmetry, that's a sign of
a true sculpture. You guys are going to
get really good at this, it's part of the
process and yes, things are no longer
going to be symmetrical. We're not symmetrical
by the way like humans, we're not perfectly symmetrical. Some people have longer legs, longer arms, things like that. Don't worry too much about this, but we do want to make sure that the proportions
look appropriate. Everything should
look proportionate. That's the important part. The length of the
arms and everything, they should be really close. Let's turn on the hair
for just a second. One thing we can
do with the hair is we already have
this blocking. We already know this is roughly the shape on the image itself. We know on the front It's
pretty much the same thing. But on the back, the braid is going to be
doing this weird movement, right to one one together. We can already start
placing that sort of stuff. I'm going to use my move
brush and I'm going to start pushing the
direction that I imagine. I want to go for a very
traditional S-curve like this. Let's push this. Again, this is the kind of things
that you want to make sure looks good from
every single angle. Right now, we don't have all of the angles here on the image. We know it goes down and then all the way
to the other side. I'm going to push this all
the way to the other side. That's roughly where
it's going to finish. But when we see it
from other angles, we want to make sure this
S-shape also looks really nice and really cool. What I would recommend is take a look at the
shapes of the body. See how we have this
nice S-shape and try to go with that form, try to go with that S-shape. For instance here,
where the back is pushing in
because of the back, that's where we can also
push in with the hair. That when we see it, things
are going to look nice. Now look at that beautiful
silhouette as well. This sort like the hair here, it's helping us frame the hips. It's definitely helping frame the hips and that's
really helpful. There we go. I like that braid. That braid looks quite nice. It's going to be a tricky
piece to print, by the way, the braid, because it's
going to be really flimsy. It doesn't have a
lot of support. That's why a lot of
3D prints or designs nowadays are all
like a single mass, because printing
things like this that are really flimsy can
get a little bit tricky. But I'm going to show you
tips and tricks to make sure that this is a lot
easier to manage. Let's go back to the bandages because we definitely
love some of the bandages here on the pelvic
area. There we go. Again, just making
sure that doesn't really matter where we
are seeing her from. Everything seems like
part of the sign. I did see another problem
here on the anatomy. Let's just feel all of these muscles seen,
smooth them out. Now, don't worry too much
about here, about the leg. As you can see. I'm going to use a trim dynamic to give Daniella a little bit
more of a sharp turn. It's important. But this union that you see
there, that's fine. This is now welded together. That's fine. That's the fold that we're going to
see right there. Don't worry about those folds.
Those are perfectly fine. You see them all the
time in statues because it will be pretty
much impossible to have the intersection there. Don't worry too much about that. There we go, and Guevara
is looking quite nice. I'm going to go to document and I always change this
and it always goes back. I'm going to say
preferences, config, I'm going to save or save
config, store config. There we go. Let's
see if that helps. Because I really want to see
the silhouette of the arm. It's very important for me to properly understand how
this thing is looking. Yeah, there we go. We're
in a good position. Yeah, that's it for
this one, guys. I'm going to stop the
video right here, and in the next one we will continue working on the statute. Hang on tight and
I'll see you back on the next one. Bye-bye.
21. Hair Refinement: Hey guys, welcome back to
our next part of our series. Today we're going to
continue with the hair. I'm going to start
refining some of the hair. You guys remember that we were mentioning this
in the last video how by having this
super long element, we're going to have
a little bit of an issue with the
flimsiness of things. Well, I'm going to
isolate this for just one second and we're going to start adding
a little bit more volume. That means that we
definitely need to add more resolution to
the whole thing. There we go. Let's
go clay buildup, dynamish, and that's it. Let's start building
or rebuilding this way more
dynamish. Let's go. We definitely need to have
a lot of geometry here. Because now we're talking
about like something really close to the high poly. I know that this is
going to be like some of the main braids
that are going to be coming from the
center of the character. There we go. I'm just using my clay buildup, as you can see right here, to build this effect. As we go here like I'm
going to start up here, as you can see with
big chunks of hair going in and then with
the min standard, I'm going to start
creating some overlap as you can see right
here so that it makes it seem like there's like different levels of
strands going onto the actual hair like this. Then from this side, we also have like
this big chunk. Select the first chunk
that goes into the braid. So we're going to start
with a big braid right here and here's where we're going to start
seeing the pattern. I'm actually going to combine
these two guys as well. Before we start defining this, I'm going to do one, two, and there we go. That's where we're
going to start seeing the braid appear. Now, unfortunately,
or fortunately, we extended this thing
into infinity so I'm going to go with my clay
buildup to just rebuild the area so that we don't
have any weird effect. I might give it a little
bit of in-flight down here. Just because I don't want
things to be super flimsy. Something like that. Let me rethink the braid over here. I'm going to actually look
for a quick braid reference. Give me just one second. Yeah, so it's just like double. I was doing this six sac effect. I'm going to change it. Let's just rebuild this thing. We can maybe use drawing dynamic to clean the working area. This is like the big lump
of clay that we're going to be polishing into hair. It's pretty much like a line there and it
creates this effect. Well, I guess there's
different kinds of rays because again, as I have been
mentioning before, I like this one better. This six sac effect. So the six sac effect
goes like this. We start with one
line right here going across like this
and then there's another one going
like this and then there's another one going like
this and then another one. That's how we build
the main sections of the braid. There we go. Just a quick sketch right
here and on top of this, all of these elements, that's where we're
going to start building the main thing. This guy will go to
the side like this. Like following this
big chunk of hair. We can remove some of the
elements there to give it a different silhouette
like we don't want the hair to look
completely straight. Then this one right here actually comes
like on this site. Technically it since
we are going to be seeing the braid on both sides, it is a good idea that
we do both sides. I feel like this is a very big chunk
of hair right now. It looks weird. Let's
go back real quick. Because I'm seeing
another reference. I'm actually going to add
this reference for you guys on your on PureRef. Look at this. So that you guys can follow
as well. There we go. See how we have
this big chunk of hair so that's the stuff
that we want to mimic. From what I can tell,
we have this big chunk of hair coming into the braid and then there's another one coming this side going into the hair itself and then this
one we just drew, it goes inside another
bunch of hair that's coming from underneath pretty
much like this. There we go. This one
scrolls crossing over and then this one goes beneath
this one that's coming, so this one's coming in this
direction and it crosses over and that's how we're going to start
building the thing. This one like this, again, this one is this one and then this like bottom ones, like
we're not seeing them. But I would imagine
that all of this hair is coming from this
area over there. All of these strands of hair
are going into this area. Then once they cross
under these guys, they turn around and they
become this guy right here. The pattern repeats. This guy is just under, and then over, and then there's
another strand of hair, is actually this one
that's coming from the top that's going
to be going under, and then it comes up like this. It's going to go under this, under this one, and now this
is going to be like this. As you can see,
it's like a dance, each strand of hair is going
from one side to the other. It's a little bit
tricky as you can see, but it's definitely doable. Now, here on this curvature, remember this guy goes under and then it's
going to go over. In this curvature, I'm
going to crunch them a little bit closer to
this area, like this. Then this one is
coming this way, this is going to go like
this, and on there. We should see the same pattern, but we're going to collapse
it a little bit so that we get a straighter
effect going down here, and now that we have
this effect right here, should be a little bit easier to follow with the proper
braid technique. This one goes like that and
then this one is coming over. I would sit this one right
here, going like this. Now, we're going
to be able to see this crisscrossing pattern all over the place because it's a little bit more straight area in this area so technically
should be a little bit easier to visualize
the braid effect. We got a weird knot over there. Let me use my trim dynamic to clean
this up a little bit. I feel like we were
doing a great job there. It's here, and then here, and then here, and then here. There we go. There's
the pattern. There is no shame in going back. A lot of people think
that you need to get it right from the
very first time, no. It's a lot of trial and error. Don't be afraid to take
your time and make sure that this thing looks
as nice as possible. Let's go back with my trim dynamic because
all of those lines that I previously drew are messing
me up a little bit. Let's just fill them in
and we just keep going. Remember this guy when
it comes from this side, it goes underneath
this one right here and this one
is crossing over, it's going to go
underneath the next one, it's like weaving things. It's one weave on this side, and then another
weave on this side. There we go. Look at that. Probably need a little bit more volume here on the outside and we just keep going. Now, on the top here, it is also important that we
take a little bit of time to refine some of these pieces. I'm just going to push these
guys to create a nice flow, because of this detail that
I'm sculpting right now, this is the detail that again, similar to how we
saw the bandages, all of those fibers, and breaks, and stuff are going to look really good on the 3D print and they're going to hold some
paint once you paint this, and they're going to give
us a very nice effect. It looks like Chorizo, it's a special type of
meat that we have here in Mexico then you get these little tubes
in the supermarket. It's like seasoned pork, very tasty. There we go. It's just a matter
of making sure that we get the proper technique or the proper flow as
nicely as possible here. Of course, as we are getting closer and closer to the tip, the size of the braid is going to become
smaller and smaller. That doesn't mean that we
don't have to polish it, I'm just moving a
little bit faster here so we can have everything. Now, definitely, we need to go on the backside here and we're going to see
pretty much the same pattern. Contrary to other productions, we are going to be seeing every single site of the statue. It's not just a [inaudible]
that we're doing, we're actually
seeing everything. It is important that our shapes are looking as nice as possible from
every single side. I do know that certain
braids tend to be flatter on certain areas, but that doesn't mean that we should ignore all of
the sections over here. Now, on the concept, you guys can see
that on the tip of the braid it's holding
like a piercing thing. That's something that we
definitely need to do. Again, let me just move
a little bit fast here. We know from what we've been doing that
this thing is going to continue all the way
over here like a braid. I'm just going to
quickly sketch out where the main nucleus of
the braids are going to be. I'll polish this later. But then here we
need to have a knot, a hair knot to do this thing. For that hair knot, I'm just going to add
a little bit of volume here like this. Once we add the metal thing, it's going to be held
with this thing. At that point, I'm
going to just create another little loop that makes it seem like the
hair is going there. That's it, we're getting
closer here on the refinement. Now, I am going to be sculpting the hair a little bit off camera just to save a little bit of time, but this just a matter of, I'm going to continue
this braid effect, and, of course, I'm going to show it to you on the next video before we
continue with the next part. Hang on tight, and I'll see you back on
the next one. Bye-bye.
22. Leg Bandage: Hey guys, welcome back to
the next part of our series. Today, we're going to continue
with the leg bandage. We're going to start
adding more and more props to our character. Yeah, now we're going to jump
onto the leg right here. If we take a look
at the reference, which by the way this purebred file is
getting bigger and bigger, you're going to get
the whole file at the end of the process, probably going to be
a little bit heavy because it's had a lot
of images in here. But you can see that
on her right leg, she has a bandage
going pretty much all the way down to her foot. You can see that we can only see a little bit of the toes, so everything else
is bandaged up. I'm going to jump onto
the leg right here, and we're going to
use our masking lasso to mask out these sections where we're going to
have the bandage. Something like this, it's not a lot of sculpture that we need to do over there. Actually did not know this. As you can see, we've got
both legs merged together. I'm not sure I want
that, to be honest. It doesn't look
bad, it's not going to be a deal-breaker. Those have those things.
What are those things? It's really weird. It's
like a poly group. I don't remember. I think those were the nails or
something, maybe. Anyway, I don't particularly
like having both legs be together because that's going to make it a little bit more complicated to print
things later on. It's not uncommon though. It's not uncommon to have
something like that happen. But I'm going to leave
it like this for now, since you can see that the leg armor only goes
at about the knee height. It's not going to
be that much of an issue if we just go
around this like this. Little bit of mask there. The way we're going to
have to separate that eventually in a similar way
to how we did it before, actually now let's
separate it already because it might cost
more problems later on. I'd rather have this be
separate pieces now. What I'm going to do
is I'm going to use my mask or my visibility lasso. Control Shift click, and we're going to select lasso, and we're going to select
just one of the legs. Select that leg,
invert the selection. Then with that hiding function, we're going to start hiding this outer leg like this
as carefully as possible. If we take a couple of polygons, there shouldn't be that
much of a deal because DynaMesh will solve it. Now here, I do want to be
a little bit more precise. There we go. That
seems about right. Now I'm going to press Control
Shift and move this down. I'm going to say
Control W so that this thing has its
own poly group. I'm going to go here to
subtools and there's an option called Split, Split Hidden. That's going to separate
the body into two sections. Now as you guys can see, we have this leg and we
have this body right here. Now the main shape is made
out of two different parts. This will allow me
to work on this leg without that much of an
issue with DynaMesh. There we go. It's just
a matter of polishing this a little bit there, like
mesh that we don't have. Those floating points
that we have right there, what I'm going to do is
I'm going to go down here to our poly groups again. I'm going to say auto groups and then Control Shift click on this guy so that
everything else is hidden, delete hidden, and there we go. Now we're only left with
this leg right here. This is where we're going to
be adding the advantages. I'm going to push the heel
and this thing right here. Just so you guys know a little bit of a
secret behind the scenes, I saved the little files here, the covers that we
use on Photoshop, but that freaks out
my tablet's settings. There we go. I'm also going to just trim dynamic this
thing a little bit so we get a nice little like that, DynaMesh. There we go. Now that we have
a nice clean leg, we can grab the mask all of the sections that we're going to be adding the bandages to, which is pretty much
all of these things. Let's do something like this and the technique is exactly the
same that we did before. We're going to go to subtool, we're going to go to extract, and we're going to extract
this with zero thickness, hit Extract and hit Accept. This is going to create a
new element right here, which is going to be
our main bandage. We're going to go all the
way down to the deformation. I'm going to use
Polish by Features a little bit just to
clean up the border. This helps with the border,
keeping a softer border. Otherwise, we might get a jaggedy border and might
not be what you want. Then we're going to go geometry, and actually have my
ZRemesher button up here and just ZRemesh this
to get clean topology. There we go. It's a
little bit too dense. I'm going to go to
ZRemesher, select half, and ZRemesh this, and do
it once more. There we go. That's a lot more
manageable as you can see. Now, we're going to use the same process
that we did before. I'm going to go to
select lasso and change this to slice curve, and we're going to start slicing some of this guys like this. I'm going to add a little bit of inclination to some of them
as you can see right there. At this point, I
really don't want to create such a crazy one, that's what we did
with the other one. It makes a little bit
more sense that we try to follow this straight lines. Yes, we can have some of them, they're a little bit
bigger or smaller. For instance, here we're probably going
to add a little bit of inclined effect again
just to add some variation. Actually, I'm going
to go back because since the front is going
to be the one that we're going to see the most, this is where you want to have the most play in
regards to shapes. Just keep that in mind. Again, with just a slice curve, we're slicing all of the
sections and creating this bandages
effect. There we go. On the heel, we're going
to do one like this. I've seen heel bandages and
they usually go like this. Then this one, maybe we can
slice in half like there. I'm not sure, that looks
a little bit weird. Maybe like this. Does that looks better?
No, I don't love it. Maybe that should be fine. Then on the final one here, probably one more right there. This calcaneus muscle or bone, maybe just one
extra layer there. I do want to cut this one. No, that looks weird. You need to be very
careful to make sure that the bandages look appropriate. Maybe from top to bottom. Maybe, I'm not sure. I'll keep it like this for now. Then if we need to modify it, we can modify it later. Now we just go to edge loop and we're going to do a nice
little panel right here. I think we definitely need to increase the thickness
a little bit more. Let's do 0.03. I think that's what we
did before. There we go. Let's bring all of the other
subtools out so we can see especially the
leg. There we go. Because I definitely want
to make sure it looks like we're seeing the bandage. That looks really pretty. Now we're just going to go move brush and we're
just going to start giving this a little
bit more thickness. We don't want this
many overlaps. Look at that, we get a
super clean bandage effect all over the place. Eventually, we're
going to smooth this out and give a
little bit of texture. I say Control D to give
it the subdivision level. I actually really like
how this one looks. I don't think I
want to do as much overlaps like on this one. We did a couple more overlaps
on the front of the body. But that one looks really clean. I really like how
this one looks. Maybe a little bit of tweaking
down here on the foot. But I don't think we need
to do as much work as with the chest piece. Now another advantage
of the leg bandage that we have right here is
that most of this foot is going to be merged with the fire and the textures like the little thing
that we have right there. That means that
we're not going to be seeing most of the foot, so we're hiding
it pretty nicely. But look at that. Not
bad, not freaking bad. I'm actually tempted to
go back to this one and redo it for the body. It might look a little
bit better because I do think it looks a
little bit wonky over here. I'm not too worried
because, again, there's a lot of stuff
that we're still missing, like the skirt and things, and I do like this organic, a little bit more
organic-looking shape on this parts over there. That's pretty much it, guys. I'm going to stop the
video right here. In the next one, we're going
to do the arm bandages. We're going to move on
with the arm bandages. Hang on tight and
I'll see you back on the next one. Bye bye.
23. Arm Bandages: Hey, guys. Welcome back to
the next part of our series. Today we're going to continue
with the arm bandages. We're just going to
go straight to them. These are relatively simple, as you can see here
on our reference. This is our very
good friend model. I don't know her, but
this pose is really good. If you are having issues
with the arm when posing, made sure to reference
this and how everything connects onto the
shoulder and everything. But if we take a
look at the arms, you can see that the
bandages pretty much go, it looks like the reverse
of a long sleeve. We're going to have
them pretty much all the way to the shoulders. I am going to isolate
the body real quick. Not bad, everything
seems to be balanced, proportionate that's good and
we're going to grab them. Now, I don't remember if on the concept we have the elements going all
the way to the hands? I think they do. We do have
bandages on the hands. It's pretty much
like with the feet, the fingers are going
to be uncovered, and then the rest of
that arm and everything is going to be
covered in bandages. Think of these long sleeve
gloves that girls sometimes use when wearing wedding dresses or nightdresses,
stuff like that. All of this, and there we go, something like that,
perfect, cool. The process is exactly the same we're going
to go to Subtool, and we're going to say
Extract at 0.0 thickness; so Extract and hit "Accept" , and this is what
we're going to get. It seems like we have extra
things that we don't need. It looks like I grab the tip of the finger or
something, no problem. We can just go to
Polygroups again, hit other groups, and then "Control Shift-click," and hide that one there we go. In brush selection there we go and just hit
"Delete hidden", that way we're only going to
get these guys right here. We can take a look
at the poly groups, things are looking good
let's go to Geometry. Zremesher and
Zremesher disguise. By the way, this is
something that I haven't mentioned before but Zremesher will take longer if the geometry is really dense, it also has to do
with your processors. If you have an older processor, you might be having slower
results with a Zremesher, just be patient and
you're gonna be good. There we go, we have this now it's a matter of
creating the bandages. I think we're going to follow
a very similar formula to what we did with the legs. Yes, we're going to
add a little bit of variation like some like my [inaudible] relatively changes in size and stuff, but we're going to try to
keep this a little bit straighter than for the chest, for instance,
something like this. Then on the hand, we definitely want
one line going there, and then like this or like band going like along the thumb. This one we're probably going to be sculpting a little bit more than what
we've done before. For instance here, we can add another one like
that. There we go. That looks good for that arm, let's go to the other one. We're going to do 1,2,2,3,4,5. It makes more sense to go in this direction with the arm
than it was with the chest. There we go. Then the
fingers like that, and then this guy like that. Yep, that looks good. As you can see, we have all of the bandages ready
for our character. Let's show the body again, and selecting these guys, we're going to go, of course, to geometry, panel loops or edge loop and
we're going to do panel loops with thickness, 0.03 is the one that we're
using for everything else. Look at that beautiful,
beautiful bandages. The cool thing about these
bandages is that they help us hide a little bit of the
problems that we might have with the topology. If the anatomy was not perfect, by utilizing these bandages
we can cover them as long as the silhouette
and the form pushes. For instance, here
I know that we have an elbow so I'm going to make this thing a little bit
more linear in that place. Same for this, right about here we know
that the elbow is right about there so it is a good idea to push that in such a way that it looks
like the elbows are here. I think the arms are
a little bit broken, so I am going to move
the bandages first, and then jump onto the arm, and move this arm a
little bit as well. The closer you get the anatomy, the nicer and the easier this whole
effect is going to be. But look at those wraps,
they look amazing. right imagine this like a 3D printer and everything,
it's going to be amazing. Well, we've probably
already saw it. This is what I always
mention it's funny because I record this, this
whole process. I can't do this once
and then re-record it, it will be a lot of
time to do this twice. We record the intro video at
the end of the whole thing. Look at that just by adding the bandages on arms
and feet, look at this. She's already
looking quite nice. As we've mentioned before, 3D it's an additive process. We're going to see
these things changing. Now, I did move the
head a little bit, I actually rotated a little bit so that it's facing a little bit down which means that
we're going to have to definitely modify
this headdress thing. We're going to
have one video for the headdress very soon. I think it's going to
be the next one, and we're going to polish
it a little bit more. But as you can see, we had really nice base
mesh here or mesh, and we can just start pushing things so they lay flat with
the rest of the elements. If you guys remember that
the braid is going to be coming from one
section that we'll need to cut out
from this headdress , something like this. You can already tell how the whole figure
is going to look. Sometimes when I'm
in this position, I like to do a quick BPR just to see that whole
shadows and stuff, and it really makes you appreciate all of the progress
that we've done so far. Just take a look at how
would this look like a couple of chapters
ago [LAUGHTER]. This is what we have. I'm
going to press "Shift S", and now I'm just going to
go back to the main one. Look at this. Look how much work and how much improvement we can get with just a
couple of hours of work. It's all about patience,
It's all about getting and putting into
work and of course, using all this techniques
and tricks that we have to make sure it looks
as nice as possible. I'm going to stop the
video right here, guys, the bandages for the arms
are pretty much ready. A couple of tweakings here,
and there that we need to do to make sure that
they're not overlapping, and following the same process that
we did with the chest. But I'm going to stop
it right here, and then the next one we're going to
take a look at the headdress. Hang on tight, and I'll see you back on the next one. Bye-bye.
24. Head Dress: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the headdress of our character.
We're going to refine it. We already have a
nice little base mesh here with the character, but we're going to definitely
make this thing way better. Again, as we've
mentioned before, since we're doing this
in a post fashion, it really doesn't matter
when we break asymmetry, so we can actually work with
a very nice base mesh here. As you can see, I'm
smoothing everything. And from the perspective
of the audience, they're not going to really
mind the fact that this thing is not like perfectly
symmetrical as long as we follow again
the rule of cool, then we're perfectly fine. I know based on the concept
that we need this hole on the back where the ponytail
is going to be coming out of. As you can see right now, we have a very big element here and this is one of those things that 3D printing allows
us to play with. We actually don't need to create that hole because
at the end of the day, everything's going to be merged together into
a single piece. We just need to know where
this hole is supposed to be. I'm going to grab my DamStandard and it seems like this
is a good position. It would definitely
need more resolution. I'm going to increase
the resolution here, so we have enough things
to work with. There we go. That's the place from where
the brain is going to be coming out of this
area right here. Then we're going to have, the hair dress
here on the front. Now, we don't want
the hair dress to be occupying as much of volume, we want to keep it as nice
and clean as possible. You can see this very
nice sharp lines that the fox was able to create. I'm going to use my Trim
Dynamic here to flatten out some of the
shapes like this. It's DynaMesh and
let's just remove brush to bring some
of the shapes back. Again, Trim Dynamic, to create the border of this
hat going backwards. That's a clean border
here we continue. Again, all of this mass
that we see right here that's close to the
body of the character, we're going to push it in, so that we're only seeing
the border of the object. Miniatures and
statutes in general, since they're solid objects, if you think about
like marble sculptures that are completely
solid objects, we need to make sure that we describe forms in the
best possible way, but we also need to take into consideration certain
physical characteristics. For instance, in
regards to 3D printing, we can't print things
that are paper thin, even though cloth is
supposed to be really, really thin, it
will be pretty much impossible to 3D print that because we need certain
volume, certain thickness. The thickness will depend on
the printer that you have. Some more advanced
printers allow you to have way lower values. But the problem with lower
values of thickness is that that's also going to affect the durability of things. Remember how we said
that certain things here would make the
character quite flimsy. That's not what we want. We want our statue to be able to maybe fall down once to its
side on top of a table, of course not all the way
to the ground and if that happens, it won't break. That's the thing that
we're looking for. For instance, here, again, I'm looking at the silhouette
and I want to have a clean silhouette here on
the side same on this side. I don't want this thing
to be bulging as much. I want to create this
flaring out effect where we create this very
nice graphic language. Statues and sculptures are
all about that wreath. When you think about
this sculpture, our eyes, they see
contrast first. They're going to
see the contrast between lights and darks. If a sculpture has
paint on it and there's dark paint
and white paint, that's the first thing
that you're going to see. But after we see those elements, the next thing that
we're going to see, it's going to be the
contrast in shapes. We're going to be able
to see soft areas and hard areas like
borders in this case. That's why I'm spending a
little bit more time here, on the underside of this, like a Pharaoh coil or whatever to make
sure that we get a very nice wreath
on the silhouette. Here, we can push this
thing a little bit more and Trim Dynamic is just such a
magical brushing this scenarios because it
will allow us to create this changing planes and give this like sharp look to things even though
they are thick. Even though we have
this nice big, thick chunk of elements, it still allows us to
have a nice corner there. I'm going to push this
a little bit more. This is also going to
allow me to use it as directional like shape. So as you can see, like
this line right here is following the same shape
that the shoulder has. We can call that a
mirroring of elements and that's also going to help with the overall look and
feel of the character. We're of course going to have
to refine the front here. Actually, like right now, I think I'm going to
go to the hair real quick and let me isolate it because I think I'm going do this part of the hair
as a separate piece. I'm going to go into
select lasso and all of these things I'm
just going to delete hidden. There we go. Now we're only going
to be focusing on the actual headdress
without having to worry about the
underlying hair. We're going to add
those little extra bits of hair later on. Trim Dynamic again, let's create a nice border here on the
inside of the headdress. It doesn't have to be perfect
in this case because if you remember, this is cloth. If we got a little bit of
organic effects to it, that's also perfectly fine. I'm going to flatten this
border out a little bit. I think I'm going to do the hole there, with something else. I'm going to add
a little border. I think we have something
like that here. You can see the border there
like a nice little opening. I think we can add
something like that to make it look a little bit
better. Let's go back there. Now, we saw from
earlier reference that this thing actually
bends on itself. It's like this
cloth going up and then it goes back into itself. However, one thing that's
a little bit different in our case is that we
have this golden crown. There's a golden crown holding everything together and that
golden crown is going to be our lifesaver
because we can use that to eliminate or to hide the seam of where the lines of our Pharaoh-like
cloth are going to go. I'm going to go into a Subtool. We're going to append and we're going to
append the cylinder. I'm going to bring the
cylinder. Let's turn this off. Bring this thing up and
then I'm going to go into Zmodeler and what I want to do is I want to hide all of the
edges right there. Let's delete hidden. Let's scale this down so it's
more like a ring. Then I'm going to go into
EdgeLoops and we're going to go into Delete and we're going to delete the
EdgeLoop complete. Just delete all of the
EdgeLoops here. Like that. Now we pretty much
have like a tourist. We're going to bring
the stores down. This one of the reasons
why you keeping the head symmetrical, it's really handy. Now the head is not
completely spherical, it's more a little
bit like cylindrical, so that looks good. I like that one. Now
what I'm going to do is we're going to go
into QMesh Polygroup All and we're going
to extrude this out until we create the nice
shape for the crown. I think this one is
supposed to be a little bit thicker and we're going to
have this one right there. Now since the head is tilted, we should tilt this one as well. There we go. Look at that. It looks really, really nice. I'm going to extend
this a little bit more. Then with my move brush, I'm just going to move
this back parts out. Make sure to have symmetry
turned on. There we go. Now, as you can see,
we can push this crown out and try to keep it
as straight as possible. We do want to have a little
bit of a border there. Now that we have this,
we can go back to the hairdress with my clay
buildup, for instance. We can just push
this thing back. Bundle up a little bit
on top of this thing. Same here, which is
curve in a little bit. That's going to look
like this thing is actually pressuring, creating a little bit of
pressure on top of this thing. Let's just turn dynamic to, again, flatten that out. You can see here
that my headdress, it's not on the
exact same position. Again, let's just
[inaudible] brush to overlap both elements. It's going to make our
job so much easier. Then we need to modify
a little bit of the curvature here.
Let's just do it. See how much volume
we're missing here. Let's add a little
bit of that volume. Again, that way we
recover a little bit of that symmetry that we lost and we get
something like this. Now, it does have a
couple of more details. Let's go back to ZModeler
and add those details. I'm going to go into Edge
and I'm going to say Bevel, and I'm going to bevel
this guy and this guy. When we divide, as you can see, we get a nice sharp edge. Then I'm going to
insert an edge loop. Let's turn on this
thing. There we go. I'm going to insert an edge
loop, that's loop mode. Then another one right there. I'm going to go into Edge
and I'm going to say PolyGroup to PolyGroup
the whole thing. Then we're going to
QMesh this PolyGroup in. There we go. As you can see, again, when we divide, let's activate
subdivision levels, we're going to get
this very nice line. Those are the things that
look amazing on the 3D print. I say it's really worth it to
have those little details. It also makes this cultural look more professional, more intense. Let's push this out
a little bit here. I want to keep the
border of the headdress here is as close as possible to the main thing. There we go. Now we have the sections,
this section right here. One option, one thing that
we can do is we can just use our DamStandard and just go there and create this
nice little crease. However, my pulse is really bad. One thing that I recommend
when we're doing this is to activate something
called a LazyMouse. Some of you guys, if
you've used ZBrush before, this shouldn't be
like such a novelty, but it's really handy. If you haven't seen
this one before, you guys are going to like it. I'm going to go into Stroke, and right now the
LazyMouse is active, so I'm going to go into
the DamStandard brush. Stroke, and then
here on LazyMouse, I'm going to increase
the lazy radius. The lazy radius is the distance that the mouse is going to wait or the tablet's going to wait before it starts drawing. As you can see, it
allows me to create cleaner looking lines around
my character like this. I really like this effect
because since it's cloth, we get a little bit of variation in the
thickness of the lines. That also helps, so
the fact that this is supposed to be
like this headdress. There we go. Let's push the intensity here a little
bit more, and that's it. The second one is going
to go right here. Hairs, I believe we did
talk about this before , like rest areas. We don't want to
have as much detail. Some of you might be tempted to create very small looking lines, like a lot of lines. Here I would argue it's a
little bit better to go for this big sections, big lines, because again, it's a
lot easier to paint them on the real-world. I count 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 sections on the concept. I'm not sure we're
going to be able to translate those 12 sections here because I think
that's going to look a little bit too small. I know that's going to be
another one right there. There's going to be
another one right there. Let's try another one there, and then another one right here. One more. I think that's it. I think those are
going to be my lines. In the back here, this thing is going to
go across like this. Same for this one. Same for this one. Again, I'm looking at
the big shapes and making sure that the silhouette
looks nice and it does. Then this one, I
would argue this one continues and creates
this shape over here. Another one over
here. Now there's a very cool tool that we
can use called a pinch brush and the pinch
brush what it will do, BPI is a shortcut, it will bring together the two edges and it
will sharpen them up. For this particular asset, I think it's a really nice
little touch here at the end. [inaudible] Trim Dynamic, again, to soften a little bit here. That looks good, just use my move brush here to
bring this back again. Again, I want to have that
nice round effect over there. The headdress is
definitely going to help quite a bit, this
thing, and of course, the hair that we removed
once we add it back, that's also going to help. All of those things
help with the effect. Let's turn off the hair
for just a second. Let's turn this
off. There we go. That way we can properly see how this thing moves
to the other side. Try to use a small brush. Otherwise, you're going to
be affecting bigger areas. It might not be what you want. Like this, and we
just keep going. Now this one is slightly
different because of the curvature, but we still want to
respect the lines that we had going on. Even though this
one won't connect, the amount of lines
that we have there, we definitely want to keep
it close to the same amount. They're not the same length, so they're going to be
slightly different. But again, it's 1, 2, 3, or just like 1, 2, 3, 4, 5, that would be 6, 7, and 8. Again, trying to keep this
as uniform as possible. We can push this
back, and again, this line and back to the pinch brush to pinch
this lines closer together. I'm going to brush
a little bit here. Now, don't DynaMesh
at this point, unless you have a high
resolution like I do because you might lose all of the detail
that you just sculpted. There we go. I'm not super
fond of this first one. I think we can divide it
twice and get two more lines. To clean this up, one
quick way to do it, it's just with clay buildup. Let's just go over
it really softly. Then with Trim Dynamic. That's why I love Trim Dynamic. A smooth brush is good, don't get me wrong, but Trim Dynamic will
flatten things out. I like it more to preserve
the form that we have because otherwise the smooth destroys a lot of
the form as well, and that might not be something
that you're looking for. Instead of having
one big section there, we're going to have two. There we go. We just bring
it all the way to the side. Sorry that this bit is going a little bit longer than usual. I try to keep the videos at 15 minutes so they
are more digestible. But this one, as you can see the detail here, it's a little bit
more intricate, and I want to make sure
that everything remains on the same video. There we go. Cool, that looks really
nice, really nice. Just a little bit more
DamStandard here to push this. That's it. I'm going to stop the
video right here, guys, we're in a very good position. In the next one, we're going to continue
with the headdress, we're going to keep on adding
a couple of more stuff. I'm going to add a little border here, some more refined. Hang on tight and I'll see
you back on the next one.
25. Head Dress Refinement: Hey, guys. Welcome back to
our next part of our series. Today we're going to
continue with the headdress. We're going to
finalize the details and we're going to refine a little bit with
the remaining pieces that we were left with. I'm going to go here to this
guy and we're going to go back to our DamStandard and we need to add now
the other lines. Now, as we mentioned, we know that these
lines are supposed to be going the other way around. However, this is
where we can, again, take some artistically decision and say, hey, what looks better? Should we keep the lines going back as in the way that they would originally work or do we keep them
going horizontally? I actually think going
back is going to work, so we're going to
go with this one. Again, just with DamStandard
we're just going to create the lines
here to go back, and there they go into
the headdress like this. Let's try one more over here, that looks pretty cool. Like that and on the other side. Again, no need for
them to be perfect, you can keep them slightly
separate and that's fine. Then probably two middle
lines right here. We're going to have
one going like this, actually here, I think I
got it a little bit thin. Let's go over here,
and there we go. Then this one over here. That's cool. That looks good, let's try to connect it
to the lower section there so it goes into
the little metal parts, and not bad, a little bit skewed,
I would say, so let's use our move brush and just straighten this
things a little bit. That looks a lot better, and now I'm going to use,
again, my pinch brush. In Spanish, if you add a letter E to the end of pinch,
that's a bad word. Don't tell them I told you this. It's slightly intense
insult, you can look it up. There we go. That's looking nice.
I'm going to go, again, with my DamStandard, and we're going to add a
little bit more depth now with more care because we're approaching the end
of this section. On the backside,
as we mentioned, we have this piece right here. Let's start on the hair. The hair is going
to be floating, as you can see it
floats right there. I'm going to say that this
third line right there, that's where the hair stops. What I'm going to
do is I need to rebuild a little bit over here. You can see how these lines are going across and they look
a little bit damaged. Let's just rebuild that. In this area is where we're
going to have the section that we're going to be
creating the pattern for. There's a lot of different ways in how we can create pattern. We can extract it, we can use ZRemesher, we can retopologize, there's so many things. What I want to make
sure is maybe someone wants to keep the hair
short, like no hair. I think I'm going to just
patch this whole thing up like a complete
section right here. There we go, which I know it's going to be mostly covered, we're not going to
see this section of the character as much. Let's use DamStandard there to recover these
pieces right there, and now we can turn
on the hair back. Now, what I'm going
to do is with a mask, let's go to MaskPen, I'm going to draw the
shape that's going to be holding this thing. About there, let's
turn it off again. That's roughly the shape. Now let's polish
it a little bit. There we go, so that's the section of armor that
we want to create to have a nice little frame on that specific area of
this Pharaoh's thing. We also need to complete
these lines right here , there we go. Make sure they're going
all the way in, cool. We're going to extract that. We're going to go
here into extraction, we're going to select this to zero thickness and we're
going to hit Extract. Here's where things are
going to get fun because this is a really irregular
shape; super irregular. See that? Super irregular. The first thing I'm going
to do is I'm going to go again to Deformation
and Polish By Features to try and get
a nicer looking effect. Then we're going to
go into Geometry and we're going to ZRemesher, of course, so we can get a nicer topology
and there we go. This one, we're actually going to ZRemesher quite aggressively. We're going to do half,
and half, and half, and half, and we're
going to go, again, to Deformation, again,
Polish By Features. Actually, that's fine, let's
Polish By Features again. Maybe not that much,
just a little bit, and then Geometry,
and ZRemesher again. Here we can select Half
and just select Same, and we can ZRemesher.
This is what we want. See how we know we have an
edge loop on the inside and then almost an edge
loop on the outside, that's what we want to go for. A shape that's really close
to a finalized shape. Let's get out of
this section and then we go into ZModeler now, we can QMesh the whole thing. Let's just isolate this. Let's QMesh the whole
thing, there we go. As you can see, this
is going to create a nice little border there
on the whole character. I'm going to push
a little bit more, just to add more depth to it. Then with Bevel, we're going to bevel
this section right here and this
section right here. Now we turn the hair, it's going to look
like the hair is coming out of that
hole right there. Not sure if I like
it though to be honest because the hair
is a really big hair, it's a really big chunk of hair. It looks a little bit weird. I know under the sun
we had that thing, but with the propper here,
it looks a little bit weird. I think we're going
to change it, that's one thing that we can do. Sorry, there's extra. We're going to be using
this technique as well, so don't forget about it. But I think in this case, it might be a better idea to just split this thing into half. How can we split this into half? Well, we can use our
visibility, of course. I'm going to use my SelectLasso, and I'm going to hide or select all of this section right here. That's roughly half of it. Careful to only select on
the backside of things, we don't want to modify
anything on the front, see how we're doing that. Let's just invert the selection, that way we only have
this section right there. We're going to say Delete
Hidden and DynaMesh. As you can see, this cuts
the whole thing in half, and now we can start
pushing this a little bit, modify the height and stuff
so it looks symmetrical. I just push this thing
a little bit to one of the sides where the
hair is pushing. We can also go to the hair, and if we feel the hair
is doing too much, it's affecting us too
much on that shape, I can just inflate
this like this. That's another
option. Go back to the headdress and push it. Now, I do think I want to add
a little bit of a border, but I think we can just
sculpt that border like this. Just keep going. We're going to stop the lines right there. Then to polish it, of course, our trusty trimming dynamic. DynaMesh to get more resolution, and we just polish these guys. Probably going to
have to rebuild a little bit of the lines that we have to make sure
that you look clean and nice. I use them in the standard, DynaMesh again, trim dynamic. Because we want that
line to look as straight as possible
here my move brush. Them in a standard again. If we wanted a little
triangle here, we can add the clay buildup
and the triangular shape. Scroll down and just flatten it. There we go. Now when we
see it from the back, as you can see, we're going
to see this nice shape, that is this sort of like a division from where the hair just starts
and where it ends. I'm going to go a
little bit more intense here with the
DynaMesh standard again to split this thing
from the cloth. Then you can use the DynaMesh
standard negatively, and it's going to create
a nice sharp border. It's a really good to
divide the sections. It's crisping the edge
there a little bit. Now let's rebuild
some of those borders right here. That's it. It looks way better.
Again, think of this. You always need to imagine how this thing is going
to look in the real life. Of course, if you were to grab like a magnifier
glass and go here, you would notice a couple of
issues there on the borders. But the size of this figure
is going to be about this. On my screen I'm seeing
it at about this size. You're probably going to
see at the same size, and at this distance,
this looks really good. It's exactly what we need. Now, one thing we can do, since this is
supposed to be cloth, one thing we can do is we can
actually add a couple of, I'm actually going
to give it one more. I'm going to increase the resolution here
on the DynaMesh. We can start adding
some variations on the wrinkles across
the cloth of this. Let's go with DynaMesh
standard again. Now that we have a
little bit more, I'm actually going to change
the DynaMesh standard, I'm going to change
the Alpha to Alpha 45. It's going to give
me a nicer, sharper, line across a
character like this. There we go. As you can see, it's like literally
using a knife. Then we can add a little bit of a border there, smooth out. Another little border over
here, like puffing it out, to make sure that
it doesn't look as flat as just like
a bluff of cloth. We can play around a little bit with the forms and
then smooth them out. It's going to give us
a very nice detail. I'm going to go
here to the front, down there on the chin. We can at any point bring back our trim dynamic,
for instance. Just like one of those
things a little bit more, if we want to keep the nice little line that we had there, and then just again with
the small draw size with DynaMesh standard. There we go. Let's continue that line all the
way to the inside. I've seen some painters
who grab this minis or the statutes and they
paint every single detail. It's amazing. I don't
have the patience, to be honest, but I've
seen some amazing works. There we go. That looks good. I like that. Cool. Pretty much
the hairdresser is ready. I'm not sure what that is. What's that? That's the hair. I'm going to use
trimming dynamic here. Since we're no longer
going to be seeing the hair on this area, I'm just going to hide it. We're only going to
be seeing pretty much the ponytail, the braid. I'm going to puff this
one out a little bit. This is framing the
face like very nicely. I really like how
this is looking. It's giving us a
very nice break, pretty much everywhere, and
it's looking quite polished. I like it. Now remember,
and I always mention this, time is a secret here. This course is, I think, about like 15-20 hours
long, something like that. If I had like 40 hours
or 50 hours to do this character to a
super advanced level, the level detail that we can
achieve would be way bigger. Your projects are
always going to be as good as the amount of time and resources that you can allocate to them. Keep that in mind. It's a little bit here. Going a little bit
over the crown, that's going to be really cool. It's going to give
it the cloth effect. We can even push a
couple of wrinkles here, making it seem like the crown is actually like pushing
this thing in. That looks good. Now I'm
going to make sure to clean. I'm going to turn off this
thing for just a second. See all of this inside here. Even though we're not
going to be seeing this as much because the hair is
going to be covering it, either recommend adding a
little bit of cleanliness here, either with trim dynamic
or any other tool, but just keep it clean. There's a lot of
spaces in statutes where things are incomplete. As you can see, there's a lot
of a big hole right there. I'm actually going
to use my move brush to move this thing
closer to the body. Because we want solid objects. That's going to be one of the things that
we're looking for. We want a solid
object right there. Again, wants to
braid this there. We really don't see it. All of that part is going to be covered by shadows
and other stuff, so we're really not
going to see it. But if you want to, if you
want to go the extra mile, of course, I would
continue the border here. and then the lines of the cloth. That's going the extra mile. Here I'll probably just do
the border, to be honest. I think that should
be more than enough, because everything else could
be just like a dark color, like a shadow, when
painting or something. Let's add one more
line over here. We're missing it. Let's just clean up the details. Because all of these
details are going to be visible on your 3D
printing machine. Of course, it depends on
the quality and everything, but we're going to
get a nice detail. That's it, guys. This
is it for this one. I'll see you back on
the next one. Bye-bye.
26. Eyebrows and Eyelashes: Hey, guys. Welcome back to
the next part of our series. Today, I'm going to
show you a technique that I learned that it's going to allow us to create some very nice
eyelashes and eyebrows. Eyebrows and eyelashes usually, not always, but usually are
painted after the fact, but if we want to have this nice Egyptian
decoration eyelashes, we need to scope them and the
best way to scope them is to create the actual polygons that we're going to be using. There's again, a couple of
different ways to do it, I do think extraction is
one of the easiest ways, so I'm going to show
you here real quick. We're going to start
with the eye lashes, so I'm going to draw a
nice little strip here on the eyes following the shape
that we want to go for, so something like this. I believe this is called the cats eyelashes or something, so it's going to be
something like this. That looks interesting, I like that one
maybe a little bit, just a tad bit darker. We could of course sculpt,
this thing's going out, but that's going to
make it a little bit difficult for the
trade printing, so we need to stylize
things a little bit, and this is a really
nice way to do it. We're going to get
into extraction, going to set this to zero, and we're going to hit Extract. Now let's isolate them
for just a second, so that's what we have. Got rid of the mask and we're going to go
into, of course, our deformation and polish
by features a little bit. This one again, we're going to really clean this
up with ZRemesher, so we're going to go ZRemesher
and then half ZRemesher mesh again and again and again, we're going to go really low. We pretty much only
one single polys, almost like this, there we go, so this is
really close to what we want. Perfect. Now that we have this, we're going to, of course, q match these guys
with ZModeler, q match the polygroups
and push these guys out. That is what's going to give us the nice thickness that we're going for and that's not only going to give us
thickness as you can see, it's going to give us some
nice shadows, nice effects, and it's going to be
again, a little bit easier for people to paint them. Here I'm going to use my MBrush and we're just going to point
them out a little bit more, maybe make them a little
bit thicker over here. Let's take a look at
the reference here. For instance, like you
can see here, Jean Grey, she has this really
thick eyebrows. That's what we're going for now. In this one, you can
see that it's actually pushing out and again, if you want to give it a shot, go for it, try to really push these guys out and
create the actual depth. I do think this one
works pretty nicely. I'm not going to add
that the lower section, but I do want to add a
couple of divisions. Now, when we add the divisions, you're going to see
that we get this very not so nice looking like bluff. One thing that we
definitely need to do is with similar active, we're going to go into edges and similar to what we would
do inside of Maya, we're in Blender, we're going to insert a couple
of edge loops right there and right there and probably one going across the element. Now when we press Control
D, as you can see, now we get this very
nice and sharp detail, that's what we're
going to go for, that nice dark effect. Now, some of my students, whenever I teach
them this technique, they like to paint
them black so I can go color and just fill
object and that way you're going to be able to appreciate a little bit more how the darkness of that like a feature is going to look like. Now for the eyebrows, I actually don't recommend using this technique for the
eyebrows because eyebrows are usually not as thick
almost you're going for this Frida Kahlo style where she had really big and
puffy eyebrows. I actually recommend
just drawing them directly on the
surface of the character. Now, eyebrows follow this
direction where they start bending down, and then at the side here once we hit this
section of the element, we get really thin hairs
and they go down like this. Again, I'm using clay buildup, I think this one
works perfectly fine. Just creating this little nice texture here
on the character, it's going to be really helpful again when we paint this, if we were to paint
this in the real world, because the paintbrush
is going to collide with this like little bumps
and that element is going to give us a little
bit of extra color there. It's usually easy to
paint these sort. You're of course going to
have to decide that how intense you want
the eyebrows to be. I think this one's look nice
and they become smaller, so you want to start
with small strokes here, maybe even make the
brush really small, and then make it a little
bit bigger and bigger. I'm going to intensify this line a little
bit more just to soften it up and I also want to give it a little more of a border here on
the lower eyelid. We've talked about
this, sometimes when you're working on an area, you know this
things unlike areas that are close to
that area and it's a good idea to refine those areas as well
as you're working. I'm going to go to
this one, I'm going to smooth this out a little bit because it doesn't go all
the way to the tear duct. It's going to be a little
bit more like that. Perfect. That looks
amazing. Pretty cool. Nice. The face needs a
little bit more polishing, we're going to
polishing everything a little bit more once we go into the last bits
of the section but I can already start just creating the general
look here very nicely. Let's push the
nostrils a little bit, same for the nasolabial fold that I know goes
right about there. You can create a nice
little effect right there. Cool. She looks menacing. [LAUGHTER] I
definitely don't want my party to face her just yet, they're going to have a
little bit of a hard time. Here we go. That looks
a little bit too deep, I'm going to soften that
one up. There we go. That looks good. The eyebrows and eyelashes look quite nice. I'm going to stop the
video right here, guys. This is the end of this one and in the next one we're going to talk about
the front here, we're missing the
front here to finish this upper section
of the character. I think after that one, we are ready to jump onto
the final modeling stage, which is going to be the armor. Have a lot of pieces, a lot
of them are recyclable, so we can just do one and utilize this several
times throughout the character but I
think we're ready to jump onto the armor
pieces of the characters. Hang on tight and I'll see you back on the next one. Bye-bye.
27. Front Hair Sculpting: Hey, guys. Welcome back to the next
part of our first series. Today we're going to continue
with the front hair. Let's go to it. This is probably going to
be a short video. We just want to add extra blob of hair that we're missing
here on the front, and a couple of little
strands of hair on the front part of the head. I'm going to go into Subtool, and I'm going to say Append , and I'm going
append the sphere. There we go. This is going
to be the main strand. We're going to start with
a very big blob of hair. It's going to live inside
of the head, of course. Then with my Move brush, I'm just going to start
moving it out here, like so. Just to create the
initial strand that's going to be coming
from the side here. DynaMesh, of course, a lot more geometry. Here we go. Here's where snake hook, is a
really good brush. I'm going to press "BSH"
to go into snake hook. I'm going to say Okay, and I am going to turn
the sculptures on. We've seen this one before.
Sculptures, remember, is this very interesting system inside of ZBrush that creates new geometry
as we're using it. For instance, here
we're smoothing, and we're creating
this geometry. Now we definitely want this
like lock of hair to be close to the cap, or to the element. Remember, we usually
don't want to have things floating around. The less negative space we can get on our sculptures while still creating some cool
silhouettes and elements, the easier it's going to
be for everyone involved. Because whenever you have flimsy little things just
floating around, that makes it really
difficult to print. It makes it really
difficult to paint. In general, it creates a very fragile element that we really don't want
right now. That's it. Let's turn off sculptures, DynaMesh this real quick, smooth it out a
lot, quite a bit. Now we can go back to our
clay buildup and we can start creating the nice
texture here for the hair. I want to grab a
little bit more here. You can see that I'm creating
small locks of hair. These are not going to
go all the way down. We're playing around with
the figures right now, or with the shapes. Yes, we're going to have
some really long strands of hair coming from under the
little-like Pharaoh cap. The standards also going
to be really helpful to give us the effect. I'm going to add a little bit of volume there to
break up the hair. So it's not just one
single strand of hair. Same thing here, for instance. We can add a little
bit of volume here. Let me use the snake hook again. I'm going to make it
seem like the hair is splitting on the edges. Really cool effect. I don't know what that
was. You guys hear it? It's like someone moving a big piece of furniture
or something. Just inflate here to inflate that little wild strand
of hair. There we go. This thing keeps
going down like this. I'm going to use my
Move brush again to create that nice S curve. There's a nice brush called
the spiral brush, BS spiral. We can also use this one. I'm going to make it really big. We can use this one
to curve the hair. It creates this
very nice Art Deco, like spirals. Very cool looking. You can see that's a nice
detail that we can add. I'm definitely going to have to inflate the hair
there a little bit, because the spiral brush
tends to smoothen it out. As you can see, we can
create this very nice curve. This like S-curve.
S-curves are your friends. S-curves are one of the
easiest ways to add a lot of dynamism to sculptures and keep them organic
at the same time. I'm actually tempted to get
rid of this one right here. I'm going to use trim dynamic to flatten that
area right there, and keep it little more
with this clean S shape. I don't want the texture, so I'm going to use the
clay buildup here to create the texture on my
character here, on Gavala. There we go. Just adding a couple more strands
here and there. That's it. We get a nice
strand right there. That's the initial
strand. Now, technically, we can just duplicate this one and create a couple of
other ones over here. But I think it's
going to make it a little bit difficult
to work with. So even though we'll create
a couple more subtools, I'm going to do this
as a separate piece. I'm going to grab this sphere, and just make this
thing smaller. Bring this forward. Get really close there. Again, snake hook. Let's
turn on sculptures. I can see one main strand and then a second main
strand right there. Move this case
forward a little bit, just a little bit of
a couple of banks. Just to add a little
bit of break up. Again, we want these
guys to be like really close to the
geometry of the head. We don't want them
to be floating around. Something like this. Then there's another
one on the outer side, going from this side here. It's weird. Let's go back. I like those two, those
look interesting. Maybe it might not
be a bad idea. I'm going to grab this one and hit "Control Alt" and
just move this around. Then I'm going to scale it. Actually, let's duplicate
this. There we go. Then I'm going to mirror it to the other side and just
make a small version of it. That could work. I like that one. That's also a very quick and dirty trick that we use quite a bit in 3D. When you have something
that works, just repeat it. No need to do it again. Just repeat it. Reuse, recycle. Reuse, recycle, all that stuff. Very similar. I had that hair strand that
looked quite nice. It also helps like make sure that the whole
silhouette and everything look pretty repetitive, but in a good way, like you see a pattern and then you see the same pattern
repeats somewhere else. That gives this cohesive
nature to the whole thing. I guess the best way I
can explain this is, think about a zebra, it has stripes, and it has a lot of stripes
all over the place. That's the stuff that
we're creating here, or that we want to create here, because by doing those
details or elements, we make sure that when
people see the character, the same patterns and the same shape language is
being shared across the board. There we go. I'm tempted to use a little bit of
spiral here as well. Let's turn off sculptures. What do you guys
think? Looks good? Maybe, maybe not. Do we even want that? That's another good question. Do we want that one or not? This is where we start
asking questions. I actually don't think we
need it, to be honest. It doesn't look bad, but also like contaminates a
little bit of the face, and I really like how
this face is looking. I'm actually going
to delete that one. What we can do is we can
go here, for instance, and make this thing slightly
bigger to the front. We get a nice interesting
shadow on top of the eye. Then add another little
stripe right there. It's like combining both of
them. Same for this one. I'm just going to increment the size of this
one a little bit. There we go. Not bad. Now we have this very
nice braid on the back, and we have the
character on the front. These nice little extra
banks on the front. They're quite nice
on the front here. I don't like that shape as much. So I'm going to smooth
it out a little bit. There we go. Because remember, super thin things,
they're tricky. They don't always work as
nicely on the sculptor things. We want to tighten her, just like make things a little bit more
intense. There we go. Cool. Again, let's
do a quick render here. That's looking nice. Because sometimes when
we're seeing this thing, you only see the white color
on the active subtool. When you do the BPR,
you're actually going to see every single piece. I really like this one. There we go. We're in a really
good position, guys. Our character is
looking quite nice. Again, always go back and compare how it was
when we started, like this was earlier
in the process. Now, there was some refinement. That's why ZBrush is a little bit difficult
to teach sometimes because I know we want
to get to this position. But people don't understand that we're going to start here. By polishing, we can
eventually get here. Of course, if I showed this to a student is like, oh, yeah, I'm going to teach you how
to make a female character, and I show them this is
like, that looks horrible. Yes, of course, it
looks horrible, but eventually, it
look quite nice. There we go. We're in a
very good position, guys. I'm going to stop the
video right here. I think that's it for this
one. I'm just trying to make a mental recollection
of whether or not we're missing one more
thing in this chapter. But yeah, I'll stop
the video right here, and we'll continue on
the next video. Bye-bye.
28. Pelvis Bandages: Hey guys, welcome to the
last part of this chapter. We're going to take a look
at the pelvis bandages of our character because I really like how the chest
bandages look. I think they have this
very nice flow to them, but the pelvis, I'm
not so sure about. If we take a look at this, as you can see when we move
the legs and everything, it became a mess down here. We definitely need to fix this. The way we're going to do
this is I'm actually going to go into polymath and I'm just going to start hiding the bandages
that I don't like, which are all of
these guys over here. There we go and we're
going to rebuild him. Now, I'm thinking about
leaving a little bit of the abdomen like discovered
on this section right here. If we move the line of the
underwear a little bit lower, that way, we can
see a little bit of the skin there as well. I think that's going to
look a little bit nicer. The problem here is that
we separated the legs. If you guys remember when
we were doing these things, we separated the legs from
the rest of the character. How can we solve this? Well, there's a
couple of options. First of all, we can
just bring them back. That's a very easy option. Let's turn DynaMesh here,
this guy, there we go. One very easy thing we could
do is just bring this back, like bring them together again. To the right here, this is the leg right here. Let's get rid of the mask. We can just say, bring
this down, so move down. Now that we've moved this down, here's the body
and the other leg. We can just say Merge Down, and hit Okay. There we go. Now they're back together,
even though they're still separated poly
groups and everything, they are together in
a single tool again. Don't be afraid of
doing this thing. It's actually something
that works very nicely. What we're going to do
is I'm going to go with my mask bent and we're going to create a little bit
of like shorts. You guys have
probably seen this, but some sports, volleyball female shorts,
they use really tiny shorts, which I'm not going to
like, they look quite sexy. We're going to follow
this, that way, we can use this like
a shape for the arms. As you can see, they're
close to the thigh. I'm just going to go
with my mask lasso right here and we're just going to create the
line of the shorts. That's going to be the line that we're going to follow, maybe a little bit more there, just so that we don't get
any problems later on. But yeah, that's
going to be like the bandages that we're
going to be going for. Now, if you want to, of course, you can just cut this out
and make it like a bikini. I think shorts are a
nice way to compromise. That way we can keep
it sexy without falling into like a
censorship territory. Let's maybe just make
this line straight. That looks a little
bit better. I don't know. No, you know what? We need to make this line because when we see
it from the side, this should be like this. But then of course,
on this side, it should be pretty
straight, there we go. It's a lot better. Maybe we can remove a little bit, there we
go, that's a lot better. That's what we're going
to do. We're going to extract that
shape right there. We're going to go,
you know the drill, extract, thickness zero, extract, except, settle this. Now the problem
here is this thing. Actually, as you can see there, is divided into
separate poly groups. That's like a big
mask right there. That's actually something
that we don't want. How can we fix this? I know what we can
do. This shape right here, we're
going to DynaMesh. Let's go to the mask
and we're going to DynaMesh. There you go. As you can see, this
gives us a solid piece. Now I'm just going to grab
this poly group right here. Let's see, there we go. Invert the mask. There we go. As you can see, all of
those polygons are gone. Press Control W, I'm
just going to say, badly hidden [NOISE].
Sorry about that. We're going to go all
the way down again to deformation and we're going to select the Polish By Features. You're going to see how this
works because before this, it really didn't
work like as much, but as you can see
here, it really polishes the border
on our element. That's going to make
it a lot easier to work with the
rest of the things. Here, we're just going to say, ZRemesher of course,
and ZRemesher. To create a nice little
topology that's amazing. We're just going to,
of course, go to half. Just bringing this back a
couple times, there we go. Now, I do want to keep this like a bikini line
with the whole thing. I'm going to go with, of
course, our slice curve. I'm going to try
and create again this bikini line like this. Now, the problem as
you can see there is that if I were to create
something like this, it projects the line
across the surface. If you want to avoid that,
you can go like this and then double-tap Alt and it's going to create
this right angle. That way, we're
going to be able to cut this in a very nice way. I'm going to cut
this guy right here. Let's get the other side of the bikini like
this. There we go. That way, if we go to this guy, for instance, we should be able, let's go all the way
down here to display properties and say Double so we can see both
sides. There we go. We can just start creating some nice bandage
lines like this. For instance, I think this one, we can give the cut right there. I don't know, it looks
nice. I like it. Let's go here, same thing, so 1, 2, let's do three like
that, that's good. Then this one, we do need to have one line
that goes into the crotch. Well, first, let's
do like one line on the top like this. Then this one, let's do a couple of
lines that go like that. I think that it's a
little bit closer to what I would expect
this bandage to look like. We're going to go to geometry, EdgeLoop and we're going to say 0.03 Panel Loops. There we go. Looks like a diaper.
Little bit like a diaper. I'm not sure if I like
that to be honest. It doesn't look bad, but it doesn't look as nice
as I thought it would. Maybe it's still a
little bit too high. Let's try going to poly groups
real quick. There we go. We're going to say Auto groups. Let's go into our
poly group selection and let's just hide a couple
of them. Is that better? That looks a little bit better. I'm even tempted to
remove it, to be honest. Let's just try bikini
style for just a second. I don't know, it
looks like a diaper. That's what I don't
like about this one. Maybe the thickness was
a little bit too big. Let's go back to the options when we did
the panel loops here. Let's try a little
bit less thing that's like points 0.015
half the thickness, and say panel loops. That's a lot better.
That's a lot better. Yes, of course, we're
going to have to like push this guys a little bit forward so they're not
overlapping with the geometry, but now looks a lot nicer. Now, of course, there's
going to be like a skirt and there's a
couple of other things that we're going to be adding
on top of this guys, but we want to make sure
that we are keeping the silhouette of the character
as nicely as possible. That looks okay. I do like
these uncovered hips. I think that looks interesting. Nice, cool. I'm going to stop the video
right here, guys. As you can see, we're in
a really good position. The next stage is
going to be the armor. We're going to be
working with the armor, it's a little bit
of hard surface techniques and stuff that we need to do here
instead of ZBrush. It's a little bit tricky, so make sure to get all the way to this point or as
close as possible to this point before
moving forward. I'll see you back on the
next video. Bye-bye.
29. Armor Block In: Hey, guys, welcome back to
the next part of our series. Today, we're going to
start with the armor. This one's going to
be a short video. I'm just going to show you
how to quickly block in a couple of the pieces of armor that we're
going to be using. Now, in general, there's a couple of shapes that repeat quite a bit of times. For instance, you can see this gem right here on the palm, and then on the wrist as well, and then we have a little bit of that same gem here
on the shoulder. We have pretty much the
same or very similar gem here, here, and even on some of the
elements right there, on the head crown as well. So we're going to be doing
this shape several times. One of the ways we can work with this is of course
with C modeler. So I'm going to jump here. I'm going to click this object
called the Polymesh 3D, which is this basic starter
we can use to create different types of poly
groups or poly models. I'm going to go to "Initialize" and I'm going to bring
down the X resolution, Y resolution, and Z
resolution down to one. I'm going to press
"QCube" not sure. Anyway, this is the
cube that we get and now we're going to convert
this into Polymesh 3D, which is this one right there. We want to create
this basic shape, which as you can
see, it's pretty much just a rhomboid shape, so it's a square turned
45 degrees to one side, and then it has a
couple of bevels and a couple of elements right
there that we want to include. Now, we've talked
about this before. We don't want things
to be perfectly flat. So the base of this
object is going to be, actually, let's go to
the front. There we go. Which is going to be
about that thick, and then from this
point onwards, we are going to start
building what we need. I'm using my mouse right now. When I'm working with ZModeler, I prefer to work with
the mouse just because I find it a little bit
more traditional. It looks a little bit or
it feels a little bit more like what it would feel
to model inside of Maya. To be perfectly
honest and this is an opinion that I
almost always share, I'm not super fond of
working with ZModeler. I prefer working
traditionally in a DCC program like
a Maya or Blender. I'm going to show
you how to stay so that we can stay
here instead of servers without having
to move anywhere. The first thing we
need to do is we need to create the H loop that has this again,
this rhomboid shape. I'm going to bring this thing
over here so we can see it. Actually, let's go to the crown, that's a little
bit easier to see. As you can see is
just like a ramp. The first thing is I need
to make sure that all of the border here is probably
looped into the same object. I'm going to grab all of this
guy and I'm just going to say "Space Bar" and polygroup EdgePolyloop
and just click. That way, everything
is the same polygroup. I'm going to go to Q
mesh and then on Q mesh, we're going to just
extrude this thing out. That's going to give us this board that we
have right there. Probably a little bit more, so something like that. There we go. Now, we want to push
this new polygroup up like this, or actually, that's polygroup or poly loop, and then push this
guy up to create the actual border of the
object, this one right here. Then now that we have this,
we're going to collapse. So I'm going to go here
into the Collapse Option, and we're going to
collapse all of this open edges, its collapse. Where we're going to collapse
the polyloop, there we go. Like this, and now we have the nice shape
that we're going for. This very cool-looking like sharp shape that we
have right here. Now this one's a bit more
like a rhomboid shape. We're going to change it later. I'd rather have the
first initial piece and then modify
it as we need it. Because again, we're
going to be needing this quite a bit of times. Now here on the inside, we need to create the gemstone. The first thing is I'm
probably going to bevel this border just a little
bit just so that we have, or that we can see the
inside of the element. Then this one we're going to Q mesh or before that actually, we're going to insert first. So we're going to insert give it a little bit
of fun an insert, and now we're going to Q mesh. So Q mesh this guy out like this to create the actual like gemstone that
we have right there. That way we are going to have a little bit of a gap
and we're going to be able to see the
depth of the element. Now that we have this, I am going to go into phases and I'm going
to delete this face. If we go into edges, there's this collapsed
hole that we can use to bring this back
into a point like that, and that's pretty much it. I actually think we can
collapse this polyloop as well. Let's collapse the polyloop. Yeah, that's a little bit better and that's
also going to help with 3D printing. There we go. That's the main thing. Now, with this point, we can just move this point and press "Shift" to make
sure it goes like, so make sure it goes
to the proper section. That's it. Now, the problem is if we were to
divide this guy, we will not get anything, we'll look very ugly. So what we're going to
do is we're going to go into geometry, and
what I'm going to say, is I'm going to say CreaseAll, CreaseAll will grab every single edge and
it will add a crease, which is like a support edge. The cool thing about this
is we can later go into this bevel option and change
the resolution of the bevel. Then now the crease that we
have is now a formal bevel, and if we divide,
as you can see, this is going to
remain really sharp, really nice, which is
what we're going for. That's it. I'm just going
to now go into Gavala. So this is Gavala right here, I'm going to go sub tool and we're going to append
the new sub tool, so append, and we're going to append this one that
we just created. Perfect. Now, one thing I would definitely
like to do is I'm actually going to
duplicate this guy. Let's raise the pivot point, just have one up there. In case we want to go back and we're going to be modifying
things, for instance, this one right here, I know
this one's going to go on the crown itself, like up here. There's going to be
slighter difference more like a rhomboid shape. So I'm going to modify this into more like a
rhomboid-shaped like this. But it's not like a
perfect rhomboid, it's a little bit
rhomboid like this, and then the points like this, upper points, they go
a little bit higher. So I'm going to push this
a little bit higher. It's going to change
the shape slightly. It's not going to be perfect. It looks really nice.
I think it gives this very interesting effect. Similar to how we did with every or we've been doing
with everything else, you don't want things
to be perfectly flat. You always want a little
bit of thickness, and we're going to add this
overlap effect right here. How big is this thing? Not as big. I think mine's a little bit
too big right now. Let's make it a
little bit smaller, and you can see
that the top border aligns with the crown itself, so we're
going to go there. Now. Remember what we've been mentioning about
overlaps and stuff. If we leave this thing, see how much empty space
we have back here. That's not something that
we want to be honest. So I'm going to go
to the Options here. I'm going to go into
Visibility, select "Lasso", and I'm going to select all
of the back faces like this. Oh, almost. I'm actually
going to go to select "Rect". There we go. That way it's
easier to select everything, control W, it get
everything there. Then I'm just going to
go Q mesh polygroup O, and then just push this guy, I was trying to extrude it now. I don't want that, so I'm
going to go into move then. Move and just move polygroup O. So that way, when we see
this thing with Gavala, there's going to
be enough overlap and that's a lot easier to work with when talking
about 3D printing. Those are the little
things that you'd normally don't do with
them in production, but for 3D printing,
you definitely want to take those into account. Let's just push this guys
there.The more brushes, make sure that the overlap
is not as evident. There we go. Look at that. I
mean, just simple details. Oh my God, Gavala is going
to look amazing once we've finished the whole process. Now another really simple piece of armor that we have
are these bracers, and you can see that on
top of these bracers, we have the same crystals, and then we have this sort
of wings on the elements. I'm going to show you a
very cool way to do it. The wings will do it
on the next video, but I'm going to show you
how to do the bracelets really quickly. What I'm going to do
here is I'm going to, let's get rid of that transform. Let's go here, and I'm going to say
append, and we're going to append
the new cylinder. Bring the cylinder up about
there, make it smaller. Like about there. That
seems to be about right. Thickness wise probably like
this, a little bit shorter. I'm going to grab
all of the faces on the front. This one
is right there. I'm going to say Delete Hidden, and as you can see, we're left with only these
guys right here. I think I do want to have
them a little bit thick. I'm going to go ZModeler, and we're going to delete this edge loop that
we have right here. Just delete this guy, and delete this
guy. There we go. Then we're going to poly loop this border right here and
right here for effect. We're going to go QMesh first , and we're going
to say everything. All polygons let's just give it a little
bit of thickness, because we didn't have as much. I'll leave the
thickness like that. Let's poly loop
again those guys. Now we're going to poly loop
Polygroup all, like this. As you can see it, that's
going to give us the border. Now we really don't
need to do that. That's the Polygroup.
That's fine. Even though we're
getting that thing, it's going to be overlapping
and eventually it's going to be just
welded together. Maybe a little bit thicker, you can see that this
is a little bit longer. There we go. Now we're going
to go into the bevels. We're going to go bevel. We're going to bevel
down one about there. Cool thing about ZModeler, this is one thing
that my other doesn't have readily than
not it's easily, is you can just click, click,
click and it will repeat the same amount of bevel
that we did. There we go. That's not looking bad, it's looking quite
nice I would say, and we're ready to get it
where they're supposed to be. I'm going to append
something here first. I'm going to append this sphere, because you can see
it has like spheres. Actually I don't think
we're going to have spheres to be honest. I'm going to delete this one. I think it's more like
this crystal thing is. They have small crystals. I'm going to grab this guy,
I'm going to duplicate, and I'm going to
bring this guy down. See F and this one's going
to be right there again, just a little bit of overlap. I tried to get it as
close as possible to the center, something like that. I do think we're going to
grab this guy as well. Just another thing you can just mask it in by the mask just
push this in. There we go. Remember all of these things
like the reason we're doing this extrusion if you wish, is to facilitate
the whole process. Now technically,
we should be able to multiply or duplicate
this guy a couple of times. However, we need to first
align its pivot point, to the center of this guy
right here, right about there. Now if we duplicate, or if we rotate around
as you can see, it pretty much rotates around the whole thing pretty
much uniformly. I mean might not be perfect
right now, but it works. What I'm going to do, is I'm
going to say Control Alt and then duplicate. Let's do 90 degrees they work. Let's do it another
way. I'm just going to duplicate this one, and then rotate this
45 or 90 degrees, and then duplicate
again, another 90 degrees, duplicate again. Another 90 degrees, and then I'm going to go back
to the first one. I'm going to say merge,
merge down, merge down, merge down and then
I duplicate again, and move this 45 degrees. There we go. Now we have created this very nice little
bracelet. Cool little details. Grab this one, merge down, merge down and now everything
you see single object. Now here's the very cool thing. This is a relatively new thing, so make sure you have
the latest ZBrush to make use of this. But we can go to geometry, there's this thing
called the Stager. Right here is called the stager. Where we can say is we can set this current position as the home stage, which
is really, really good, because it's like
everything's is like center and everything and we can just look sculpted
modifier to whatever we want, and then once the home
stage has been set, we can move this
thing and position it where it will be used. Which in this case, as you
can see it's under the arm, on the upper side of the arm. Right about there, you can rotate this and modify the position which
is something that we hate doing instead of series, because we lose the symmetry. If we wanted to sculpt
or do anything, it will be really difficult. Now, we can just
position and scale it. See I just scale this
thing right there, then we can scale it as well. Rotate right there. Scale it up a little bit. It's a little bit
stylized of course can be a little bit of a
heavy piece of armor, not that much of a
problem to be honest. There we go. As you can see now, the piece of armor is
right there on her arm. Where of course missing
the little Winger Thinky, this guy right here. But that piece is right there, and we can say, target stage. Now if we switch stage, we're going to go
back to the beginning with the exact same
scale that we have. It's like remembering the
transformations of the object, and we can just bring it up and down like
anytime we want. At any point we
can switch stage, and if you were to
do anything here, and you switch stage, it remembers that modification. We can sculpt with symmetry
very cool over here, and then once we're ready and
we want it to be in place, we can just modify
it right there. As you can see, that's one of the first pieces of armor which is looking quite, quite nice. The cool thing is, if we were to Control D for instance
and divide everything, we get this very nice
smooth effect on the armor. Now since we need
the other armor, we're going to go back
to the switch stage. We're going to go to sub-tools, and we're going to
duplicate this one. Now in these duplicated element, we're going to go
to geometry again, and we're going to like so
like home stitch. There we go. Then we're going to move it. Let's reset the pivot
point. There we go. We're going to move this
one, to this other side. Same deal which is
scaled this down. Start playing with the
rotations and stuff, to make sure it fits nicely as possible with the character. Let's bring it a
little bit higher up. This is where proportions might be slightly different because the armors who
might have changed the arms are slightly
when we were modeling. If that happens don't worry just push and move these things, so that you get it again looking as nice as possible
and with the overlaps. The overlaps are
super important. Because remember we don't
want any negative spaces in our cultures. There we go. We can go to
this one switch stage. That one's going to be there, this one's going to be here, and at any point I could just call that target stage
and just switch stage. As you can see it
will remember that's the stage that it has. There's another option
that a couple of other options that we're
going to be using later on, actually in the next video to create some of those
very cool patterns. Yeah that's it for
now guys make sure to start working on
this accessories, this little prompts that
we're going to be adding. Hang on tight and I'll see you back on the next one. Bye, bye.
30. Upper Arm Armor: Hi guys, welcome to the
next part of our series. Today we're going to start
with the upper arm armor. We're going to go onto this little detail that
we have right here, which is the wing element. This is the word
that I was trying to find yesterday, the motif. A motif is something that gets repeated a couple of times
throughout the character and it helps ground up the design elements of any project or element
that we're doing. We're going to do this
little guy right here. The first thing we need to do is we need to
create the crystal. We already have the
crystal right here. I'm going to select
it real quick, and I'm gong to duplicate
it because I always want to have a backup in case I want
to go back to that one. I bring this down
and I grab one of these guys from the arm. In this case, it's the left one. Remember that we have the
stage here, down here. I just brought it back
to its home stage so that we can work
with this piece, while we have this
one as a reference, and later on we'll just bring the stage back and that's it. This guy as you can
see it's a little bit bigger than the actual element, but some of it more
for rhomboid shape, so I'm going to increase the
rhomboid shape right there. Let's bring it back of course. Similarly to what we
did with the head, I also want to mask the back
faces and just push them back so they overlap and make it a little bit easier
for the printing section. Now, one of the problems that we have
here is that this is not bending in the same shape as the actual little round
thing and we need that. To do that, we need to add more geometry to our object
because this object right now has very little
piece of geometry which works perfectly fine for printing and then
for a lot of things, but not for bending,
because when you bend, the more points you have, the easier and the smoother the transition of the
bend is going to be. I'm going to go into
my DynaMesh options and I'm going to turn on Polish, which if we remember all
of this shortcuts that I have here you have them
on the tool themselves. DynaMesh, it's the
polish option and I'm going to increase the resolution
quite a bit to 1,000. I'm just going to hit
DynaMesh and there you go. Now as you can see, yes, we get a little bit
of a weird angle right there on the
center but since it's going to be small piece, you really won't be noticing it. I'm going to press Q or
W to go into edit mode, and I'm going to press
this little gear. This gear has a lot of
things that we can use and one of the ones
that we want right now is this bend arc deformer. I'm going to select
the bend arc and the bend arc is moved with
this little green arrow, so when you move that green
arrow, as you can see, you're going to deform the
object from that point, which as you can see that already gives us some
very nice shape, so we might use some
of them later on. We have this other one that
advance towards the front. In this case, I want
to go up here and I'm going to bend towards the back. We're going to use
this one right here to bend towards
the back like this. As you can see, it's about a 30 degree or a 25 degree
of bend. That's fine. Now we're overlapping,
which is perfectly fine, and that's going to
give us a nice result. Now, we can decide
later on whether or not we want this little pieces like those little crystals. I think they're
fine, I don't think they're creating any big issue. Since we're going to have
this wing shapes, it's fine. We'll add the wing shapes
and later on if we see that they don't fit,
I will change it. Now I'm going to go into my sub-tool panel and
I'm going to add a cube. I'm going to say append a cube, and we're going to go to Q, go back to the gizmo. If we go to the cube,
we're going to move the cube up. I'm going to
show you this technique. This is a really
cool technique that we're going to use to create the shape of the wings. Imagine we're
creating the canvas where we're going to
be doing this thing. It's about there to run
through really big. Let me make this a
little bit wider. The first thing I
want to do is I want to give this a little
bit more resolution. I'm going to DynaMesh
it just to get poly groups or poly
frames. There we go. We're going to do
a cut right here. I'm going to say Control
Shift and we're going to use our knife curve right
here to create a curve. I'm going to press
X so that we have symmetry and we're going to go Alt and there we go. That's going to create the
cut that we want there. If we want this to be
a little bit sharper, we can sharpen it up
a little bit there, but I like that one. I'm going to use
my brush here just to give it this a round shape to the wings and then here on
the top we have this V-shape. There we go. Now I'm
going to say mirror and weld to make sure that they are perfectly symmetrical
and that's it. Now, here's the important part. You must not forget
this because otherwise, we're going to have a
very hard time creating the actual panels
because these are supposed to be
slightly thick panels. I'm going to press
"Control Shift Click" on the poly group here
and I'm going to delete the rest of the polygons. It's easier to use
the slice group when there's volume to it, but what we're about to do, it's a lot easier if
we do it like this. Now, I actually want to
delete half of this guy, so I'm going to go
into Visibility. Select wrecked, and
I'm going to get rid of symmetry and delete
half of it, like that. I'm going to actually build it a little bit less than half of it so about there. You guys probably
already know what we're about to do. Here
we go. Looks good. Wait a second, let's turn on the split
properties a double. It seems like we still
have some sections there. There we go. Is that better? I just want to make
sure that we don't have any extra polygons, it's just a flat
plane, pretty much. There we go. We're going
to say Delete hidden. Now we're going to
use our slice curve to create the panels themselves. I can see that we have 1, 2, 3, 4, 5, 6, 7 panels, so its like one
and then the other one is 1, 2, 3, 4, 5, 6 that will be seven. There we go. That looks good. Now, of course we're going
to go to geometry and we're going to do our
good old panel loops. We go to edge loop and
we do panel loops and what's going to happen
is we're going to get the thickness for the arms. We definitely need a
little bit more thickness, so I'm going to
increase the thickness to 0.05, let's try that. Yeah, that's perfect. That's
a really nice thickness. I don't want the bevel because the bevel is creating
some weird elements, so I am going to get
rid of the bevel, so bevel zero, and just hit panel loops. That's just going to give me a nice blocking for everyone. Now of course, if I were to
smooth this thing slightly, which around borders
always make it a lot better for a 3D printing. As you can see
right there we have this very nice winged effect. That's it. That's
pretty much it. We can of course divide
this once or twice and what I'm going to do here is I'm going to move this
thing slightly in, just slightly in so it
crosses the middle section. I'm going to say mirror
and then weld and that's going to add the
second part right there. Now this whole thing is going
to go inside, of course, of the diamond shape, and now we need to
also bend this guy. I'm going to go into,
what's the word, into Q and the little gear icon, bend arc and we're going to hit this green button again to give it a little bit of a bend, so something like
that looks good. Then if we need to
scale it or do whatever else to make sure
it fits nicely, we can change a little bit
there. But look at that. It's really nice, it looks really clean and we
get this very nice effect. Now, as you can see, there's a little bit of overlap, wings going on top
of each other. This is where we can actually start moving some
of these effects. Again, if we'd like move
topological for instance, we can move this
guy up and create this stair-step effect where some of these guys are on top of the
others, if you want. If you like how it
looks from the get-go, feel free to leave it like that. Well, remember we've
talked about these, these stair-stepping things, really help give a nice
perspective to things. Maybe up there I'm
not going to use this as much but down here, I think it's a nice detail. It's like stair-stepping, it makes it look interesting, and it's not that
difficult to add, so there we go. Now, some of you
might be wondering, are we going to have issues with areas where
there's empty space? It's a possibility,
I'm not going to lie, but if we just push things
a little bit there, as long as we get the nice
little overlap effect, it shouldn't be that
much of a problem. There we go. We can
hit "Control D" a couple of times to
soften these guys up, make sure we get some
nice or crisper edges. Then of course with TrimDynamic, we can polish the borders, you can see it's not as clean. Now, it's just such a
small detail that I'm not super worried about it. But if you want to
just be way cleaner, we're going to love it if
cleanliness over there. We're going to use smooth brush, just give this more of a nice
little effect right there. Again, topological, I want to create a nice little
silhouette on the spikes, like that little change there on silhouette that really
makes it look interesting. There we go, cool. Now that we have this piece, I am going to combine it
with the other piece. I'm going to delete the lower so that it's
just a single mesh. It's a little bit dense,
but it's not that bad. If we go to our Subtools, we have this one, which was the original element, and then we have this one, but we're missing this
one right here. So I'm going to grab this
guy and just move it down a couple of tools and then I'm
going to say "MergeDown", so these two pieces are there. I'm also going to set
the stage for this one. So I'm going to
Geometry, I'm going to say "Stager" set this
as a Home Stage. Let's go to this one, let's switch the stage,
let's go to this one. So now the little thing is
where it's supposed to be, and I can just move this
thing into position as well. We'll definitely need
to scale this down, and we just position it in such a way that
it looks really nice. I think this one's a
little bit low though. You can see that this
one's a little bit higher, so this should be around the place where I would
expect to see the armor, which tells me that
this guy right here, Target Stage that
we have right now, it's a little bit low,
so let's just modify. That's what I love about the new Stager feature here
inside of ZBrush, it's really really easy
to make these changes. Make sure there's no big
overlaps or anything. For instance there, where
we're seeing some of the bandages poking out, that will be a nice moment or position to just push them in a little bit so they're not overlapping my wristband here. Maybe just a little bit bigger. We want to be very careful
to not see any big overlap. You can see a little bit of
the bandages there as well, so let's go to the
bandages because I would expect the bandages to be pressed against the body
on those specific parts. Those are the parts where I
would probably break my rules of keeping everything clean. Now, I'm not going to lie, this area right there and all of that negative space in-between the armor piece, those are the areas
that I really don't like at 3D printing
because it can get tricky. I'm not saying it will, and one of the advantages
of 3D printing is that yes we're going
to be able to print this thing in a very easy way but just be careful with this one because
that's a tricky part. Some people might even consider printing this piece as
a separate element, separate from the element, and just gluing it
together at the end. But one of the advantages
of 3D printing is that we can
actually work with those little crevices and stuff without that
much of a problem. So I'm going to set
that as Target Stage, now we can switch the stages between this one
and the other one. We have two of them,
that's the left one, we have a right one, so I'm going to
duplicate this one. Let's go to the old one, and now that we've
duplicated it at Home Stage, we can just switch it back to
where it's supposed to be, right about there and
now we go to this one. Let's center [inaudible] point. I'm going to turn off this guy, just set this as Home Stage now, and now we move this. This one's going
to be facing up. There we go. Just a matter of positioning it
properly again, with a little bit of
overlap and that's it. Now we have both armor pieces. I think this one's
got a little smaller, so let's just make it slightly bigger so it fits the
rest of the elements. Yeah, that looks good, so cool. We got the armor piece
done and as you saw, it's a little bit of
a technical process, but it shouldn't be that
much or that difficult. Make sure to follow along
with all of the steps. We're going to move now onto
the armor on the hands, so hang on tight
and I'll see you back on the next one. Bye-bye.
31. Hand Armor Block In: Hey guys, welcome back to
our next part of our series. Today we're going to start
with the hand armor. Let's get to it. This is where we left off with the finalization of
the shoulder armor, the upper arm armor. Now, on the hand you
can see that we have one big square crystal and one rectangular crystal
on the palm of the hand. They're just like overlapping. They don't seem to be like they're not being
held by anything else. That's relatively common. People sometimes do that thing
for the science and stuff. Let's place them real quick. We're going to go
here, so to duplicate. Since I do want them to be relatively easy to or
relatively similar, I'm going to scale
one down like this. That's going to be
like the wrist armor. That's the size for
the wrist armor. I'm just going to place it on
top of the wrist like this. Now the question is,
do we want to bend it? I'm not sure. This is one of those things that it
really could go both ways. I do want to have a little bit more probably like smaller. This one should be a
little bit smaller, like that. There we go. Now that we have this one
in a smaller section, it might not be a bad
idea to scale it down, or just rotate it
in such a way that the overlap matches nicely. The problem with
bending this one is that we're going to need a
lot of geometry as well, similar to what we did
with the other one. I don't think I want to bend it. I think just like
keeping it like this, even if there's a little
bit of negative space down there, I think that's fine. Now we want to get rid
of the negative space. You guys know what we can do. We can just grab the faces up there and just
move them down. But I think that's
a good distance. I'm just going to press
"Control Alt" and move this so that we have the exact same size on the other side as well. It's going to have a
different position. We're not having a stager. We don't have stager
on these ones, so be careful with that. It's going to be right here. Around there. There we go. It's going to be the
spike on the other hand. I think we're a little
bit back though. It's a little bit more
complicated on this hand because there's a bend on
the actual hand. It seems a little bit
broken, to be honest. The distance here, on the
other hand is way,way too much like this bend
should be closer. To fix that, there's of course
a couple of ways to do, but I'm going to try and fix it just with my move brush here. Let's push the bandages
up a little bit more. There we go. That bend looks
a little bit more natural. Of course, we need to
go to the hand and push the hand so that
it's right there. That's a little bit more
appropriate. We go back here. The other parts should still be masked so it should
be fairly easy to just move this up a
little bit. That's it. We'll have those
two little pieces nicely placed on the wrist. There's a little bit of overlap, which is enough for the 3D
printer to catch that element. We're good to go.
Now we're going to go back here and we have
this rectangular piece, which it looks very
similar to the head. We can do a very similar thing. We can just duplicate the hand, and then move this one toward
the palm is supposed to be. Now, I know that in the post, it was like that, so perfect. We're just going to
move this thing to the palm right there. Play around with the overlaps. This one, I do want to have
a little bit more overlap. I'm fine with this being
a little bit thicker. There we go. I love it smaller, and it should be pointing
in the direction of the hand, like that. Perfect. That's one. Again, we want the same scales, so I'm just going to
duplicate this one, and get it on the other hand. Rotate this around. Some people like to do
this on other softwares, like Mayer Blender. It's fine. But as I mentioned
in another video, I'm trying to keep
everything inside of ZBrush, so that we don't have to be
exporting and importing. We're going to have to
export and import a lot of things once we get into
the 3D printing face. But for now, let's
keep it organized. Talking about organization,
we're going to have one video where I'm
going to show you how to clean up the
sub-tools over here because right now
they're a complete mess. There we go. Cool. That's like the big crystal and the
small crystal of the hand, the ones that we
have right there. Not like super intense, because we don't want to break the very clean and nice
silhouette that we have. But just a nice little detail when we see it from the side embedded there on the bandages. Now, one thing that
she has an I love, and I actually asked
my friend to do this, it's this armor on the fingers. A part of the story of this
girl is that she was granted power by an evil-like primal
ancient dragon if you wish. So there's some draconic
motifs as well. I didn't want it to be super
obvious on the elements, just like a hidden detail. But as you can see here,
it's like the claw that's coming out of her,
I love the base. That's like a dragon's
claw or something. For the fingers, we need to create the
armors that are going to give us a very nice effect. Usually, when I've
seen these armors, they're made into three pieces. One for each phalange
of the finger. That's what we're going to do. We're going to do this. I'm thinking about
whether to do it here on the same tool or doing on a separate tool. I think
we can do it here. I'm going to append a new cube, where I'm going to go to
my polymesh sphere here. Actually now, let's do it here, and then we'll modify it. I'm going to go into initialize, bring this back to one, one and one and say Qcube. There we go. We're going
to make a polymesh 3D so that we have the actual cube that we're going to
be working with. Now, these armors,
I want to have these jaggedy edges to them. They're covering the
finger but they're not going to be like in
this exact same shape. We're going to bevel
some of the corners, to give us the armor look. Let's turn on a poly frame
and let's go Zmodeler. We're going to go to the edges , and we're going to bevel. We're going to turn on symmetry, so we bevel both of them. I just wanted to loop edgeloop partial or actually,
let's do polyloop. It's really weird. I'm
going to press "Control W". Let's do edgeloop partial.
That's really weird. You know what guys?
Let's do this one. Since I do want to show you, I know I just mentioned
that they wanted to keep everything
inside of ZBrush, but I think it's a good idea to also learn how to bring
things into ZBrush. I'm going to use
Blender in this case, just because it's a
little bit easier. If you've never used
Blender before, you can do this
inside of Mayer or any other treaty
packaging softwares. This is what I want. I'm going to press "Stop" here instead of blender and I click
this option right here, I'm going to select
the outer edges. This one's right here. Then I'm going to
press this tool, which is the bevel tool, and we're going to bevel to get the pieces where these things are going to be going towards. That's it. This is what I
wanted to do inside of ZBrush, but it's a little bit
faster to do it here. Now you can see that this
thing is like pushing back. I'm going to go
back to selection. I'm going to grab this
face right here and then press a g and a, y to push this back and create
this effect right here. Then I'm going to go into
number 3, which is faces. Select these two faces. I'm going to press
"X" to delete them. Delete the faces
and we're going to get this hollowed effect. Now I'm going to grab
the object mode. I'm going to go press
tab, grab object mode. There's a nice modifier
here in Blender, which is called the
thickness modifier. It's like the thickness inside
of ZBrush. Where is it? To solidify. There we go. We're going to add a
little bit of thickness to the solidify function
like that, and that's it. We're just going to
hit, what's the word? We're just going
to hit "Accept". Here, we're going to apply. Now, this piece, I'm just
going to export into, save as. I'm going to export. If you don't have a blender or you are not familiar
with it, don't worry, you can use or grab this
one from, what's the word? From the folder files. So wavefront. If we go to our printing
tap on the OBJ's file, we're going to call
this finger base mesh. That's it. Here I'm just
going to say import. We go to our objects folder and that's the finger base
mesh, and there we go. We've got this very
nice base mesh. If you find yourself or if you think that
certain things are a little bit easier to do
inside of, what's the word? Instead of a blender
or I might go for it, just make sure to import
everything back here. Now I'm going to
turn on dynamesh, with polish turned on, there we go, so we can hold all of those
elements right there. Now we can turn on symmetry, and just do a little
bit of sculpting here. For instance, I'm going to just push this thing
down a little bit. Maybe manually bevel. I want this to look
a little bit more like handmade made, so I'm going to manually
bevel the border right here. Because again, super
sharp corners. One, they're not very natural, they don't exist in the real
world as it's commonly. They also can get a
little bit complicated to 3D print sometimes. When we do dynamesh,
the polish itself will help clean some of that up. We can even make this thing
a little bit more spikier. Dynamesh, and then just trim
dynamic to polish this up. There we go. Since
this is going to be such a small detail because it's going to be on the fingers, I'm not too worried about this. Cool. Now comes the part of
actual setup on the hands. It's definitely going to
take a little bit of time, so I'm probably just going to do one finger here for you guys, and then I'll show
you the other ones. I'm going to go
here to sub tool, and I'm going to
hit "Append," and we're going to append
this piece right here. We're going to do the first one. Actually, I'm going to
show you a couple of techniques, so let's go. This is supposed to
be the first fallacy. I'm going to try and
look for one finger. Probably the one that's
straighter like this ring finger. Here we go. Push this out and we're going to position it so that even if it's
overlapping, that's fine. Now here is where we
would definitely need to move a couple of things. For instance, you can
see that right now it's overlapping down
there on the finger, and it will be pretty
much impossible to move with that piece of armor. Just tweak these
things a little bit. This is going to definitely
make her hands look bigger because of the armors
but I think it's fine. Then we're going to go "Control
Alt" and duplicate this. Rotate a little bit, of course, make it smaller, so we create the
second section there. Of course going to see a bigger focal shift to
rather a softer focal shift , something like that. Technically, this should
be the smaller one, we should be getting
smaller and smaller. What we can do, that's
embroidered mask, and just push the scene so
that overlaps underneath it. Right that. Invert the mask "Control
Alt," and we're going to duplicate this again. This is going to be the
tip of the elements. You can see that on the
tip, the thing changes. Actually, we need
a different one, but we can get it from here. What I'm going to do
here is I'm going to say split or unmask points. Now, this piece is
a separate piece, and we can start creating
the claw-like shape. That looks good, I like it. It's just a little bit
trim dynamic here. Again, I would expect
this one to be, it's not super important
that we make this work from an engineering
standpoint because we're not going to be bending or animating this character. If we were, this was the
character for production, then we'll need to have a lot
more care in these things. But in this case, the only
thing we want, again, it's the rule of cool. We want this thing to
look really, really cool. There we go. Now there's that nice
little curvature there. I think it's worth it. I'm
going to push this up. I'm not sure, I like this, very nice, evil looking nail. We can see a little bit
of the finger there, which is also fine. Let's go back to this sub tool. Straighten some of
these things out, push this one out a little bit. We need to be very careful with these overlaps
because we don't want the overlaps to affect us. We want them to make sense. Again, just move
your character back to roughly the size that you think the statute
is going to look like, so that's the size, and that's fine.
That looks, good. I'll probably go here
to lighten topological, push this one out as
well just so we see the border of the finger armor. I like the fact that it
looks like hammered metal, it's not perfect,
but it looks nice. It gives us a very,
very cool silhouette. Very cool. Nice. That's
pretty much it guys. I'm going to stop the
video right here, and then the next
one we're going to continue working on this guys, we need to add a little bit
more detailing where there's a couple of things
that we're still missing here for the fingers. We need to duplicate this
to every single finger. Hang on tight, and I'll see you back on the next one. Bye-bye.
32. Hand Armor Details: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the details of the hand armor. One of the things that I want
to do is even though yes, we're going for this
very rough effect, I do want to add just
a couple of details. For instance, we can
add this little spheres or little details on the armor to indicate
that these things rotate. We're never going
to see them rotate, this is not an action figure. It's supposed to be a
collectible statue, but it's important that
we just understand that there's a little bit
of extra detail there. Now, also before moving this thing into position where
it's going to finally be, on the other fingers, we
definitely want to clean it up, make sure it looks
as nice as possible. All of the overlaps
that we mentioned, and we want to get rid of all of those overlaps and make sure it merges properly with
all of the different pieces. There we go. Yeah, that's good. I like that one. We're not going to add any specific damaged
details just yet. We're going to have a
quick pass later on where we're going to just
damaged things in general. But right now we're not, we don't need it at this moment because we're going
be duplicating. If we add details right now or damage and then we
duplicate that damage, it's going to be
visible everywhere. Again, that's not
what we're going for. Now what I'm going to do is I'm going to merge both
of the elements. I'm going to say merge down, hit "Okay" so it's easier to just duplicate
the whole thing. Before we start duplicating it, move topological to make sure that they're
straight as possible. I'm just going to
duplicate them, but I'm going to
duplicate them over here, because I want to be able
to move the whole thing. We're going to move
the pivot point, and this is how we're
going to be doing this. We're going to move the
pivot point to the base, and we're going to try and get the base on the finger
that we're layering up. We're going to rotate this, just rotate this
a little bit and get the armor where it's supposed to be,
right about there. Now of course, this armor
is going to be a little bit smaller because it's supposed
to be smaller finger. We won't be able to skip, that's why I mentioned
that this was going to be a little bit of
a slow process. Hands are always
like that. So BMT. We're not going to be
able to escape the fact that we need to tweak and move certain proportions around
to make sure that we match with the fingers. Like this. I'll just make sure that things remain
as straight as possible, it's going to be important. Again, I'm not super worried about this
because I know that the scale which we're
going to be seeing this is going to be quite small. We want to look cool and
clean, so there we go. Now here again, since this
is supposed to be metal, we can actually
go into the hand. Just push a little
bit of the fat of the hand inside
of the metal beats, so it looks like the metal is
actually hugging the hand. Now this one we need to get a little bit more
of an inclination there. There we go, it's
a little better. The final bit, this
one right here, which by the way we can
go into our Polygroups, and say Auto groups.
There we go. This one right here, probably going to make
this a little bit smaller and rotate it so that's facing the proper
direction like that. Again, a little bit
of move topological. Even leaving that open space, I don't think that's a bad idea. Because this finger
is supposed to be going a little bit lower, so it's the finger and the nail bed should be
really close together. That's it, we got
the second hand. Now again, we go into
Subtools and we duplicate. We just move this
thing over here, definitely going to make
this a little bit bigger. Let's move the base of
the finger to the base of the armor piece, and we're going to
go right there. That's the first piece
and we can mask it, and then move the pivot point to the second piece, like that. You can see there that
this is a little bit of a thicker finger. Then we grab that one, mask it, and you put the mask. Move the pivot point to
this one now and rotate it. When you use this gray circle, that's camera based
rotation like in Maya. There we go. I'm going to use a little bit
of move topological, give it a little bit
of extra thickness to this inner areas. Since I don't want the
gloves to be super thick, we can push them
in a little bit. Although the claw was looking
quite nice over here, so I like this one. In this case, again
this is where we can curve in just a
little bit here on the fingers as if the
armor was pushing down. Again, a couple of empty spaces
there I think it's fine. Who would have thought
that there will be so much work on
such a small area, but that's part of this thing. This is why I always, not with you guys
because you guys are watching this video and you've been
watching for what? Like eight hours now, and you guys understand how much time goes into
doing this things. But there's a lot of people out there,
clients for instance, they say, "Can you do like this or that?" You're
like, "Yeah, sure." But it's going to take some
time and of course that means that I'm going to have to
charge you for that time. It's going to be a lot of money or quite a bit of an investment, and people are like, "Oh, but
you make it look so easy." Yeah, it's not that
it's difficult, it's just that it's
time consuming. It's really time consuming to get all of these details right. I really like this
hammered metal effect, a raw energy going in there. Cool, let's do one more. We're going to duplicate
this, rotate slightly. Again, it's a little
bit easier if we move the pivot point as close to the base of the
finger as possible. See, like that one
right there like this. Because the index finger
and the middle finger, they're really similar
in proportions. As you can see there, we
didn't need to do a lot of fixing because we
got this quite nice. Just a little bit of proportion adjustments here and there. Since this one definitely needs to rotate a little bit to follow the
proper shape of the finger, but all of the other
ones are looking good. I don't know what that is. Like an overlap or something.
Let's clean it up. Look at that. Our dragon
hand is looking quite nice. Just looking way more
fierce or stronger. Again, the graphic
shape of things. If we go again to the
range and bring this back, just to see whether
we're getting, I'd like to change this
sometimes to like a flat color, so we can appreciate everything. You can see, look at that
silhouette right there. That's a really really cool
and interesting silhouette , and that wreaths. Those little details wreath on the main shapes
of the character, and then it gives us
a really cool effect. Now with just one final
duplication here. Let's duplicate. It's just going to be the thumb. We need to rotate this. This one is only going
to have two sections. We're going to be eliminating
the final section, but let's get this
into the thumb first. In this case, I'm using
the tip as the nucleus. Scrub this one.
Control Shift click. Let's go and select "Lasso,"
and by the selection, delete hidden. There we go. Just move brush,
and we can start tweaking the position
of this speed of armor. Just going to be for the thumb. Nice. Now, technically, I'm not sure if I
remember this right, but I think the hands were
pretty much the same. I don t think we changed like
to silhouette of the hands. We should be able
to just mirror this and properly place them to
save us quite a bit of time. I'll show you how to do that, but before that, I do want to start adding some details now. Now that we have this,
now we can start adding some details on the
elements themselves. For instance, something
that's very common is a nice little border
in-between the sections. Let's go with clay buildup. For instance, we can add
a nice little border here on the armor pieces. Again, I'm not super
worried about the level of detail or cleanliness that
we need to achieve here, because it's going
to look so small. But just like adding that
little border there, I think it really helps. Very careful here. I'm going to go around the hand. I'm just going to
add this border. Again, such small detail, but they will be visible. I've seen some people
when they paint armor, they like to have
that little lip on the border of armors, and they'll paint like
silver armor everywhere, and then that little border, that little lip, it
would be like gold. That's a little bit of
a different detail. Now, technically, if we had
a little bit more time, we could just properly
model like box model and poly model of these things instead of Meijer or blender. That's another thing
that I want to talk to you guys about. We're going to see
this a little bit more in-depth once we hit
the printing stage. But when we're dealing
with 3D printing, there are a lot of things
that you're not going to see, for instance, this
guy right here. This is supposed to be
a 30-millimeter print. It's really small. It's
like three centimeters, or like an inch high. Well, probably like
two inches high. As you can see, look at the level of detail that
they add here to the armor. It's just a polish nice armor. But that's fine, because
at the height or at the distance that
you're going to see it, that's perfectly fine. Same for this like Jean Grey. You can see that we have this big blobs of
hair right here. Because the size of the
sculpture might not be as big. If you're working on
a real-size sculpture and you're going to see
every single detail, those would be the cases where I would strongly
recommend that you spend the time and
make sure that every single detail
looks perfect. But you do need to
take into account the production that you're
going to give to each a piece. Because one of the mistakes that a lot of my students make, and this is not only for
character and sculpting things, it's actually for
everything like Game Center and
renders and stuff. They spend way too much time adding details to things that you're not
even going to see. That's not something
that you can afford to do once you're in production. Because in production, your
time is very valuable. People paying you for the hour or for a certain amount
of hours per week. You need to make sure
that you are using those hours in the
best possible way. People ask me, couldn't you
make this armor better? Couldn't it be cleaner
and a lot nicer? Yes, of course, it could.
But that will take me like three or
four hours to do so. For the size that we're going to be printing this character at, it's not really worth it. I'll rather use those three or four hours on another part of the character that's more valuable or more
important like the face, for instance, and not spend that much time
here on this little section, which is not even
going to be seen as much because it's so small. This is going to be less
than a centimeter probably. That's why, again, I'm not
super worried about this. But just adding that
little detail there, like scales, I think
that really helps. Cool. Actually, we're past
the usual time. I'm going to stop the
video right here, guys, and in the next one, I'm going to try and bring these armor pieces to the
other side of the hand, but we're still missing, I can see here that
under knuckles, my friend added more
of these gemstones. I do think those are
going to look nice. Let's do that real
quick, shall we? I think that's a
rather quick things. I'm just going to
duplicate this guy. I know we're past
the 15-minute mark. I'll try to keep this
under 18 minutes, but I just want to have
this whole hand ready. There we go. Let's give it a little bit more depth. Something like this. Let me isolate this real quick. I'm going to go here. Let's try the poly group
front, see if that works. Poly group, or group by
normal. There we go. Grab poly group, mask it, invert it. Here, I want to push this just to give it a little
thickness that we need. There we go. That's
a lot better. Cool. Now to probably
center pick point, it's a little bit smaller,
so we can't fit all of them. Then Control Alt and
just drag and move this. Get that there. Control Alt, rotate this, push it. Make sure the rotation is going in the direction
of the knuckle. Even if there's a
little bit of overlap, I don't really care. Finally, this one right here. That's all we need. That
little overlap that should be fine. There we go. Cool. Now the hand is ready, all of the fingers and all
of the elements right there. Now we can duplicate it and
get it to the other side. Thank you very much,
guys. Hang on tight. I'll see you back on
the next one. Bye-bye.
33. Thigh Armor: Hey guys. Welcome back to
the next part of our series. Today we're going to continue
with the thigh armor. But before that, I
just want to show you this little process
that I did with the hands that you
see right here. In order to make sure
to save a lot of time, one of the things
that I decide to do is I combine
all of the pieces here using the merge down function here on sea brush
as we've done before. Once everything was
combined, the fingers, a little gemstones
on the knuckles, everything, I just
mirrored this, duplicated this, and mirrored it to the other side though X. Technically we didn't change
the position of the hand. I'm going to show you
here, this is the process. I mirrored the hands right
here, so duplicate mirror. Then with the gizmo, I just move this and rotate this all the way until
we match the hand. Now it did take me about
five or six minutes, I would say to get this
thing to properly align. But once I was happy with it, it's just a matter of
modifying a couple of things. For instance, here, I can use my move brush just a little
bit here on the index finger, for instance, to push
these things forward. Same over here, we
don't want to have as much negative
space, and that's it. For the pinky finger over
there I can change that a little bit there and
be good with. That's it. It's a lot easier, we save a lot of time. We do have to account
for some of the bandages and stuff as you
see right there. But it just saves so much time, and it makes the
process a lot easier. Now, if you want
to do it manually, if you want to go to
each specific finger and assemble it as we
did with the other hand, then of course you're
welcome to do so. However, it's definitely
going to take a little bit more time
than you might imagine. For the thighs, I
just notice that yes, we are actually wearing
some a bikini thing, so I'm going to start deleting
some of these pieces. Let's do a quick
auto group here, so Polygroups, Auto
Groups. There we go. We're just going
to start selecting these ones and
getting rid of that, so we get this
sexy-looking-like element. That one doesn't look
that bad to be honest. That looks really interesting,
should we keep it? I think we should keep
it. That looks cool. I'm just going to say delete
hidden and there we go. For the thighs, as you can see, we have this big shape. It's very similar to all of the crystals that
we've done before. Let's have a little
bit of curvature, so we need to take
that into account, and we need to create
this strap right here. For the strap, I'm
going to go here to the leg and trying to face like the proper direction here I'm going to
use my mask lasso, and I'm going to create a band, which is going be
the band that's going to encompass
the whole thing. As you can see, we're following the direction of the leg,
which is really important. That one looks good, and we're going to do
our usual trick, so we're going to say subtool, and we're going to
extract this with a thickness of
zero. There we go. Hit Accept. Let's
get rid of the mask. This is what we have,
and we need to clean it. You can see that the
borders are really jaggedy, and we clean it in the
same usual way with a polish by features.
There we go. Now that we have that we're
going to go geometry, see remeasure, and we're
going to reverse this. Since this is a super
simple topology, and it's just a square, we can actually really
simplify it like this. That's perfect.
Then we can go to the formation again,
polish by features. It's going to give us a super
nice clean armor piece. There we go. Now of course we're
going to go to Zmodeler, Qmesh, Polygroup all, I just give you this
thickness, like that. The armor is just going to
be on top of the element. Maybe that's a
little bit too much, probably something like that. There we go. That's it, I don't think I
want to do anything else, this is a really
nice smooth effect I like the sort of
like a nice armor, makes her look quite cool. Now it's just a matter of going back to the crystal here, and we need to duplicate this. We're going to say
sub tool, duplicate. Let's move this down, so you can see it's a little bit
more like a rhomboid. We're going to make
this rhomboid. Let's turn on polish and with a high resolution, hit DynaMesh. There we go. Why? Because
we want to bend this. We're going to go here, we're
going to go to bend arc, and we're going to bend it
backwards a little bit, probably something like that. There we go. Now we go back to little engine
or engine gear, and we bring this
back to the leg. Quite a big piece, but this is one of the cool
things about armor. If you place a big piece of armor on an area
that does not bend, such as this upper
part of the thigh, then it really doesn't matter because everything
is going to move as a single unit if we were
to animate this or whatever. I mean, this of course is
not prepared to be animated but in case we're going to
do something like that, that could be possible. There we go, a little bit
of overlap there is good. That's it, we have a nice
leg armor right there. I think I'm going to push this a little bit more to the front so that we don't get any
overlap, and that's it. It moves along with the leg in a very
nice way, I like it. But we have this
little scarab shapes here that we haven't
used before, and I think it would
be a nice idea to of course add them. Yes, we could add
them symmetrically, actually, that might
be the best idea. Let's go to control C,
just a couple of steps. I know that we're
going to be able to bring that there very easily. There we go. Let's build
the shapes right here with this thing in a very similar way to how we did the other, the things with the armor, select these pieces right here. We're going to say Append, and I'm going to append a cube. Bring the cube to this area, which is where we're
going to be drawing the shape like that
scab-like shape. Let's make this thinner, let's bring this closer. Make sure that we don't rotate this if we don't need to yet. There we go, rotate
this, move this up. There we go that's it. Let's DynaMesh this real quick. Maybe a little bit
more resolution. There we go, and
we're going to say KnifeCurve and the curve goes like this and like this. Let's start up here, it's this shape.
It's scarabs-like. There we go. DynaMesh again. We can polish this, I think it might
not be a bad idea, so I'm going to hit PTD or BTD, which is a trim dynamic. Let's start to polish
and let's manually have a nice bevel here. DynaMesh would polish on. There we go, it's a
really nice clean shape. Now we of course need to give it a little bit of
curvature as well. But before that, we
need to duplicate this. I'm going to reset
the pivot point here. Hit Alt, reset the
pivot point like that. I'm going to say control Alt, and I'm going to move
this down, rotate this. Unfortunately, it's not like
in blender where you can just like negatively do this. Actually, no, let's do this. Let's say mirror
or just like a C plugging subtle master
mirror on the x-axis. There we go, and then we're
going to do the same thing, Z plugin subtle master
mirror on the y-axis. Now, unfortunately,
the y is going to be like really down there, that's fine which is mass death, better mask, race of the
field points center of the pivot and just move this up. Now those are a
little bit smaller, so I'm going to make them
a little smaller here. It should be on
the same position, and we have that nice little
spike on the bottom part, so I'm going to use
my move brush here. Let's make sure to use X, and we're going to
build this curb effect. This also going to push this out DynaMesh to sharpen them up, and that's it, we got
the proper shape. Now we need to of course, give them a little
bit the curvature, probably a little bit
closer there, there we go. We're going to say a
little engine thing, or it's a gear, are going to go up
here and bend it. They follows a very
close shape to what we have down there. That's it. Let's go to the gear again, go back to gizmo, and probably just push
them a little bit back, so there's a little bit of a
distance there. That's it. We have the nice little, looks like it's curved. Is curve the correct
word? I think so. Let's grab this guy right here, let's bring it all the way to the bottom, so we
can combine them. Here we're going to say
march down, and that's it. Now, since this might be a tool that we want to use
for the other leg as well, it might be a good idea to go into the stage your
thing, so stager. Let's say this is
the home stage. There we go, and now we'll just properly position it
where it's supposed to be. Closer there, match the
proper curvature of the leg. There we go. The
most important thing is I want there to be a
little bit of overlap, we've talked about this before. Because overlap is
going to make things so much easier on the
printing side of things. For instance here, it might not be a bad idea to just
slightly push that up. Again, just because
it just makes things so much easier on the
printing side of things and we can rotate
this a little bit. That's going in the
same direction, we've talked about this earlier. It goes in the same direction as the leg and flows with the leg. Push that one up a little bit. That's it. It looks good. Maybe just that bit smaller, a little bit more to the side. I hate this because
it's a lot of tweaking, like small little
tweaks here and there, but it's part of the
process to make sure that this looks as nice as possible. They quick BPR and I mean, just look at this, it's
essentially looking amazing. Cool. Let's do the
other piece real quick. The cool thing about this
is we have the stager, so we're going to
duplicate this. We're going to say duplicate, and then this piece right here. Technically we're still
on the other stage. If we check the geometry, you can see that
we can set this as a target stage and switch the stage and we're going to
go back to the upper side. But this allows me to go here to the target stage and that way I can make sure that both of the spiders that we have right
here share the same size. I'm going to go right there. This one's a little bit lower, it should be a little bit lower, so right about
there. There we go. It's floating a little
bit, right there. I get it's not the
end of the world, but we want to save ourselves
a little bit of headache, we can just look at it
closer to the element. Because those little things
like the floating elements usually require a
little bit extra supports on the 3D process. By getting them
closer to the skin, we avoid using as many supports
and that's always good. Let's go to this
bandage right here. Where is it? Was it hidden? There we go. I'm going to go to do this
bandage right here. I actually like the overlap, it looks interesting, but let's just push a little
bit closer there. Yes, we're going to see the two things combining with
each other if you wish, but not in a bad way. There
we go. That looks good. Now we need to of course do
the same thing we did here with the middle bit. Let's grab the middle bit, that looks okay, a little bit strange right
there, but it's fine. We're going to
extract, hit "Accept". Slow it, geometry, ZRemesher. We're going to do half, and then ZRemesher again, and again, and again. One more, there we go. See modeler and just cube
mesh everything here. Again, when we divide this, we should give it a nice
effect right there. Nice armor effect. We can of course push this
thing just a little bit in, so that we don't get
that ugly overlap. See, I'm not sure if
that's supposed to be like leather or gold or whatever. When people paint these guys, they can decide what's
the best material for it, straighten this thing a little
bit more and that's it. The thigh armor is ready. Make sure to get all the
way to this point guys, try to follow along
if you are doing this exact same pieces
and everything. The next one we're going to
now jump onto the crown, we're going to start
working on the crown, I think that's a very
important piece. If we make like a quick count of things
that we're missing, we're missing the crown,
the shoulder armor, the hip armor and then some little details
here and there, like the thing here,
the knee pads. I'm going to show you
the knee pads real quick because I do think that's a little bit of probably a small mistake
that my friend did. This motif that we
have right here, doesn't match any of
the other motifs. I think it would be better if we just recycle
this one right here. I'll see if we just recycle that one or if we do this
one from scratch, but I would probably use the same motif that
we have down here, so that all of the sign
matches with the character. That's it guys, hang
on tight and I'll see you back on the
next one. Bye, bye
34. Crown Armor Block In: Hey, guys. Welcome back to
the next part of our series. Today we're going
to continue with the head armor, the crown armor. If we take a look at the armor
it's a really cool armor. I really like what my friend
did here with the design. We have these front
wings and then we have these side wings as well. Now, we do have the
same shape like the little crystal shape
repeating a couple of times, which is
going to, of course, make our lives so much easier, but right now we
need to work on the blocking for this main
shape right here. Now, on this front side, I see that line right there, and then on the backside, it does seem like we have
these extra wings over here. There's like this
floating thing. Floating things
are always tricky. I did tell him, try not to make a lot of floating things because they
can get a little bit tricky. The design looks really nice, and we can definitely solve it. The way I think this
works is we have these guys right here attached with these little
crystals to the back. That doesn't worry me that much. Usually, when you have, imagine like a tree
with a lot of branches, that's when things
get complicated in the 3D printing department. As you can see, we have
this gemstone right here, and we have another shape, like a big shape,
where these wings are being like setup. I'm going to, again, grab
this piece right here. We're going to duplicate this, and we're going to
bring it down to create that nice little support on the backside
of the character. This is going to be here. There's, of course,
going to be overlap. I don't care about the overlap, because it's just going
to be for the shape. Let's make this more
horizontal like that. It's right about there.
It looks like that. Now, you might be wondering, but we have that ugly thing right there. How
can we fix that? Well, we can, of course, just like, for instance, with a knife brush,
just cut that thing, and that was just
a flat surface. The cloth here on the crown, we are going to have to
move it back a little bit, so we're not overlapping those areas as carefully
here like that. We can still keep
some of the lines. Here I'm going to use my move brush and just
brush this thing back. This is a very common
technique in the 3D world, in general, which is, I'd like to call it overlapping. When you have simple shapes like this one and you
start overlapping them, you can create a lot
of complexity without really having to work
that much on the element, because it's a very
simple effect. Now, this shape, as you can see, has this border, and then we have the
wings similar to how we did all of the other wings
that we've done so far. I'm going to append
the cube here. Actually, the key cube
that we've been using, this polymerase 3D cube, which is just a simple cube. This one. Where is it? There we go. We're
going to bring this up. We're going to
bring this forward. As you can see, this
guy starts creating its shape from in-between
these two shapes, so another like overlap there. I'll make this thinner. Right about there is
where we get this shape. Now, this is one of those cases where ZModeler
is really useful, because this is just
like an extrusion. What I'm going to do here is I'm going to
jump into ZModeler. Let's turn on poly frame. With X symmetry turned on, we're just going to Q
mesh this single poly. Just grab this guy,
and push it out. How much? Well, softly at the eye level.
Right about there. Then what we can do is we can insert an edge loop
right around there. Then with Q Michigan, just push this thing up. This one is a little bit taller. So just push this quite high, like that. That
seems appropriate. Now I'm going to insert a
couple of edge loops here, so like one and two. Just with move brush, I'm going to give this a
little bit of curvature. Just a little bit of curvature. Why? Because when
we smooth this, I'm going to turn on the
dynamics of the vision, we're going to get this effect, which is what we're going for. Now, of course, on
the upper side here, this vertex right here, we definitely want to move down. Same for this one. We're
going to move it down. We get this like sharp effect.
Let's move this one up. This one up as well. Again,
no need to be super precise, but as long as it works. Now I'm going to go
back to ZModeler and we're going to add
our support edges. We're going to have one
support edge there, one support edge there, one support edge here, and one support edge here. Then we press "D,"
and say always yes. Now we're going to get the nice effect that we're going for. If we want to tighten this
curvature a little bit more, we can insert an edge right there, tighten up a little bit. Just a little bit. I
don't think I want it to be like super tight. Something like that works fine. Then with my move brush, I do want to move this area out a little bit to create a little
bit of a curvature. Like following the curvature that we're creating
like up here. Now, of course, we are only
doing this on this side. I'm going to do first a mirror and then
the mirror on weld, so that we get the
exact same detail on both sides of the element. Press "Shift D" to get out of dynamics up there,
or stay there. That's fine. That's the element. Now, as you can see, I'm
doing this relatively thick, because again, this
is going to be like a quite flimsy section. Based on personal experience, you don't want things
to be extremely thin, because then they
break very easily. Unfortunately, resin in
the 3D printing world. There are some resins
that are a little bit more resistant than others, but more often than not
they're quite flimsy. If this thing were to fall, then one of the first things that's going to
go is, of course, this crown. That's the crown. We're going to go
now into geometry, and here on the
dynamics software I'm going to hit "Apply," so that this preview that we're seeing becomes permanent. There we go. Now we need to do the wings, these guys right here, the
main wings of the element. I'm going to, of
course, do a append. We're going to do the
same like cube trick that we've done before.
We append this cube. We create the Canvas that we're going to be
using for our element. Let's thin this out. A little bit more. Probably going to be a little bit thinner
than the rest of it, but not like super thin, because we just talked
about what happens if we do that. There we go. Control Shift,
KnifeCurve. I know that the knife goes
when to start. Let's us start up here, so
it goes in this direction, a little bit more
like this direction. Then it creates this
like wing effect like this. That looks good. That's a DynaMesh with
a higher resolution. Then let's get rid of
this section right here. Again, DynaMesh, and that's it. We have the basic shape.
Don't worry about this one. We can just delete
part of it because we're going to be doing
the rest of the elements. I definitely want to polish this things
a little bit more. I'm going to use
my trim dynamic to go here on the border and
clean it up a little bit. There we go. Nice. Now I'm going to press Control Shift and we're going to
use the slice curve again to create the basic shapes so you can see it's like one. Wait, before this, I
almost forgot about this. Remember we actually
don't want to have all of it just yet. We want to create the basic
or just like a flat surface. I'm going to go here
and I'm going to use this option called poly groups. It's called by
normals. Where is it? We can use the front. As you can see, it's going
to go up way more stuff, not this one group by normals. There we go. That's
really weird. Strike and group by
normals. No problem. Let's grab our SelectRect, and I'm going to
delete most of this. There we go. That should
work. Delete hidden. Let's go to Deformation and
clean the Polish by Features. It should go. It should give us a cleaner effect. There we go. Now that we have that, now we can actually
start using the cuts. Again, let's go to SliceCurve. We're going to have
one cut there, 2, 3, 4, 5, 6, and then
there's 1, 2, 3, 4 little feathers there. So 1, 2, 3, and 4 like that. Now we're going to try of
course, our panel loops. We're going to go to Edge
Loop and hit "Panel Loops". There we go. Definitely
way more thickness. Let's say 0.04. There we go. That's way better. I like the bubble right now. I'm going to bring the
bubble down to 10. No, I don't like the bubble. It's making some
weird stuff there. Let's get rid of the
bubble. Just hit ''Panel Loops'' and there we go. Now if we smooth them out a
little bit, as you can see, we're going to get the
divisions in each piece. I'm going to say, make sure
that groups is turned on and polish and we're going
to DynaMesh or actually, first, let's go to Polygroups. Make sure that all the
groups is on now with DynaMesh and that
each specific part of the crown is going
to be like that. We can use a little bit
of inflate, for instance. Inflate is going to bring things a little bit
closer together. Then we can smooth
them out again. Let's make them a
little bit thinner. Maybe the inflate was a
bad idea. Let me go back. Let's bring this
thing here first. There we go. That's it. I'm not too worried about the spaces in between the elements, but again, if you want to be
super precise about this, we can use our multiple
logical and just push some of these guys closer together
so that we can keep the nice little
division in between them but without
actually affecting it. I'm not too worried
about because there's one thing, and again, we'll talk a little bit
more in depth about this once we hit the
3D printing section. But there's one thing
called light bleed that happens in 3D printers. If there's like really tiny
spaces in between things, usually the light will
bleed and they will just automatically harden that area. Even though these guys
are not overlapping, I know I don't need
them to overlap so much because we got this. Now here, we definitely
want to create that wing effect,
feather effect. Very carefully
here, I'm going to start pushing these
guys out a little bit, trying not to deform
the curvatures much. Soften them out a little bit and that seems to be
like the last one. Same here. If you want to clean this curvature
a little bit more, we can do that. I'm going to use my
normal mood brush because you can see
that this things , they're a little bit higher. It looks like a
really big scale. I'm going to push this guy
a little bit higher like this so we can see her
face a little bit more. Or maybe even grab this guy, let's push this a
little bit higher as well so that when we
move this guy up, we also have the
connection like this. Let's try multiple
logical again. Just to fill in
some of those gaps. That looks good. Now we're going to do a mirror first
and then mirroring and weld, so the central pieces
combine as you can see right there and that's it. The center crown is done. We're done with this
initial blocking of the element and we're ready
to go into the next areas. We're going to go for
the shapes like this, this external shapes
that we have over here. Hang on tight and
I'll see you back on the next one. Bye bye.
35. Crown Armor Forms: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the Crown Armor. Let's get to it. This
is where we left off. We're done with the
front part of the crown, which looks really cool. Again, the silhouette,
really amazing. This line right here
from the side view, it's just so simple. Pointing towards the face, I think it works amazingly. Now technically if we wanted to, we could also curve
this a little bit and have it follow a little
bit more of the shape. But I think this
straight shape is going to look really nice
once we print this. If we take a look at the back of the head right here, at
the back of the crown, we have this support things
like flying to the side. It's a complicated shape, I'm not going to lie because
these are like curved shape. So imagine a line
going here like a curve shape because
of these things, these floating things, from what I can tell,
there at the side. They look like they're the
side and at the same time they look like they're
not at the side. So it's tricky. But let's do the same
process that we did. We're going to go sub tool
and we're going to append the same polymers 3D
cube that we had before. It's just a basic
traditional cube here, which is going to be
the basis for our arch. Let's create the support, is going to start right here. It starts on a side like here. It looks cool, its a
weird shape though. Let's make this thing
a little bit longer, it's going to be
rotated like this. I think I know
what he meant now. We're going to push
this back like this. I am going to keep
it a little bit thicker than the usual, again just to give the
extra support to things because otherwise it's going to be a little bit too complicated. I was going to say
let's try to bend it, but I'm not sure if
this is bending. Looks like it's bending,
like a nice 90-degree curve. I'm going to do it
with ZModeler here. Let's turn on poly frame, let's add a one and two, and then with my Move brush, I'm just going to
give this round effect of the whole thing. Try to straighten this
guy's up a little bit, just like Move brush and stuff. Because I know when I do D, which is a subdivision mode, we're going to get
this thing right here. Let's take a look at the front
pose, this one right here. They're coming from the
side. This seems to be good, probably I'll scale them
down a little bit more. Let's do the overlap there. That's the only thing that's
a little bit worrying to me. The fact that all of
the weight of this flying things is going to be hanging on that specific point. That's always something that
we need to be careful about. Now we do have this extra lines with your extra
wings on the back, and I think we can
use those wings. If we place them right here, we can use them to
anchor everything. Like if everything over here is welded into a single piece, then I'm confident
that we can hold this shape in a better way. Now, this shape is a little bit different to what we've been doing so far because rather
than being completely flat, this actually is going on
a little bit of a tangent. However, we're still going to build it in a flat way because that's probably the
easiest way to do it. I can see the border here, that's the first thing
that we need to do, so I'm going to append a cube. Let's select this cube or rather let's append
the older cube again, like this polymers 3D cube. I like this cube
because it's just a one-sided face cube, so it's usually a little
bit easier to work with. Now, we don't have a side view, if I could call my friend
right now and tell him to do a quick side
view, that would be great. But when you don't have that, you just need to
make sure it works, however you can make it work. Let's grab another
crystal real quick. I'm going to select
this faces right here, let's just give them a
little bit more thickness Where is it? That's
correct, there we go. Just mask that, put the mask on. Should be there, there we go. Duplicate and we're
going to move this thing down to
where this element is. This one does look a
little bit more like a square element, so we're going to
keep it at 90 degrees and this is going
to be the anchor. But another little like
cheat that we can do here is really anchor
this right there. There's a lot of overlap there, and maybe later we can add
a little bit of support there as well to make sure that this thing
does not fall off. In regards to size, it's a little bit bigger
than this one right here. We also do have this
diamond shape look. Let me make it slightly smaller,
that looks interesting. Maybe a little bit thinner. Again thin is going to make it easier to support so well, so let's go for something a little bit thinner,
there we go. Now, this is a cube
that we're going to use to build this frame. Now we're going to
build the frame in, for instance here,
here's what I meant. We can use this square, and anchor it all the
way to the support. Yes it's a little
bit of extra weight, but it's also a little
bit more support so more points to attach to, and this thing goes down here. This is something like this, and then we're going to go into ZModeler and we're
going to start extruding from this
square right here. So we queue mesh out, and I'm going to use
Move now to move it up. That's the first one. Then from here, from the
corner we have a curvature, here we need to decide the word now we want the
[inaudible] loop to flow. I think we do want that, so I'm going to go into Edge
mode and I'm also going to move this, like this. I think I'm doing the
arch right there. Let's push this up a little bit, and then let's move this edge
a little bit out like this. Keeping it as
straight as possible, let's insert a couple
of [inaudible] here, and then I'm just going
to go with Move brush, and this is going to
be the actual arc. Let's just push it,
I have way to lower intensity. There we go. Keep this straight as
possible. There we go. Now we go back to
ZModeler to QMesh, and this is where the actual character is
going to be coming from. I'm actually going to
go with this poly, there we go, and this go
higher than the front section. Let's kill these guys, and then with the move brush, big brush, let's move
it into position. They go to the center like
this and there's curvature. We're going to go
back to ZModeler. Let's insert a couple
of edge loops. Let's go back to my move brush. I'm going to show you a
trick here in just a second. There we go. I know that my front-facing faces
are really straight, but the back ones are not. What we can do here is we can
hide all of the back ones, so we just remain with this one. Delete hidden, and
then with scale, we can scale them as you can see there with the red square that's going to
flatten them out and now if we go back to ZModeler, we can just grab the QMesh
everything or polygons, and just bring back
the proper thickness, and now I know that the shape and everything is
following properly. That's it. Well,
before that actually, I'm going to cross this
guy to the other side, and we're going to do
a mirror in the weld. I'm not sure we can do a
mirror and weld unfortunately. The reason is we're not in
the center of the grid. That's a problem. That's fine. Now let's go back then. Again QMesh, let's brings
this up, and that's it. That's going to be the
basic shape of this thing. Now, of course, we have
the central lines, the plates of the helmet and you guys already know
how we're going to do those. Append, a cube, style number is
SQ. Make it thin. I'm going to try doing
the poly groups by normal. There we go. We have proper normal
facing things. Let's get the proper thickness, which we're going to
change of course, but just makes it a
little bit easier. Let's get this in
there. There we go. Now, with our cut tool, with the knife curve, we are
going to cut, first of all, half foot like that, and then I am going to
start cutting the border. Here I think we can
even do double-tap, which is going to give
us a straight look, but since all of
this is going to be hidden, really doesn't matter. That's it. Now, we're going to grab this edge or this panel lobe right
here, delete hidden, and we're going to go
into our slice curve, and you can see that
the lines go inwards. From the top in, so we got 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 3, 4, 5. I think the angle was
a little bit off. Something like this 3, 6, 7. We can add one right there. Cool. Now, we of course
go to geometry and we do panel loops. I think
that's perfect. That's really nice.
Thickness-wise, we can definitely make this
things a little bit thicker. Again, we're going to
leave a little bit of a gap between this case in the border. We can do that. Perfect. We have the
border right here, and we have these
guys right here. There's a little bit of a
diamond shape up here that we can duplicate one of
these guys and reuse, but now the big question is how are we going
to make this thing actually symmetrical
and with this or incline towards
the character. The answer is, we first of all need to polish this
guy right here, which says you can see
if we press "Control D", we lose all of the sharpness. Again, with ZModeler selected, we're going to insert
some supporter, so one on the back, one on the front, one up here, one here, and another
one here so when, again, when we press "D", you can see that we
get the proper shapes. Now in this angles, where we have the angles, you definitely want
to add a couple more, so for instance,
there and there, and on the border
there. That's it. Now, this shape is
looking quite nice. Let's look for it
under subtools. It's right there.
Let's merge this down, so say merge down. We will have this big
piece now set up. We're going to move this so it's right there in the middle. I'm going to move the
pivot point so it's as close as possible
to the middle as we can get it, so
right about there. Now, we're going to
duplicate this and yes, we're going to mirror
on the c-axis. We're going to go here to low little objects there
and hit "Mirror". There we go. That's the
center of the grid. We're going to move
this back so it matches the section right there. Now, we're going to again
move the pivot point to the center or as close
to the center as we can, and we're going to rotate this. I think 30 degrees
is a good number. Let's push this in a little bit more so that we create a
little bit from the overlap. We go back to this guy. We rotate this 30 degrees as well and we'll push them
in so we get the overlap. Technically, this is
what we're going to get. Is it perfect? No. Is it
good? I would say so. I think it's a good compromise and we properly
capture the shape. Now, you can see that
this thing is also inclined a little bit
towards the center , it's not straight up. I also think it's a little
bit too big in general, so I'm going to select this guy and just
merge down again. Now, we have both sections here. We can smooth a little bit here. I don't really care about this, like top border because
we're going to add a little crystal that's
going to cap it off, but here, let's go
to the center of the mass and we're going to
make it a little bit smaller. Here's what we're going
to be twisting it or rotating a little bit so
we create this overlap. Now, that's something
actually that I'm a little bit happy about. The fact that this thing is
going to be looking good. Now, one thing I'm a little
bit worried about is now the silhouette because
as you can see, the silhouette here is
changing quite a bit. I don't love the silhouette. I'm not really sure where
I would improve it, because right now we're
creating something called a tangent where two
points are really close to each other and
they interfere. This one we'll definitely
going to have put this well. Now, you hear my friend did
this a round shape as well, which we don't see over here. Let's try giving
that round shape. I'm going to use a
very big move brush. A little bit of curvature
there. I think that helps. I still think it's a
little bit too big, to be honest, so I'm going to make it
a little bit smaller. I like this, the shape. Now, this looks interesting. I'm a little bit
scared about the insertion points as
I've been mentioning, because I know that that can be a little bit problematic, so hopefully we don't
have that issues. Let's go to this
piece real quick, and of course, if we smooth it out, it's going
to look horrible, so let's go to ZModeler and we're going to insert
again our support edges. When we smooth we
get this effect. I'm going to make this
a little bit smaller. Just from a design perspective, I think it's going to
look way better that way. That looks interesting. I think we're in
a good position. Now, these guys, they have the proper symmetry with the head, so technically, we should be able to
go here, see blogging, and mirror them to
the other side. No, apparently didn't work. Wait. Do the flooring or let's try just
a normal mirror. Mirror and weld. There we go. Same for this one mirror
and mirror and weld, and same for this one,
mirror and mirror and weld. Well, okay, yeah,
that looks good. Now, the silhouette makes a little bit more
sense because with one, it was really throwing me off, but this one looks really nice. It looks like something
like cat ears and you guys know that in
Egyptian mythology, cats were also really important. Cool, yeah, I like it. I like how this is looking. Nice. This is looking
quite, nice, cool. I'm going to stop the
video right here, guys and in the next
one we're going to be finishing some of the
details here for the class. Hang on tight, and
I'll see you back on the next one. Bye, bye.
36. Crown Armor Details: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the armor details. Let's get to it. The last part that
we're missing is we're missing a couple
of crystals, here's 1, 2, which are going to be attaching to this thing as well. They're going to be back here. These things right here
and the capping detail that we have here on the
top of the elements. It's still a couple of
things, not that many. I think we're almost
done with the crown, which is looking quite nice. Now, here's a little bit of a weird thing if you
take a look at the, what's the word a
crown right here, we're also going
to see this little diamond here at the site so that one would
be about there. Now, as you can see, we're using this shape quite a bit of times
I wasn't using it. I don't know, like 10, 20, 50 times right now. Since we're going to be
using it quite a bit still, there are some more
pieces where we're going to be adding
that little detail. I think it's just
time to make a brush. If you see that you're
going to be using a peace quite a bit of
times just make a brush. I'm going to clone
this thing right here to go into this option. I'm going to press
"R" to scale it up. Right now, this is not DynaMesh, so I am going to
make it DynaMesh, so I'm going to say
polish, say 500 DynaMesh. We got a nice a density there. The way this is, I'm just
going to click here. I'm going to say Create,
insert mesh brush. I'm going to create a new
brush, and that's it. This is going to be
my insert mesh brush. Now we can go to the Brush
section and I believe we can rename it, where is it? Create, I will just save it. I'm just going to go here,
let's move this to the side. If you click here
and you save this, you can save this
as your own stuff. Let's go to our tool
and I'm going to save it on your Ztools. I'm going to call
this [inaudible] . GavalaCrystal. There we go. Now if we go back to
the shape right here, we need to grab a
piece that we're going to be able to insert into. I'm going to grab the crown.
I think it's a good piece. We need to make sure
that we don't have any subdivision levels,
so that's fine. That would just literally
drag and drop and that's it. We can very easily create that
sort of shape right there. As you can see,
it's symmetrical so we just need to push it in, rotate a little
bit and that's it. Now he's really happy because
we are using DynaMesh with quite a big
amount of elements, but it's going to
work just fine. That way we can insert that
little crystal right there. We're going to need another
crystal that are back here. We're going to just
insert it right there. The only difference from
doing this than using substance is that at least we're not going to have
as many sub tools. That one's going
to go right there. Let's rotate it a little
bit and push this. There we go. Again, I'm trying to create
a little bit of that overlap that
I've been mentioning. Because I know that we're going to benefit from having
a strong connection point. If all of this thing is just welded together in
a single point, I know that the 3D printer is going to hold a
little bit better. Because remember
this thing is just literally flying off into space. It's a little bit better
if we do it that way. Now, as you can see back
here on the concept, this piece is really similar to what we have right here
to this piece right here. The only difference is
that it's a little bit more curved and of course
a little bit smaller. Why not try to recycle this piece and
utilize this as well? It's relatively easy to do. First of all, I'm going
to duplicate this guy. Let's isolate it. I will want to eliminate half. I'm going to delete
half of this one. Say delete hidden,
and there we go. Then I am going to do the
same thing over here. Now, technically these things should still have
their poly groups, as you can see right here. We can try and see, let's see. No because we've
mirrored them well. We mirrored them well. That's going to change
things slightly. Instead of that, I'm just
going to go to my knife curve. I'm literally just
going to cut half of it out, like that. That's it with DynaMesh again. With a high resolution,
maybe even higher. I want to do other
groups right now. Some of the straight poly
groups, other groups. Because it's welded, that's a problem. It's a
really big problem. Instead of doing
that, we're going to do something called Booleans, which we're going to
be using quite a bit. I'm going to comb this into
a different tool right here. I'm going
to insert a cube. I'm going to go into sub tool, append and we're going
to append a cube. The reason we're
going to be using Booleans is because when I combine the Booleans points
or the Boolean elements. I want to be able to retain
the depth in everything. Just going to have this there and then turn on light Booleans. I'm going to divide. Now if we go back here and turn off poly frame, as you can see, we're pretty much cutting this piece from the
rest of the element. It's a really clean cut, a little bit of extra
geometry there, not the end of the world. There we go. We are going to
make this a Boolean mesh. We're going to go into Boolean, make Boolean mesh and now this is an actual geometry right
here the U mesh thing. But one thing before
we do that though, this guy right here, we need to give it a couple
of subdivision levels. There we go. When we make the Boolean mesh, we get that soft
curvature as well. That's it, 157,000,
that's not bad. Now we see it from here. You can see that this thing has a little bit of a curvature. This is where the gizmo
thing is going to help. We're going to go into bent arc. Let's see which little thing. There we go. We're just going to carry this out
a little bit more there. It's all about trying to find
a what makes things easier. We don't want to over-complicate
elements or things. [inaudible] Let's see if we can push a little
detail in. There we go. Now, don't try to
DynaMesh this because if we try to DynaMesh things
we're just going to break it. In this case, this is how
this piece is going to end and that's it. We go back here. Let's go to the back and
we're going to say append. We're going to append that
U-poly mesh that we just did. If we go all the way to the
bottom part and we move this thing back with
the gizmo. There we go. We're going to rotate this sideways, we're
going to make it smaller, of course, let's receive the full points so we can
properly position this. I do think it's a
little bit thin we've talked about this before, so let's make it a little
bit thinner or thicker. I'm going to move the
pivot point to the base so it's a little bit easier to properly place. This thing is going to
be here. Same thing I know that this is supposed to be connected to the
main area of the crown. But I'm going to
connect it to the head itself with a little
bit of overlap. It just so that we
get a better support. Like that. It's a lot thinner. You can see the spike going
all the way down here, so the tricky trying to be careful here because
I know when we mirror this, forward say mirror here, and mirror and wealth, it's going to collide. I don't want that. We're going to push this a little bit
more towards the sides, and with mu brush I'm
going to be very careful, I'm going to try to
give the spiky thing. I'm trying to get this
as clean as possible. There we go. Let's curve
this out a little bit more. That looks good. Mirror and Weld. Still not enough. That's fine. Just push
this a little bit more, Mirror and Weld, there we go. I do want to have
the empty space in-between those points. That's it. We see
that silhouette, it's going to look
really, really crazy. We see it from the front. Remember what we want here
is we want this very nice, just grab any other shape, that shape right there
that we're seeing, that's a graphic shape. When you see the
statue from afar, that's the shape that
you're going to see, and those spikes, that's what you
want to read this. I think that looks good. I do think they're a little
bit too big, to be honest. Again, I'm going to
deviate a little bit from the concept just because
from the sign perspective, I think it's going to look a
little bit better if they're shorter and maybe lower. Maybe curve them a little
bit. Something like this. There's a little spike
there that I want to hide, [inaudible] symmetry, let's hide that, force
this out, there we go. That way, yes, we're going
to have a little bit of silhouette there,
which I like. But it's not going
to be that much. Because I think the shapes
were a little bit too uniform. You want to have a
little bit of contrast. You want to break things up so they look a little bit nicer. Cool. Now we just need to create this like a capstone
on things right here. I think the easiest way
is going to be masking. Let's bring this guy down here. I'm going to select
my "Mask Lasso". That's a problem because as
you can see that there's not enough information for the
mask lasso to work properly. We don't have enough polygons, especially on the border there. Let me see if I can extract
this shape right there. That works. As you can see, that's a relatively clean
shape that we could use. That's an option. Wait, do we have multiple pieces? They duplicated or something? That seems like I duplicate it. That's really weird. I'm
just going to delete those. There we go. Because we don't
have Autogroups, unfortunately, I
don't think we do. Let's give it a
shot, just in case. Polygroups, Autogroups, we do, perfect. That's going to make our
life so much easier. There we go. We have
that group right there. What I'm going to do then
is I'm going to go into Subtool and I'm going to
duplicate this whole thing. Just select that one. Let's isolate that hidden. Then Mirror and Weld,
well, not Mirror and Weld. We'll probably going to
just do a manual mirror. We're just going to scale this. Let's scale that one. Let's press this case
so we go to center , and there we go. That's our nice
little crystal shape, like the capstone
of the whole thing. Let's reset this and try
to scale it a little bit more so we can get a nice
thickness right there. Now we're going to
duplicate this. This, we're going to
mirror it on the Z-axis. Then we're just going to bring
this back in, like that. Go back to this one, Merge, Merge Down, hit "Okay". I'm just going to soften a little bit there so
they meet in the center. Make sure Polish is turned on, quite a bit of resolution, and DynaMesh, and there we go. We have a nice little
triangular shape. We can, of course, go
with our Trim Dynamic. We don't have symmetry
but we can activate. We can turn this thing
called local symmetry on. Then if we go to Transform, we can change symmetry
to Z symmetry and it should respect
the symmetry here. There we go. Now
on the back here, as you can see, it
looks a little wonky. We have two options,
either push this guy out, which I think it's going
to be the way to go, or push the other one in. I think just pushing
this one out is fine. Push this one down. Again
when we see it from the side we want to makes sure that it looks as
clean as possible. Again, Trim Dynamic, just clean the shape
there a little bit more. That's it. That's the cat
point for the whole thing. It's a little bit wonky
over here as well, let's just straighten the line a little bit so this is what it looks a little bit cleaner. Select that guy and we're
just going to say mirror on the x-axis and Mirror and Weld with no local
symmetry. There we go. There you go, guys. We are
done with the crown effect. I don't think we're missing any the other little
points or anything, the front wings,
the side panels, the back panels, everything's looking really, really nice. The silhouette just
looks really menacing. Again, I always like
whenever I'm working and I'm feeling a little
bit demotivated or tired, which is common, it's
completely normal, I like to go back to the first
few things that we have. This is how Gavala looked at
the beginning of the series. We just had the base, even in the face was
looking a little bit, as they say nowadays, sus. Look at this. Wow, not bad. right freaking bad. We're moving forward, guys. We're going to jump now
onto the, what's the word? What should we do next? I think we're going
to do the hip armors. Let's do this one. Let's do the hair dagger that we're going to have at
the end or at the back, which is going to be
one of the weapons. That way we can also
finalize the hair sculpture. Hang on tight and
I'll see you back on the next one. Bye-bye.
37. Hair Dagger: Hey, guys. Welcome back to
the next part of our series. Today, we're going to continue
with the hair dagger. As you remember, on the
back part of the hair, she actually is
carrying this hairpin, but it acts as a dagger. In Dungeons and Dragons, there's this thing called
action economy. It's how many times this
character can attack per turn. I would say she's magical
enough that she can control her hair and she can
do an extra effect. Just a little thing to soften up the players
and makes sure that the fight is balanced.
This is the shape. It's a really easy shape, but we do have some
hard surfacy things. I'm actually going to be doing this thing as a separate piece. I'm going to click again
our polymesh 3D over here, and we're going to start
with a cube again. We're going to go all the
way down to Initialize, and we're going to do a QCube with one, thank
you, there we go. Make sure this is a
polymesh 3D and we need to do the first rhomboid shape. We already know how to
do a rhomboid shape, we just need to rotate
this 45 degrees, rotate this thing,
and scale it up. However, on the top part
here, it's actually flat. Because it's where
the thing it's going to be rolling
on top of it. We're going to make
this thing right here. I'm going to go into ZModeler. Let's turn on the polygroups so we can see what's going on. We're going to start
with an insert. I'm going to say insert, and we're going to see
insert polygroup all. We're going to create the border of the effects or
something like that. Then we can go QMesh single
poly just pushes down, and once we go all the way back, it's going to just
delete it like that. I am going to keep
it relatively thick, something like
this, I would say. As you can see on
the outer side, we don't really
see it right here, but I would guess that there's a blade thing or something. We're just going
to add that blade. Easiest way to do that
is we're going to go into polygroups or edge. We're going to the
polygroop like this, and then we're going to
QMesh or actually insert, let's insert polygroup all. Actually before, let's
go into polygroup. Then we could ultimately get a different color. There we go. Then we insert. There we go. That's going to be that
thing right there. We can just move this because I will move
it along the normal. I will just push it out. Wait, let's make sure to turn
on symmetry. There we go. So as you can see,
this is going to push it along the normal. [NOISE] I'm not super thrilled
about the result there. Let's just QMesh instead. I'm going to QMesh
the polygroup all. There we go. That looks
more like a blade. Then we're going to go to the
polyloop and we're going to collapse the polyloop like that, and that's going to
give us a sharp effect. Then what I'm going
to do is we can actually just delete this edge
that we have right there. We're going to go to Delete, actually complete,
and just delete that one and that one. That's pretty much
what I wanted to do. That one and that one. Although it's pushing a
little bit to the front side, just a little bit weird. [NOISE] Astray, you're saying move edge. [NOISE] Let me go
back. I didn't like the collapse that we get here. Maybe we'll just leave it
like this collapse polyloop. Weird, it's trying to collapse it to look at different site.
Let's try something else. Let's do an insert again. I'm going to go into
the Insert Options, then say multiple edge loops. If I try to do this,
it's going to be right in the center.
Just click once. Let's change the
options again to one. That way it's going to
be right in the center. There we go. Now, we can go to this edge, I should be able to
delete it. There we go. We're going to be left with a very sharp effect right there. Now we can of course go
into bevel, for instance. Bevel this point there, make sure that both of sides are the same bevel and that
looks really cool. Now, I know I did mention
that things are not great, but as you can see, there's
a little bit of things. Yes, it's going to
become a really, really thin, could be a
problem, to be honest. Just to be safe, I'm
going to bevel that a little bit so that
it looks sharp. Even though it's not
completely sharp, it's going to be sharp enough. Now, I definitely want
to go and the bevel, this edge right
here, there we go, quite heavily as you
can see right there, to create the flat area
where this thing is going to be inserted towards. Now, there's one like this
piece, I really don't care. It's gong to be overlapping.
Even though we have all of that section, it's
completely fine. I will probably bevel
this shape as well, and same distance back there, just to make it look
a little bit prettier , and there we go. That's a nice
little dagger there for Kabbalah, for her character. Now we do have this extra
wings on the thing. Just like other extra squares. If we go back here
to the polymesh 3D, we can initialize
this QCube once more. We can of course, make
this polymesh 3D. Go back here and append
that polymesh 3D, and let's just position it here like this, scale it. There we go. I want
to move this one. Let's see if we can
move it uniformly. [NOISE] Not really, I
need a small brush. [NOISE] There we go. Scale this in, push this out, maybe rotate it a little bit. I want to have clean angles. That's what I'm trying to go
for. But that looks good. Let's go to ZModeler, and let's try a bevel. There and there. Perfect, so we get that nice shape. Now, I do see that
there's a hole there. We can make it a hole or we
can make it like a volume. I do think we need the hole. I'm going to show you how
to do this for this one. First, we're going to mirror on well so together we get both. It's like the basic
shape of our element. I'm going to make a
little bit thicker. It's also going to
have a little bit of support to the
rest of the elements. I'm going to bend another cube, [NOISE] and then we're
going to scale this down. Bring these guys back. [NOISE] I'm going to thin this out so that we have the same shape that
we had on the cube. [NOISE] Try to get as close
as possible to the center, and we're going to
use Live Booleans. We're going to turn
on Live Booleans, it's already turn on. I'm going to click this
icon here that says Start. The Boolean operations
will start from this element and I'm just
going to hit "Divide", and as you can say, we're
going to get this where this thing is just like creating a hole throughout the element. It's just a super nice shape. These are the shapes that
look really, really cool. Of course, this guy, we're going to mirror,
mirror on wealth so we got both of them. We're going to say Boolean
and make Boolean Mesh. Now, we are going to have our nice little this
U-Mesh shape right here, it's two pieces.
Let's merge down. I'm going to say merge down, or are visible, that's fine. Now we have a single
piece up here. Let's go back to Kabbalah. We can say append. We're going to append
that merge U-shape, which should be right there. Now we scale it down to
an appropriate size, something like that seems good, and we position it where
it's supposed to be with the proper rotation
and everything. Probably a little bit bigger. Just for simplicity sake. Now, this arrow, actually it serves
two functions. Of course, it's going
to be a weapon. But you guys tell me, what
creature from hematology and stuff do you think
about when you see this pointy tail? A demon. It looks like a demon, even though it's her hair. This image looks like a devil
or a demon or whatever. That's the world we're
going for right now. We want to create this play
with all of these elements. Those are the hidden things that people are going to
know this like, oh my God, that looks like a demon's
tail, but it's not the tail, it's her hair. That's so cool. I like to call this
subliminal messages. It's not really like that, but it's like a hidden
message indicating that she's evil through this graphic
way of showing things. Now, this thing is
pointing towards her hand. Her hand has this direction
going through the body. All of the shapes are working
together and we're creating a very nice composition
that hopefully it's going to look amazing
once with 3D printers. This is pretty much it
for this one, guys. I'm going to stop
right here and we're ready to jump onto the
next part of the armors. We're probably going to go
with the shoulder armors. Now you can see we have this flaring things like the wings, like a couple of other wings. Her shoulders are uncovered. I can see that they're a little bit on cupboard, I think. It's this very thin. It's like a necklace
thing that going. Then there's the golden scarab. That one, I think we
can really play with a golden scarab motif and make that part look
really, really nice. That's it, guys. I'll see you back on the
next one. Bye-bye.
38. Neck Scarab: Hey guys. Welcome back to
the next part of our series. Today we're going
to continue with the neck section
of our character. In the concept, she has this scarab-looking
shape, which again, it's a very common symbol
in Egyptian ethology, and even though
she's not actually from Egypt in the
game in the story. I don't think I've
mentioned where she's from, that the place in my world. Again, I mentioned this before, she is from a D&D
campaign that we're playing and she comes from
a place called Ebakor. It's not written like
Abaco from a sci-fi movie, here you go, it's
Ebakor, there we go. It is, of course, based on objection, mythology and stuff. Most of the or a lot
of the motifs that we normally see in Egyptian ethology are going
to be repeated here. As you can see, there's
a little bit more space, I think this headdress piece
that we have right here is invading a little bit
on the actual place. I'm going to mask this
out, this corner, so that when I move
this one to the side, we don't interfere so much. Again, we're not yet on the
3D printing side of things. But one thing that I've decided is that we're going to
be printing the head, head dress, head thing, and hair as a separate piece. Then that thing is going
to go into the character. That way, we're going to be able to preserve
most of the details without creating too many
problems. That's what I think. That means that I don't want to have as
much overlap here, because this thing
is going to be sitting on top of the character. It's an attachment that we're going to be
placing later on. I'm still deciding
whether or not we're going to follow
that specific route. Just keep that in mind on the
back of your head for now. Cool. The scarab itself, we can do it on a
separate layer. As you can see, it's
right here in the middle, so we're going to sculpt
with a separate piece. I'm going to go to a sphere probably and
let' s just DynaMesh, we'll make this a
PolyMesh3D and DynaMesh it. It has a little too spiky thing, very similar to what
she has on legs. I'm probably just going
to duplicate them. I'm just going to use
my move brush like a quiet nice little exercise
on traditional sculpting. Actually, let's get a quick
reference real quick. Egyptian scarab,
beetle, that's perfect. This is like a real-world thing. This one looks
really cool as well. I'm going to add this
one on your guises, just pure rough
folder. Where is it? There we go. Let's
add that right here. Make use of pure, my friends. It's one of the best
tools out there, and it's really handy to be able to, have the same right here. I'm going to use my
theme in standard. We're going to create the nice little element right there. Let's create a round shape. I'm actually going to
use my knife curve to flatten this out like this. There we go. Even with skill, maybe let's just keep this
a little bit flatter. I'm going to just
trim dynamic again. I don't like 90 degree
angles as much. Do I have? Oh, I do have. I have Photoshop turned on
schools that there we go. That's it. Just a
little bit of trained dynamic all over the place. We get this one right here. Perfect. [NOISE] They
mean a standard. We're going to move
this down like this, and then up here we have
little hair at the right. This is the neck. Up here we're going
to have a head. Again, I'm not too worried
about this prop because it's super small and
we barely see it. It's going to be half centimeter
or something like that. It's going to be really small. Dynamesh, we can
even turn on polish. I think polish will give us
a stone effect. There we go. Let's just a little
bit of pinch brush to tighten this
things right here. Let's curve in the sides. Over here, for instance, we can add a little bit of
details like the wings that we have on the other
sections of the character, just as graphic shape that breaks things
down a little bit. You know what I mean?
I can use trim dynamic to flatten them out. That's it. Now, we do have the crystal, which is a very common
motif that we're using. Maybe create a
little nice crystal there. Could be useful as well. That's it. That's pretty
much all we need. Now, before I bring
this into Kabbalah, I'm going to go to
these guys right here. I think we did do the stages. Pretty sure we did to the
stager. Oh, no, we didn't. Did we do it with this one?
Cool. Oh, no where is it? Switch stage. No. [LAUGHTER]
We didn't have a stager. That's fine. We can still
extract this thing very easily. What I'm going to do is I'm
going to select this tool, and then I'm going
to jump back into the little scarab thing. I'm going to say it's
sub tool append. We're going to append
that tool right there, this one, and it's going
to append that piece. There we go. Now, if we take a look at
the polygroups groups, you're going to
see that this one, it's own polygroup work. We can go to poly groups
and do other groups. We should be able to
extract that one. Let's just say Delete
hidden, and that's it. Now, we just have this piece. It's not oriented or anything, but we really don't
need it to be. We can just adjust it right. We're going to have that one right about there.
Where's the concept. Here. [NOISE] There we go. You can see the little
thingy right there. Like a little horn. Make
this a little bit bigger, just to have a little bit more. Visual interest again. I'm going to rotate this because this thing
is going to be lying flat against her chest. I know there's going to be
a little bit of overlap. Now, let's mirror the
mirror and wealth so that we can duplicate. That's it. We have the little
golden scarab, I think, ready. Now, I can see that it
tapers down over here. It might be a good idea
to taper down over there. I also see the little head creates this little
hourglass shape. There we go,
something like that. I'm going to add like to like, I hope they are something. Now, we're going to merge
this, Subtool merge down. We're going to go back to our main sculpture right here, and we're going to append. We're going to say Subtool, append a little
scared, which is huge. But don't worry, I'm just
going to scale this down. Now, since we might be using this one later or
just in case you want to save space. What
happened there? Is it a mass or something? Why is this thing not moving. There we go. There was
a mess or something. There we go. We can just save as stager position
right on this thing. If we want to keep the symmetry, let's just scale it
down right there. Again, here in geometry, we can go through stager
and just hit "Home Stage" and now we position it. As we can see here, it's
right on top of the cleavage, which we don't have as much of. Let's make it just
slightly smaller, I think. Rotate this. Let's get rid of symmetry. It's going to be
sitting right right. I do want it to be
nicely visible. It's part of her armor. That looks okay. I think it looks fine. But now, I don't
like this thing as much because it's securing
a little bit over there. I'm just going to push the
general shape back here. We see a little bit more of
her chest. Same for this one. I'm going to push this cloth
back a little bit as well. Now, we're going to have to decide something
with the hair as well because I do want to
have some collision there. We've talked about this before. As you can see, it might
seem like we're almost done and there's always little things that are going to
change slightly. There we go. That way
we can clearly see the scarab amulet
there on her chest. Sure. That there's not a lot of empty space underneath.
It seems fine. Again, there's no problem
with 3D printing, but there is a problem
in case you want to create molten stuff later on. There could be a little
bit of a problem with those pockets of air. Even though we don't
see it, I'm adding a little bit of volume there, like here, just so that we
can actually touch the thing. No one's going to know that
there's something in there. But we know that it's there. Cool. That's the golden
scarab my friends. Again, one piece closer to
the end of this journey. Now, we're going to go with
this, like Paul Jones. Well, [LAUGHTER] I'm just
staggering or something. What they can see
here is there's this golden necklace that
goes all around here, and then on top
of that necklace, we have the paths. The paths are just like overlaid
on top of the elements. Again, no need to worry too much about super realism of things, the most important thing here is to make sure it looks
as cool as possible. Since that's the shape, we're going to be doing
the shoulder parts. That's it for now,
guys. Hang on tight. I'll see you back
on the next one.
39. Neck Armor Block In: Hey, guys. Welcome back to
the next part of our series. Today we're going
to continue with the neck armor and
we're going to be doing the shoulder pads. I call it the neck armor
because of the region, but it's actually
the shoulder armor. This piece right here, I was trying to see what will be the best way to
teach you guys how to do this thing,
and to be honest, I think it is really
worth it for you to know that we can actually take our models out of ZBrush into other packages and do things that will take us
way longer to do here instead of ZBrush. The reason why this
piece is a little bit tricky here is because
we have thickness, but we have these
very weird angle that's going to be a little
bit difficult to achieve. This is the original
mesh that we have. If you remember, the
original character. As you can see,
it's quite dense. Almost one million points, which is like two
million polygons. What I'm going to do
is the following. First of all, I'm going
to say match visible. And that's going
to combine all of these tools into
a single element. That's why we having, save some of your character
is also really good. We're going to be
modeling this piece of armor in V pose, and then we're just
going to post it on the character once
we have it ready. We're going to go to
C plug-in and we're going to say a
decimation master, and we're going to
try to decimate this as long as we can get like 75K points should be more than enough because we're not
going to extract anything, we're not going to
change anything. The only thing we
want is we want to have a low
amount of polygons. Now, remember, if you don't have an external application,
don't worry, all of these files and
things are going to be available for you in the
project files as well. I'm going to go to
our object files. I'm going to call this
GavalaBodyReference and now we're going
to jump into Blender. I'm using Blender
because it's free, of course, and keeps it simple. I believe we want to use Maya, 3D Max or whatever else, you can feel free
to do so, import, and we're going
to import in OBJ, we're going to go to the folder documents and we're going to do the
GavalaBodyRefrence. There we go. That's
it. That's her body. As you can see, it's actually really
close to real scale, so that's pretty cool. Eventually, of course, for
3D printing is going to be a little bit different,
but yeah, here's the model. We're only going to be using
this model as a reference. I'm going to press
'' Shift+A ''. Oh my god. I just
realized I haven't had this thing active in awhile. I apologize, guys. Where's Karnak? There we go. I'm really sorry
that it wasn't on. We haven't used any weird
tools but just, yeah. "Shift+A" and we're
going to say mesh cube, and that's going
to create a cube, and what I'm going to
do is I'm going to press our ''R'',
which is rotate, and then "C" which
is the C-axis. I'm going to press
''Control'' so that it rotates in angles. There's going to be 45-degree
angles, and there we go. Then I'm going to press
"S'' to scale this down. I'm going to press ''G''
and "C" to push this up, and then "G" and "X" to move
this to the side like this. Now we're going to go into a component mount
with the Tab key, and I'm going to select a
number three, which is faces. I'm going to select all of
the faces that we don't need, which are all of these
ones right here. Then I press ''X'' and delete the faces and we get
this thing right here. Which again, yes, we
could do this in ZBrush, but the next step, I think
it's a little bit trickier. I'm going to go back with
Tab key to object mode. I want to position this upper points where they're
supposed to be, which is right around there. It's going to press
again "G" and "X" to push this to the side and a "G" and a "Z" to move this
down a little bit like that. As you can see, that's roughly
the shape that we want. It's really close. It seems like the scale should
be a little bit closer, so I'm going to press a "G" and a "Y" to bring this forward and then I'm going
to press ''S'' and ''Y'' to scale this in Y. As you can see, this is
scaling it down only in the y-axis, and we get this. This is a very
nice upper section here for the shoulder pads. Now, if you want to
just press ''G'' and move it around,
you're free to do so. Of course, I'm
just trying to use the keys to keep it as
simple as possible. Now I'm going to go
back into component. I'm going to press "Number
1" which is my front view. I'm going to press this
button right here, which is the Wireframe View, and I'm going to go
into vertex mode because I want to select
this vertex right here, and with G, move it to
where it's supposed to be, which is around there. This one is also
supposed to be closer, so I'm going to
press ''G'' and just move it right around there. Now we're going to
have thickness, so I'm not too worried
about that one. I'm going to select a
selection box, both points, which is front and back, and we're going to
move these guys, so they're over here as well. See how easier it is to do this manipulation here
on the 3D software? That's why I think it's worth it to know that
you have the options. There are certain things
that are just a little bit easier to doing another engines. That's it. That's the
general shape of the thing. Now, to create a nice border, like what
we have right there. First of all, we need to
extrude this whole thing. I'm going to select
this thing and I'm going to go
to the modifiers, which is the wrench right here. I'm going to assign A
as a solidify modifier, which is going to
give it thickness, and we increase the thickness. In this case, I'm going
to increase it up to something like
this I would say, maybe that's a little bit too
much. Let's bring it down. I think that's good and
we're going to apply this. I'm going to select the object, click here and apply. That's going to make
that change permanent, and now we have the actual
geometry, which again, would be a little bit complicated
to doing so in ZBrush, but here, it's relatively easy. We're going to
press ''Tab key''. Again, we're going
to go in number 3. Grab these two faces. I'm
going to press the letter "I". The I is going to insert the faces as you can
see right there. It's going to create
this section right here. Now, it should be fairly easy, so that for instance,
all of these guys, I'm just going to Alt and click so that we select
the whole edge loop, and I'm going to press ''E'',
which is the extrusion and we're going to extrude
this up like this. That's it. We got the
shape that we want. Now, this is where
I'm going to stop. I'm not going to do
anything else because most of the tools
that I want to do like those paneling
things that we have, we can actually do
inside of ZBrush, and I think we're going
to get a nice results. But there is one
more thing I want to do and that is I want to add a couple of edge
loops and support edges just to get this thing, because as you can see, we
have four elements right here. I'm going to go with this,
which is the loop cut, and I'm going to do one there, one there, and one there, one there, one there,
and that one there. Is going to give
me the four cuts, and that's all the
shape that we need. We don't need anything
else. It took us what? Five minutes to do this and now the shape is going
to help us quite a bit inside of ZBrush. I'm going to grab
this guy, File, Export as an OBJ, and again, if you don't want
to do this, that's fine. You can just grab this object inside of
zeros, so shoulder path. Let's call this base and export. Now we jump into ZBrush and
we don't need to jump here. Actually, let's jump here, so that it's a
little bit easier. I'm going to append these
sphere, so append sphere. Select the sphere, and then we're going
to import the OBJ. Let's remove the
unused vertices. It actually imported
the whole mesh as well. That's a no-no so let's
go to poly groups. All the groups. Grab
this guy right here. Then delete here, and we
should be left with this one. Now we're going to
use our magic here, the C modeler to do some stuff. First we're going to
jump into C modeler and I'm going to
go into face mode, and then we're going
to select poly group. We're going to poly group, all of the faces that are
right here, like this. Now, I am going to
duplicate this guy. I'm going to say Subtool,
Duplicate and this new guy, I'm going to select this
guy's, invert the selection. Let's go into visibility and delete hidden and we're going to have
these guys right here. You guys know what
I'm about to do. I'm going to poly group
and press Alt, click, Alt, click, Alt, click,
Alt, click Alt. Every time you click
and press "Alt", you're going to get a
different poly group color. That way, we're going to be able to do what you guys
know we're going to do, which is of course
the edge loop. We're going to edge loop. We're going to do a panel loop. Let's add a little
bit more thickness. Wait, so the problem here is even though we're
trying to do the panel, yes, we have different poly groups, but they're not separated. We're going to go to
the edge right here, and I do believe
there is one thing that separates this on wealth. We're going to select
that one. We own wealth. That's weird. Is there aim? I'm going to show you
another one. This is a little bit annoying,
but we can do this. We're going to go
Subtool, select this guy, Split and we're going to
see groups plate and hit ''OK'' and that's going to split every single piece into
different subtools. Then we just grab this one and we just start merging down. So merge down, merge down, merge down, merge down, merge down, merge
down, and merge down. Now technically, each one
should be a different subtool. Let's try the panel loop again. Oh no, it's not working.
That's really weird. We can do it in this other way. Since we're already here and we have really clean topology, we can just go to
the QMesh and say we're going to do a Qmesh. We're going to do all polygons,. Actually let's do
an insert first, and we're going to
do an insert on all polygons. There we go. We're going to look really, really small insert, barely touching like that. Let's isolate. There we go. Now as you can see, we
have the separated. So let's go to "Delete", and we're going to delete all
poly group of that color. There we go. Now
that's what we want. Now, we should be able
to do a panel loop. That's really weird, no worries. We can do a panel loop with
just a Qmesh or polygons, and just get this up like this. That's going to give
us the facet of the fact that we want. I even like those lines. They look kind of cool. So yeah, of course we can do
a division here. Well, what we could do,
is we can do a DynaMesh. Well, let's first, all the group H. So poly group, auto group, turned polish on increase
the resolution and DynaMesh, that keep groups on, I can really increase
the resolution. There we go. So now each one of those groups is a single piece. We can do a little bit
of inflate for instance. You will want the plates to
be like closer together. That could be an
option. I think it's a little bit too
extreme to be honest. But if we go like
lightly, we can create. Now we do have the
base underneath. So I'm not too worried
about leaving open spaces. That looks very nice. There we go. That looks pretty cool. Nice. So that's one of it. Now, this guy right
here, of course, this other piece,
the border itself. Let's go to this one right here. If we smooth this out, it looks very ugly. So we need to, of course,
add a couple of bevels. So again, we're going to
go into our C modeler, and I'm going to go into edge mode and we're
going to bevel, and we're going to bevel like
this, corners like that. Just click on this one to get
the same amount of bevel. Click on this one. It's going to give
us some nice bevel and probably click on
this one. There we go. Now, if we divide, as you can see, we're going to get a nicer effect,
nicer looking effect. I still want to harden these
things a little bit more. So again, going into poly frame. Well, in this thing
I think we can go into the creasing options. So if you guys remember, we have the crease options
here in geometry. So we're going to go
Crease, Crease All, and then we're
going to bevel all, and of course, reduce the
bevel with quite a bit. When we smooth, we get a really nice and
clean effect. That's it. That's our clean shape, and on top of this clean
shape is where we're going to have the
splits right here. Now, this one, we
don't need anymore, so we can just turn
this off for just a second and select Mesh Visible, and this is going to create a
new mesh object right here, which is the mesh shoulder path, and I'm thinking about adding a little bit
of curvature because right now it's a little
bit too straight, and it looks a little bit weird. So I'm going to turn on
local symmetry transform, and let's turn on symmetry
on the c-axis. There we go. Okay, yeah, this
piece right here, and it's a little
bit more geometry. I can try again another groups, high resolution poly, well actually, let's
do all the groups again, and DynaMesh. Does that work? Yes, that works. Cool. So now that we have a
little bit more geometry, we can add a little
bit of curvature here. A little bit of
[inaudible] here. Maybe even a little
bit of a flare effect. I can count like wings. When seen from the
side I'll also like to add a little bit
of geometry here. Skip the silhouette,
really, really straight. That's it. Now it looks
a little bit better, and let's bring this
into the main body now. Let's jump here,
and we're going to say sub tool append, and we're going to
append this mesh effect. Now as you can see,
this one is really close to the final position. So that's great. Let's
just center pivot point. Let's get rid of this and
center the pivot point. Let's isolate this, and that's weird
that it thinks that that's the center of mass. I'm just going to
move the pivot point. I think it's because I
have symmetry turned on. There we go. So this
one goes there. Size-wise, we shouldn't have to change the size
because it's supposed to be really close to the
size of the element. Let's turn off the head
dress for just a second. So there we go. So we can see the shoulder
because this thing should be aligned
to the shoulder. A little bit higher. Oh, that looks really pretty. Again, just make sure
that there's touching. At least at some point
it needs to be touching. It's going to be important
for the 3D print. It's going to again
save us from having to add too many supports. Yeah, that looks good. Let's duplicate this. Mirrored on the x-axis, centered at the pivot point. The angle is a little bit
off, but that's fine. We can work with this, and this one's the one that's going to be the the weirdest, because the the position of the shoulder
completely changes. That's just a great
circle there too, and the little arrows, remember this arrows that
we have right there, the gray arrows and
the gray circle. Those are cameras based
movement and rotation. So if you know that you
have your rotation right, where you want to rotate
based on your camera, those are the ones that
we're going to be using. Now pretty much impossible to, what's the word, to make
this thing match perfectly. Let's reset the pivot point, bring it down so
there's a little bit of overlap right there. Now, this is going
to be covered, of course, by the headdress. So let's turn on the
headdress again. So you can see the overlap
there. That's perfect. That's more than enough, and if you want to be
like super super pro, which I know you guys are, we can go into the
headdress and actually push this thing up so that we see the little
border of the headdress, like going over
the shoulder pad. That way it looks
like this thing is actually on top of
the other thing. Yes, there's going to be
a little bit of overlap, but it looks way more realistic because of that
like little shadow. Over here we can
do the same thing. So for instance, this little spiky thing on the head dress, let's move it around
so we can see part of the effect right there. I think it's a little
bit too thick. So I'm just going to
start pushing it. So the border that we see, it's not as much. Touch the skin there. There we go. Those
are the pauldrons. We can see a little bit of her arm right there that looks, I think that looks
pretty cool as well. Now, she does have these wings. I've seen some pharaohs
have that sort. I'm not sure if we
want to add that, so I'm going to stop the video
right here because we're already at the
20-minute mark guys. But in the next one,
we'll talk about the details here for
the shoulder armor. So hang on tight
and I'll see you back on the next one. Bye bye.
40. Neck Armor Forms: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the neck armor, we're in the final piece. We just need to decide whether or not we're
going to connect the cauldrons of the character
to the rest of the body. Now I think this
one we can actually rotate a little bit more. That's a little bit
closer to the body. Something like
this. Let's just be careful with the overlaps. That looks good. We are touching the skin in
a couple of points, so that's good as well. As we mentioned, we
have this scarab, this scarab is connected to those things in a
little bit of a way. We can just give it a
little bit of rotation. I'm not sure what that
is, to be honest. But I do think that
we need to add something to hold this scarab. I'm thinking about
having this golden. I'm going to go
with mask pen here. Like a golden band, similar to what we
have on the legs. By just connecting the scarab to this underside
of the elements. We're not going to continue
this all the way to the back. I don't think it's necessary, but I'm a little bit hesitant about whether or not this is a good idea because I
really like how this looks. Let's turn off the head dress
again for just a second. Let's actually
turn off the hair. You guys know what I mean? We're trying to
add this color or a necklace holding this scarab. But I'm not sure if it's
going to break or add too much complexity
to that area. Let's give it a go. You guys know how we're
going to do this. Of course we're going
to extract this except is a dynamic solo this
thing, super ugly geometry. Let's go back. I don't like
this one. Let's delete it. Let's go back here. It's
probably a piece of hair that I turned it off but
we had like a manor. It's a shoulder pad
actually. There we go. Let's fill all of that
gap in. There we go. Now we should be able to
extract a little more properly. That's a lot better. Let's
go to the formation. Polish by features. Then we're going to ZRemesh
to create these stripes. Let's half, let's do
another polish by features. There we go, because
we're going to hide this. Now we go ZModeler and we can just QMesh our polygons to give
this thickness. Cool. Let's bring back all of the
SubTools. Where is this one? There we go. I move brush to hide this thing a little
bit closer to the center. Again, here's where
we're going to decide whether or
not this works. Let's push the scarab a
little bit out so it's not having that much conflict
with that band right there. I can again hide that one right
there in the body, can I go in there? I don't know. What do you guys think? Let's do a quick BPR. It doesn't look bad,
but it doesn't look great either to be honest. Maybe if it's thinner, like a really thin necklace. Let's push some of
these polygons up. [NOISE] Sorry that
my dog is barking. He's supposed to remain quiet, but dogs are going to be dogs. I'm smoothing a little bit here. That could help because I don't want to have this curve
just on top of it. It makes little sense and it might break some of
the possibilities. Is that better? Let's give
it a cute quick render here. Yeah, I think that's
better. I like it. We'll keep it for
now and later on, once we hit the printing stage, if we feel like that's too
much or it's not working, then we'll just get rid of it. Now, we're just missing, which is of course one of
the most important pieces of the armor, the hip armor. Which is a really complex
like scarab looking shape. Yes, we're going to be
modeling that just shortly. But before that, I just want
to go back here to the legs. You guys remember
this thing that we talked about, the kneecap. I think we're going to
recycle and I'm going to use this video to just
utilize that effect. If you remember, we have the shoulder pads
right here and I do believe we did save the
stage here for this one, yes. We're going to
switch this stage. I am going to duplicate
this SubTool. There we go. Then one of them, I'm just going to
switch it back. This is going to be my kneecap. We've talked about this before. Let's get rid of home stage and targets stage.
That's really weird. That's not letting me
reset. There we go. Let's set this as home stage again and this is going
to be the perfect thing. What we mentioned before, is the fact that
we want things to look like they are part
of the same world. By keeping this kneecap as the same motive
for both parts, I think we're going
to make sure that it reads like it's part
of the same thing. Now we definitely need to
add something here for this knee cap because it can't
just be floating around. We need to join it
with something. On this side, we're going
to have the bandages, they're going to
serve that function. But for this leg, we're going to have to find something
that makes sense. Maybe again, like
volleyball athletes, where they have
that sort of thing. Or maybe we can just add
bandages on that section. That could also work. Let me set this
as targets stage. I am going to say SubTool, duplicate, and then just
move this one to the side. Because we know that
this already the same scale and we already have the same back home stage. There we go. That's it. Now, both the arm
and the leg have bandages are going to be
part of the same pattern. They share the same
pattern and that makes the whole
figure feel more, again, part of the
same processor, part of the same thing. Now, I'm even tempted, I think we can just
delete this one maybe. Let's try, what happens
if we don't have it? Does that look good? I
think that looks good. That way we have a
clean knee over here. There we go. I really
like this shape. It's again, a little
bit more conscious, so completely free leg and then like bandage
synth and armor leg. That works. I know again, the word deviating a little
bit from the concept. Usually when you were
working for a client, of course, you can't do this, but since I am my own client in this case and this
is my own character, if I see things that I don't feel like are working
for the figure, we can change them as well. That's it, guys. I'm going
to stop the video right here and in the next
couple of videos, we're now going to jump into
this super complex shape, which is the main
scarab element. It's like some hip
armor that we have. There's one belt here that
we're going to use to hold that hip armor and then we're going
to do the skirts. I think that's pretty much it. With those two things, we're going be done
with all of the armor. I know that this chapter
has been quite long. But after that, we're
going to be able to jump onto the main base, which I think you guys
are going to love. Hang on tight and
I'll see you back on the next one. Bye bye.
41. Hip Armor Analysis: Hey guys, welcome to this
next part of the series. Today we're going to
continue with the hip armor and we're going to be
doing a little bit of analysis because as
I mentioned in one of the previous
videos, unfortunately, we don't have another view
on these armor pieces, and it's a little
bit difficult to understand what's
really going on here. I'm using this
software called Krita, it's like say
Photoshop but free, so if you want to do this in Photoshop or if you don't
want to do is don't worry, I just want to show
you this technique, which is really, really handy. If we take a look at
the element right here, we can see that we have of this whole shape like
it's all of the shape, all of this and then we have
these are wings right here, very important and
can be easy to miss. Same for these ones right here. There's another little
element right here. This is the whole armor. What I'm going to
do is I'm going to draw a quick sketch over here of how I imagine
this armor to be. I'm going to use a
couple of lines here, try and get the same height. Doesn't have to be perfect,
just as close as possible, and I know that we have
this like shield shape, coming from this area right here and then like a round
effect like this. It's going to be like
my symmetry line and then add roughly this
height right about there, we're going to have a
big crystal similar to what we've had before in
other parts of our element. We're going to have another
little crystal right here , and then the wings. This round effect of the wings going to the center of
that gesture like this. Then the wings are going
to have a couple of cuts so 1,2,3,4, and then one there in
the middle, so 1,2,3,4. Of course, this is going to
be going into like a point, same for this one, so they're
going to be pushing up. Then here it changes
a little bit because rather than having this or like rhomboid shape
around the element, we're going to have
a border down here, something like
this, and then like a hood like this piece right
here it's like a hood, that's going to go in a
very similar way like this. Like an arrow, so I had
this arrow going here, this piece right
here is the crest of that arrow with three
divisions like this. You can see that the
shape, it's round, so I'm going to have like a topology that line right there to make me remember that this thing is
supposed to be round, and again it's like a hood going on top of that
area, there we go. Then from this point right here, we're going to have these
little winks coming out, which is nothing
more like those like diamond shapes that
we've gotten before, so something like this. Finally, we have the
big wings like this. Quite long, it's
pretty much like a straight line and
then this round shape here on the wing-like this. Finally, we have this
extra little thanks here, again, creating this
sort of like shape. This right here is roughly
the shape of this element. If we were to see
this from the top, like imagine this are the hips, like seeing them from
the top which we know they're relatively
like an oval shape. This is the front
view of the hips. This thing right here,
you can see that the wings are pretty much
going across the element, so I would imagine the
wings going like this. Then this main shape, it does have a little
bit of curvature, but maybe not that much. I don't want to have
as much curvature because it couldn't make it
look like a little bit weird. This is roughly the curvature
that we're going to have. What's the best way
to approach this? That's always a question like, how would we approach this? I think the best way is to model this in a front view
inside of ZBrush, just create like
this whole shape, and then just transfer them to the character and post it so that we can have it nicely. That means that this
diamond piece right here, the wings are going to be
like three separate pieces, this main body shape
is going to be another piece and finally, this like a little hoodie thing is going to be another piece. We can even have
the crystal another piece as well if we need to. But that's pretty much the thing and we're
going to be using a lot of similar for this
one so just get ready. One thing that we can do here, and I'm actually going
to include this file for you guys in case you want to like follow or not in case
you're probably following. I'm going to use
my snipping tool, so the snipping tool
here instead of Windows, it's just a really nice
tool that we can use to like copy and
paste something, so I'm just going to
save this real quick. We're going to go
here to reference and let's call this
hip, there we go. We're going to be
using this one, and that's it for this one guys. Hang on tight and
I'll see you back on the next one, bye-bye.
42. Hip Armor Block In: Hey guys. Welcome back to
the next part of our series. Today, we're going to
continue with the block in of the hip armor that we
were just analyzing. You can see that right
now, our outliner here inside of ZBrush is a mess. I've been working
all day on this guy and there's so many tools. There's two ways to do this. We can close ZBrush
and open it up again, and then just reload the tool
that we're just working, which by the way make sure
to always save constantly. We don't want any,
what's the word? Tragedies. If you want to get
rid of all of these things, the only thing you
need to do is you need to go to each individual one, and just delete the sub
tool that's active. Just hit "Delete" there,
it's going to be replaced by just a normal sphere 3D. For instance, this
one right here, we can just hit say "Delete", hit "Okay", and that's going to be eliminating all
of these pieces. For instance, all of these
polymers 3Ds and stuff, this is just if you want
to keep things organized, but I do recommend cleaning up your stuff every
now and then. I'm going to go with a new form, so I'm going to go into, let's grab our PolyMesh3D cube, which is just the basic cube and we can use a little
bit of this see-through thing to get an idea of how this thing is
supposed to be looking. The main piece,
the centerpiece of this whole thing is going to
be, of course, the crystal. Let's rotate these
45-degree angles. Let's make it smaller. Let's reset the pivot
point. There we go. Don't move it because we're in the central line and it's important that we remain
in the central line. I'd rather just go back or out into like a Krita
and move this thing. Let's make this diamond
shape like that. Now, what I'm going to do
is of course I'm going to convert this into
a diamond shape. To do that, I am going
to go into ZModeler. Let's get rid of this
thing for just a second, the see-through thing and
let's move this face first. We could just scale
the whole thing, I just don't want this
thing to be super high. There we go. Then we're going
to go into QMesh, single poly and we're
just going to push this thing up. There we go. Then actually, no, before doing that,
let's insert first. We're going to insert
this single poly, there we go, like this. Now with my move brush
or my move tool, we're is going to move
this thing up like that to create the crystal shape,
probably about there. We're going to go into Face, Delete, delete that face. We're going to go into Edge, Collapse, Hole, and Close. That's it. We got our basic shape, that's the cornerstone
of everything. From this piece, as you can see, we're going to get this
diamond shape going out. I mainly am looking for
these two lower polygroups. I'm going to go into face, polygroup, and this
polygroup disguise. Let's do a different
color, like that pink. That's easy to
follow. There we go. Then we're going to use QMesh, of course, so QMesh, and we're going to go Polygroup All and we're going to
push this out like this. How far? Of course, it
will depend on the size, but that seems quite right. That's a really
good spacing there. I don't like these guys being all the way up
here to be honest. Since we're working with
very little polygons, one thing we could do is just
delete them and move them but I think we're going
to keep them for now. One thing we can do is we
can go into the Edge mode, go in to Move, and try to move these guys down. Make sure that symmetry is
turned on and there we go. That's a little bit too
much, just bring them up. Let's move this
out. There we go. Now, that's the basic shape. Now, we know that we're
going to have another one of these crystals down here, so we're going to have
to create another one. Then we have these wing things which we already know
how to do the wings. But before that, we have a little border
here on the inside, so we're going to go Edge. We're going to go Insert, and we're going to
insert an edge loop. Non-multiple edge loops,
we're going to do a single edge loop so
that we can decide where this and it's roughly about
there as you can see, that section there,
it looks good. Now we're going to probably
QMesh the whole polygroup, and then we're going to
go into QMesh and just push this out a little bit. I am tempted to go
into a bevel as well. So let's add some bevels. Going to add the
bubble, not everything, and let's do bevel. Actually complete, there we go. That line right there,
that line right there, definitely this one right here, a little bit bigger and
there's one on the back. There we go. That looks a lot closer to what
we're used to. The vertex here on the back, got-like screws, so
let's push them out. There we go. We're ready to convert this into
a workable geometry. I'm going to say geometry, crease, let's crease first. I'm going to CreaseAll
so all the edges are going to be creased and
then we're going to bevel, and of course, reduce the
bevel amount. There we go. When we do DynaMesh with
a high enough resolution, 500 and polish, maybe even higher like 1000, I hate when this happens, for some reason it resets. There we go. That's our
clean-looking hard surface shape. Thickness-wise, we're good, maybe a little bit too thick, so let's bring this down
and that looks good. Now if we take a look at
the see-through again, we have another crystal
and the little wings. For the crystal let's
just do it very quickly. I'm just going to say
append a new Polycube3D, which is the one
that we have here. This one we created a while ago, we're just recycling it. Let's do 45-degree angles. Let's reset the pivot point. Some more little
crystal which is going to go right about there. It's going to be the
base of the crystal. Let's go into ZModeler. We're going to go Insert. We insert this lineup. Let's turn on this thing. Let's turn this off
for just a second. Insert, there we go. We're going to go to Move this up to create a little
volume for the crystal, and that piece we're
going to delete. Delete that guy and
then on Edge mode, we have the Collapse,
Hold, click. There we go. This one, since, since we
don't have any other shapes, we don't really need to bevel. I'm just going to
leave it like that and eventually when we
3D printed, that's it. It's just going to be a nice and solid
object right there. Now, we're going to do
the trick for the wings. I'm going to say Append, and
we're going to append again our polycube3, just
like polymesh3. There we go. Make this bigger because it's going
to be like our compass. To use the Cut tool on, we're going to turn
this thing on. Maybe not that big,
roughly about there. I'm going to use my "Control Shift" and we're going
to go into KnifeCurve, we're going to cut half of it, and then we're going to cut
that little section right there and we'll lower
that for a curve. We're going to cut
these guys right there. Let's DynaMesh first. Let's polish in DynaMesh so we get a nice little
amount of geometry. Something like that I think
looks good, that's nice. Let's go through
our usual process. If you see, this we do have a nice polygroup right there, let's delete hidden
and now again, let's turn this on a
little bit. It's a four. We're going to say "Control
Shift" we're going to go to Slice Curve. It's one right there, two and three, four. That's it. Pretty cool. We are going to go, of course, to our polyloops, so we're going to
go to geometry. Edge loop here we're going
to panel loops this. We got double that's fine. Let's just go select Rect, and delete all of the
ones in the back. Let's Panel loop now
and there we go. That's what we want. It looks pretty nice, pretty clean. Let's Panel Loop. Maybe normal bevel and a
little bit more thickness. Now actually, let's
go to 0.01 thickness. That's fine. Let's just delete
these guys in the back. Delete hidden. Now, you can see that the top one has a little bit of an out thing. Since this is just the last one, we can actually use the
Knife Curve again and just straighten that
line. There we go. That's it. So now
just move this thing back and give it a little
bit of thickness as well. Let's reset the pivot
point to the center, and that's going to be our nice little effect right there. We can DynaMesh with
groups turned on, and of course, lets go to
other groups and DynaMesh. There we go. DynaMesh is fine, but we definitely want to get them a little
bit closer together. There we go. Yeah,
that looks good. Now we're going tom mirror
and weld, just like that. That's going to give us
both sides of the element, and that's the little
sketch we have right there. Let's just keep
moving. The next area or the next part is a little
hood that we have up here. It's tricky. It's tricky because it
seems like it's flat, but then the curve
that my friend added here throws me off for
a loop, literally. I'm not really sure what
that shape is, to be honest. It definitely seems to
be like a replica of this thing and I do
understand this upper part. Let's start with
the other pieces first and then we'll get back to that form after we
got the wings and stuff. These little triangles
right there, those are super
easy because we can just use the same
square technique that we've been
using, so "Append." Let's do another Polymers
3D. There we go. Rotate this 45 degrees,
reset the pivot point. Make this guy thin. Go into C modeler, just turn on poly frame. Let's insert. That's the border. However, the border, see
that line right there, it seems like it pushes up, so I'm going to
QMesh, polygroup all. Just push this up and I'm
going to go "Delete." We're going to delete
the edge loop complete, this one. There we go. That's a lot closer to the
shape that we're going for. They're definitely like
rhomboid, like this. Again, we don't need to give
them DynaMesh and stuff. Well, actually, we do need
to give them DynaMesh. I'm going explain why
in just a second. Well, no, actually,
no, we don't. I was thinking about
using the bend tool, but I don't think we
need the bend tool. Maybe we do need the bend tool
for this piece right here. For these guys and these guys, but not for these guys. This guy, I'm just
going to bevel. Like manually bevel,
like that line, that line and a little
bit of that line, maybe back here as
well and that's it. Because I know that
this one is going to live right here on the middle. It's going to be there. That's one of the shapes. Then I'm going to "Control Alt", "Duplicate" this one. It's
a little bit sharper. This one's going to be coming
from the bottom part here. On top of this we're
going to have, of course, the wings poking out as well. This's going to be one shape and then the wings
are going to be coming from the inside, they're already like at
the base of the wings, which is like a cube as well. This one's a little
bit above the sky. But it's underneath,
so this piece right here, it's
going to be there. Let's do one other group. Polygroups are the groups. Grab this guy, just
push back a little bit. That's it. Those are the
levels that we have here. Like one thing is on top and then the other things are going to be in the bottom. We're adding a little bit of
overlap there to help with the 3D printing thing and that's going to be the
wing, pretty much. Now again, since
this is are solid pieces like this three guys, we really don't need to bend them once we have
this thing bent, it's just about rotating them. That's why I'm not
duplicating them just yet. Because if we were to duplicate, it's going to be a little
bit difficult to rotate. But they are in a good position. I'm going to stop the
video right here, guys, because we're approaching
the 15-minute mark. In the next one, we're
going to work on this wing strips, similar to what we did here and the other shape that
we're still missing, so hang on tight
and I'll see you back on the next one. Bye bye.
43. Hip Armor Forms: Hey, guys. Welcome back to the next
part of our first series. Today, we're going to
continue with the hip armor, so let's go. This is where we left off. It's looking good. We have
the base of the wing. I do want to bevel this
thing to be honest, so I'm going to go here
and we're going to bevel the borders in both areas just to give it a
little bit of a nicer look. Now we're ready to create
the little wings here, and we're going to use our same strategy that
we've been using. Append, let's append
the new cube. It can be any cube. I know that I use the polymers
3D cube last time. Here, what I can do since everything is a single
polygroup, remember, that here instead of
the Polygroup section, we have this thing called
the Groups By Normals. Depending on where the faces are pointing, we're
going to get that. We can already just delete
the back faces because we know that this thing
works a little bit better, so let's increase
the resolution. The Polish DynaMesh. We get a really clean
edge right there. Let's scale this up. Let's put this back, and you can see
that it's a really straight and then curved effect, so that's what I'm going to do. I'm going to press "Control
Shift" and I-V curve, we're going to look here
and then we're going to go into a start. There we go. That creates
a nice curvature and, of course, delete all of
the upper part. That's it. Now, we can do what
we mentioned before, which is scrub this
guy, delete hidden, push this guy back, make sure that we don't
have any other faces, and we start with the
cutting of the slice. We're going to have
one slice right there, it's like a pizza, and then one more, and then one
last one there. We're going to go into Geometry, Panel Loops, and that's it. Sure it doesn't look
quite nice like that, so I'm just going to leave them like that because
they look really pretty. I am going to center the pivot point there and give them a little
bit more thickness. Again, try to get some overlaps. Overlaps help with the
3D printing process, and makes them look nice. There we go. That's the
main shapes right there. Now, we need to do the
upper part right here, this section right here. Again, I'm not really sure
what my friend intended here. I see like a round thing, so I'm going to do a little bit of a different
approach that way I can also teach you guys other methods here
instead of ZBrush, so I'm going to
sculpt this area. Of course, we're going
to turn on symmetry with the mop brush, we're going to start sculpting this thing in a
hard surfacey way. You can see that this
thing goes up like this, and then there's a cave in here right where
the word crystal lies. We're going to create the
hoof there for the gem. I do see the gem going inside, which gets a little bit
weird because we've been following certain shape language throughout the whole process, and now we're doing something
a little bit different. But it's okay. This also can add a little bit of
contrast to the whole thing, and the hips tend to be really round because of their glutes. Having a round
shape there helping us with the silhouette
might not be a bad idea. I am going to use my
knife brush here, knife curve, just get rid
of the back part like that. That's the first
section right there. Let's check the proportions. Now, from this section, as you can see that
the upper section is really straight, so again, I'm using
my knife brush here to really cut in there. I'm going to cut right
there. I know I'm going across the border and
geometry is not working, but if we do mirror and weld, we're going to get the
geometry. That works nicely. I do see a line, so I'm probably going to
increase the resolution here, Polish DynaMesh, and we're going to add that
line there under the sign. Let's DynaMesh again, definitely increase the
resolution a little bit more, there we go, and then
with a pinch brush, we can pinch that line to give a really nice
clean cut right there. This line over here, I want
to bevel it, to be honest. It's a little bit
sharp, so again, with my trim dynamic, we can create this
nice little thing. This is a little bit more
like traditional hard surface where you would sculpt things. Usually, if I was doing
this for production, I would go through a
re-topology face to recover and create a really nice transition
into the elements. But in this case, I think we're going to just
leave it like this. Here we go. It definitely adds some sort of interesting effect. From this section, that's
where we're going to get those little nice plates. I'm going to say append, and again, we're going
to append the cube. At the end of this, you
guys are going to be experts at using the panel lobes function because we've
been using it so much. Haven't we have
fun all this time? It's been quite a ride. Let's rotate to the other side. That's going to be my Canvas
right there. There we go. Polish hybrid solution DynaMesh, and then we're going to have
this curvature going up. I think I'm going to go with the shape language that
we've been using so far, where the upper part is
discovered like that, and that little triangle
there I think it helps. Then like that. Cool. Scale
this down a little bit less. Well, it really doesn't
matter because we're going to grab this face, delete hidden, makes sure
that we'd select rect, we also delete the back part, we only want the front
part Delete hidden, let's turn on polygraphs, Control shift where
you're going to go to our SliceCurve, and we have three. It's 1, 2, and 3. Simple. We go to Panel Loops. There we go. I like the shape. Let's just keep it like so. Increase the geometry or the thing that's a little bit more. We get some interesting
ugly pieces right there. They're
going to be overlapping. No, not that much of a bomb, but if we want to be clean about this, we can just cut that. That is it. Let's give it a
little bit more thickness. That's it. We're going to mirror in weld and that way we create
a nice little hit armor. It didn't take us that long. Again, the cool thing
about C version, pretty much every software
is if you know the tools, then it's relatively easy to create all of the things
that you can imagine. Hopefully, with all
of the techniques and tools that I've
been showing you, you're not going to
feel challenged by any things that you might see
on the constant and stuff. Now, before we bring
this into the character, I do want to give
it a little bit of twist like curvature, and to do that, I'm actually going to
go here to Gavalla, one of the much of Gavalla that we have, this
one right here. I would just need
the body, this one. We're going to go back
to our construction here. This one. I'm going to say
sub tool append. We're going to append
the body. There we go. I'm not going to
rotate the plate. I'm going to rotate
the body 90 degrees. We can actually just cut everything on the top because
we really don't need this, we only need this guy right
here. Let's go to the side. This is where the
armor is going to go. Now, in regards to size, I do think this is a little
bit small compared to our current size for Gavalla,
so here's the trick. I'm going to control-click
to mask this thing, and then I'm going to jump
to any of the other pieces. I'm going to click
this little icon right here and that's going
to scale everything. It's just like using
transpose master, but without actually going
into transpose master. Let's bring this up here. That looks a lot better,
that looks a lot nicer and closer to
what I would expect. Now, what I want to
do is I want to bend this centerpiece because
as you can see here, there's a little bit of a bend
and then from that bend is where we're going to have
these straight lines going into the body. How is that going
to work? Very easy. We're going to select the
main shape and we need to merge it with the
other shapes right here. Let's go to the first PMD, that's the crystal
and then this is the second crystal, that's fine. This is the third crystal
and not this one. This one is, let's push
them down. What's this? Let's push that down.
Let's go for this one. Let's push that up and let's grab these ones
and let's push them up, so it's 1, 2, 3, 4, 5 because these
ones are the wings. So it's these ones the
ones that we want. I'm just going to start
merging from this point down, so I'm going to say
merge down, okay. Merge down, okay. Merge down, okay, and that's it, so now all
of these shapes together. Then press "W", going to the little gizmo
here, bend arc, and if we go here and we use
this little green element, we can give it a
little bit curvature. I don't need to be super intense but just a
little bit of curvature, so it goes around the
leg a little bit like that. That's pretty good. Cool. Now, we're going
to go to these guys, we're going to reposition them. Let's turn this off so that
we're not moving all of the sub tools, and of course, I'm going to have to rotate them so they're going towards the center
of the character. Because as you can see, these
are going to be like the anchor points for the cloth. Let's go here. This one, I would definitely want
to merge them with these guys. There we go. Let's push the point down here. Let's push this back and rotate. This is like the armor. It might be a little bit of
uncomfortable to be honest, but it's a cool design, so we're going to keep it. That's it. That's
pretty much it. We can maybe push these guys again just to get
a little bit more overlap. Makes it a little bit
easier, makes them more resistant. There we go. Now both of these guys, since we're in the x-axis, even though the pelvis is not, we can just mirror and
weld and mirror and weld, and they're going to be going in the direction that they're
supposed to be going. Perfect. We grab this guy, we're going to say, delete. We're going to be
left with this thing and we're going to
say merge visible. This is going to combine
all of the sub tools into the nice hip armor right here that we're
going to be using. Now, here's one
cool little advice. Save this one as hip armor, pieces that are a
little bit more specialized like this one. I do recommend having a
backup in case you want to modify certain elements
or pieces or whatever, and yeah, now it's
just a matter of going here to Gavalla, say append then merge element, and we should actually be
really close to the proportion. Let's move this to the side. Again, the trick here is we
want to place this things in such a way that they look cool and that they follow
the shape of the character. For instance, this
one right here, it's going to go right there. Look at that, beautiful. A little bit of overlap, which is super helpful. Need to modify things
here a little bit. Maybe push them a
little further out. There we go. That looks good. Perfect. Look at that
beautiful armor. Oh my God. She is
looking amazing. I always find it really inspiring when
you're finishing a piece and everything
just comes together. Because when I saw
the concept and I loved it, I was like, ****, I'm not sure if I'm
going to be able to really create something amazing, but this thing is looking great. I'm really happy with how
this thing is turning out. Let's duplicate this
thing and let's just rotate this and position
it on the other leg. Now this one should be a
little bit higher because the leg is supposed to be
on this contrapposto shape. I will expect to see this guy a little bit higher. That's it. Amazing. It could render here. Yeah, that looks really good. Now we're just making the
skirt. This one right here. She has a skirt on the
front and on the back. On the posts of the
skirts are flying like this skirt is flying to
the side and to the front, like here, to the silhouette and the other ones flying
to the other side. We're going to see how we manage to incorporate
those aside. But as you can see, nothing
is really collapsing in a weird way or anything
and she looks really cool. Yeah, that's it for now, guys. I'm going to stop
the video right now and in the next
one we're going to continue with the skirt, so hang on tight
and I'll see you back on the next video. Bye bye.
44. Making Skirt: Hey, guys. Welcome to the
next part of our series. Today we're going to
continue with the skirt of Kabbalah so let's get to it. I'm really happy with
how she's looking. I think it's looking quite nice, and now we're going
to add the skirt. She has this skirt
going on the front and along big skirt
going on the back. We're going to be using
some of the dynamic features inside of ZBrush. These are relatively new to simulate the cloth in
a really nice way. Now, technically, these hip armors that
we have right here are the ones that are
pushing the skirt. I'm actually going to push this skirt a little bit higher, just that bit higher. I get to be careful there with the overlaps because the skirt is going to be hanging
from this section and I do want to cover a little
bit of the underwear. We don't want to be censored
or anything later on. In the concept, my friend had these things hanging from one
of the triangles sections. But I'm actually going
to have probably hung them a little bit higher from this upper section so that they cover just a
little bit more. How does this work? Well, we're going to use a
plane in this case. I'm going to hit "Subtool"
and append a plane. The reason why we
want a plane is cloth is really heavy or
really difficult to simulate. It is always advised that we use a simple geometry to
generate the cloth. First, I'm going to do a little bit of just
traditional move tools and stuff to get this
thing as close as possible to where I would imagine this thing
to be coming from. As you can see this one, this corner [NOISE] is going
to be coming from this side. I apologize for my
dog. His name is Thor. He's a big Bernese Mountain Dog and I know why he's going crazy. Let's push all of this there behind the skirt or
behind the armor. There we go. Then in the
concept or in the final pose, this skirt is being raised because there's
heat coming from beneath, so air gets a little
bit light and stuff. I'm just going to again
use my move brush to push this thing
up into the side. This is important
because we do want to see a little bit of the
armors that we just did. There we go.
Something like this. Now, this is going to
be a little bit heavy. Make sure to save before starting this because
we have a lot of geometry and technically we don't need
all of the geometry, we could hide a lot of stuff, but I'm just going to keep
it and see how it works. We're going to go to
Dynamics and we're going to select this option
called CollisionVolume. CollisionVolume will calculate the collision volume
of the object. Make sure to set the
inflate to zero. Inflate is set to zero and we recalculate the volume
and it's going to calculate anything
that's not selected. Now, if I were to set Dynamics
and just Run Simulation, the cloth is just going to fall. It's going to fall and it's going to look like cloth which is pretty cool, but
it's not what we want. First of all, I'm
going to grab my brush and I'm going to mask the
corners here on the cloth. I'm going to click and soften that mask so that's
not as intense. Now when I do Dynamics, if I hit Run Simulation, it should try to keep it there. Let's get them a
little bit darker. Dynamics, Run Simulation,
and there we go. The thing falls
like normal cloth. Now, I don't want this thing
to fold super heavily. I'm actually going
to turn on an option here that's called Liquify. Liquify will make it
seem like there's water on the element. I'm also going to increase
the simulation iterations. I'm going to reduce the gravity
to something like a two. It's going to go a lot slower, but it's going to make
it a nicer effect. Look at that. See how
we get that nice pull. Let's go back to
Dynamics and let's bring the gravity strength to 0.5. Let's increase the
simulation even more. There we go. That's
what I want I see. Those are the wrinkles that are really difficult
to get manually, so having this thing
work is really nice. Now that we have this, we're not going to
simulate anymore but we're going to use some of the cloth brushes such as the cloth move that
we have right here, that's going to allow us to move this cloth in a
more dynamic way. As you can see, it
wrinkles up and it collapses on itself. Now, if I see that there's
a little bit too much, we're going to simplify
it, of course, we don't want to have
a lot of wrinkles, but we do want to
have some wrinkles going back and forth. I guess as it flares out
we're going to do this. Remember we're always
looking at dynamism. We want to pose in the cloth and everything to look
really dynamic. In this case, this is the
stuff that we're going for, like that. Let' push that in. Now, some of you might
be wondering, well, are we supposed to have thickness when
working with cloth? The answer is yes.
We need thickness. We can't leave the
cloth just like this because it's not going to work. Let's just push this.
As you can see we're creating another nice
S curve right here. Every single thing
is an S curve. That's amazing. We're
going to go into Geometry. We're going to say
Dynamics Subdivision, we're going to turn this on
and it's going to give us a soft preview which
is really good. But we also want to turn on Thickness and we definitely want to add a little
bit of things. It's not that much, that's
a little bit too much. But we definitely want to
leave with a thickness. You never want to have something like cloth
not have thickness, especially in 3D
printing because it just doesn't work. There we go. Now that we're ready, we can just hit "Apply"
over here and we're no longer in Dynamics so we can start fixing some of the
elements right here. I'm going to use my
move brush and this is just going to be
traditional modeling. I'm just going to push this in, push that in, push that in, lower that. See that bundle of
cloth right there? Push it in. I'm already thinking about how we're
going to be organizing the cuts for 3D printing. If you have a big
enough 3D printer, you can print everything
in a single piece. But usually, people like myself, we have small 3D printers. Well, not so small but
just a little bit more minimal or smaller print areas and that means that we need to divide this
a couple of times. Probably the way
we're going to be doing this is we're
going to have the torso and probably
the hands as one piece, the legs as another piece, and then the head and the
hair as another piece. It's probably going to be
three pieces for the printer. Now, I'm going to use my
clay buildup here with a round brush and you can start adding a
little bit more life to some of the wrinkles. Since we already have a
little bit of a guide, because we did the dynamics, it's a little bit easier
to just push some of them to get them a
little bit extra life. We can even use the
Damian Standard, that's another really
good brush for clothes , and that's it. Let's throw in a quick
smooth everywhere. We'll still keep in the
thickness but we're fixing some of the
areas that are a little bit funky,
and that's it. Cloth you don't need to
worry too much about. What I mean by this is of
course make it look nice but since it's very
flowy and stuff, people are usually
very forgiving. It's not like someone's
going to say oh, the wrinkles there
don't look realistic. As long as it looks nice,
we're in a good position. That looks pretty
nice I would say. There's a level of a
problem here it's getting a little bit too soft. I'm going to use a
little bit of Inflate. We don't want walls
to be way too thin. We always want there to be
enough thickness. That's it. Now, technically if
you want to clean this border a little bit,
we could also do that. Now, she's supposed to be
coming not from the dead, but she's supposed to
be not super nice. We can go for instance
with clay buildup and add a little bit
of jaggedy edges. I'm going to give it a couple of subdivision levels, Control D, Control D to add
subdivision levels to the thing so we can
sculpt these things. It's like a torn cloth, just a couple of
details here and there just to add a little
bit of visual interest. We're also going to
do that detailing on the bandages later on. There we go. That's
the front skirt. Now, I'm always again
looking for silhouette. Trying to get that nice S-shape. It looks nice on the front, I really like it on the back, even on the back looks nice. We can maybe push this
a little bit more. See that nice shape? Those are the little details. It might take a little
bit extra time, and I know we might
be already really desperate to jump into 3D printing but it's
part of the process. There we go. That's
the front skirt. I'm going to stop the video
right here guys and in the next one we're going
to do the back skirt and we're pretty
much going to be done with the back skirt. That's the last
detail that we're missing from a Kabbalah here on the 3D sculpt and we can start on the base.
The base is important. I want to finish all
of the sculpting before we jump into 3D printing, just so that we don't have
to go back and fix anything. At this point, if you're
still following along, make sure to get all
the way to this point. Don't let any other
area be abandoned if you are still missing the bandages or the
hair or something. Just stop the videos for
a while, go and do it, make sure you get it as close as possible, and then continue. Because sometimes
when we abandon things and then try to
come back to them later, motivation is just not there. Try to get a little bit more disciplined in that
regards and make sure you finish something before you jump onto
the next thing. That's it for now
guys, I'll see you back on the next one. Bye-bye.
45. Back Skirt: Hey guys, welcome back to our
next part for our series. Today we're going to continue
with the back skirt. It's just the final part,
the last part before we jump onto the base
and after that, finally, we get to
3D printing this. The way we're going
to do this in a very similar way to how
we did the front one, so we're going to
append a new plane, append a plane 3D. There we go. We're going to grab
this guy, make sure to turn on the split properties double so we can see them both sides and we're going to move it to
the backside here. Now, again, in a
very similar fashion to how we did the initial one, we're going to be using a little bit of more
brush and stuff first. Then we're just going to use our dynamics to get
a little more flow. [NOISE] You can see here on the concept that this thing is supposed to be flowing back. Like creating a curve
going up again. We can think about the
wind and stuff like that or why this
thing is pushing up, so that's what we're going to do and going to
say bmv to go into move brush and
we're just going to start like pushing the
main shapes right here. I'm going to go with a really, really big brush
and start creating this like nice effect
down here of this thing. I wanted to bundle up
the other way around, so I'm going to go
like this corner right here and try to push it up. Again, we don't want to
contaminate the silhouette. We want to support the slow. We wanted this thing
to look and feel like it's part of the whole
body of the whole process. That's why we're
being very careful in getting this thing where it's supposed
to be. There we go. That tushy, of course, it's going to be giving
us some volume here. Let's make sure that
we're pushing it out. But we do want the corners to
be inside of the hip armor. It's holding most of the cloth, so all of these points,
let's get them here. A good alternative.
There's this software called [inaudible] Designer and it's also a good
alternative because that one will give you a
realistic clothing as well. But in this case, the dynamics change inside of
ZBrush are not bad. That's pushing this in, tucking it in and here, since we do want to see a
little bit of the underwear, we're going to
move this thing to the side mainly because I wanted us to have a
nice curve shape to it. There we go. This back skirt is bigger than the front skirt. This one is like
thin and this one's a little bit thicker and that we can actually flare
it out a little bit here on the outside as well. Again, we always wanted this to be pushing towards something. I'm going to mask, Let's
go back to mask pen. We're going to mask the
corner there and the corner here and we're going to go into dynamics, recalculate
the volume. Dynamics. Everything
should be fine. Just run the simulation. [NOISE] As you can see, this thing is going
to be falling down and it looks like it's falling
into water, which is fine. Just stop this and that's it. We have a nice little
simulation right there. I'm going to use
my move brush here again to work on the skirt
little more because again, we always want to
have a nice read on the silhouette
from every point, so we see it from the back. If we see it from the front, doesn't really matter where
we're seeing it from, we want this thing
to read nicely. So that curve right
there, amazing. It supports the
shape of the foot really well and it
gives us this very, very nice effect.
Yeah, I like it. Cool. Now we're going
to go into a geometry, then that makes up this and we're going to give it a little
bit of thickness as well. A little bit more. There we go. [NOISE] We're
going to hit "Apply". As we've mentioned before,
this is just traditional, normal sculpting process. We're just going
to start pushing the borders in so we don't
have as much overlap. Overlap's fine, as
we've mentioned before but we went hide all
of this overlay. Like we want to make
sure that it looks like this cloth is coming from underneath this
section right there. Now, we can actually add a
couple of extra wrinkles. Usually when you
have a tension point like this guy's right here, you're going to see
the like curvatures, arcs going into the cloth. Again, just using
what we already have, we're just going to add a
little bit more detail. Some at the south. Another one over here. Yeah, I was just scared that that wasn't
going to happen. What's happening here is the backface masking of the brushes. Make sure you go to brush. Then down here into auto masking and you turn
on backface masking so that we're not actually pulling or pushing geometry from behind
the cloth right there. I do recommend
adding a little bit of a folds down here as well. Folds are really,
really fun to paint on miniatures and on sculptures, because you can
very easily place some highlights
and stuff in them, so don't neglect them. Just soft folds. There we go and that's it. Gal Valla is ready. Our sculpture is looking
really, really nice. I really like the overall
feel and look of it. These two right here,
we can now delete it. We no longer need it, or we can save it
on another piece. It's a simple shape, so I'm not too concerned
about that one. Yeah, there we go. Let's
select the face so that everything
else is selected. Let's bring this to the
other side of the screen. Well, congratulations guys. If you've made it
this far and you're done in the same way as I am, then you have a really,
really nice sculpture. This is a great piece by the way for your portfolio as well. May just showing that you can sculpt at this
level is going to open doors for you that are going to be amazing
opportunities. But now we're going
to treat the printed. Now comes the second
part of this course, the technical aspects of it. Well, we still need to finish, of course, the hand and stuff. But the main character,
which is the centerpiece of the whole project,
it's completely done. Let's take a quick look at
the flat colors so we can see the silhouette and look at that
interesting silhouette, those tangents, those
negative spaces, like all of that complexity, that's what makes a
character pop when you're seeing it from afar. Because usually when you enter a room and you'll
see like a statue, like this is a
silhouette that you're going to see and it looks
really interesting, so you approach it and you'll
see more and more stuff. Your brain starts
registering more of the details and
eventually you get to appreciate every single
detail that went into it to create
this amazing piece. Yeah, that's it
for this one guys, we're finished with Chapter 4. We're going to jump
onto Chapter 5. We're going to be taking
a look at the base. Hang on tight and
I'll see you back on the next one. Bye bye.
46. Making the Base: Hey guys, welcome back to
the next part of our series. Today we're going to
start with Chapter 5, and we're going to start
working on the base. This is the final result
that we have with Gavala 45 sub tools, definitely need some
clean up there to make sure it's a little bit more organized, but it's fine. We're going to
clean everything up before we jump into 3D printing. But right now, we
do need to have a base of Gavala to work with. We're not going to be working
with 10 million polygons, which is what we have
right now with Gavala, we're going to do something
a little bit different. I'm going to go to sub-tools, and I'm going to say
merchant visible. This is going to combine
Gavala into this, which is everything
just as a single mesh. I'm not sure why we have
those lack elements, is a little bit weird. Maybe it's like a
color or something. I'm just going to say MRGB
and say color fill object. There we go, it was
just like a color. Cool. We want to simplify this character into a
more volume right now, and one thing we could do is we can just try and
decimate everything, but we really don't need to. What they're going
to do is I'm just going to have a, let's say, a relatively high
sub-division level here and then just
DynaMesh everything. Right now what's going to happen is everything is going to be pasted into a single objects. See this right here and yes, this looks super, super ugly. But the only thing
that we need right now is we just need
the shape of Gavala, to be able to create the base around here so this
is more than enough. Remember this is not going
to be the final result. This is just to keep
the performance of Z-brush a little bit better, so that we don't have
to be loading in all of the millions of polygons that we have for the whole character. Now that we have her, we need to take a look at
pure ref real quick, and just a check how
the images of course. Let's load our recent seen, there we go, and then we
take a look at the base. You guys are going
to see that we have a hand iconic hand bandages. Like all of these thick bandage is going up giving
support to the base, and then there's like
fire going towards her. It's three main
elements, the fire, the hands and the advantages. But they should be
sitting in some base. Now, if we take a look at this, the height that
we're going to have, it's going to be relatively close to what we have
right now with Gavala. What we're going
to do here, well, I'm going to do here
is I'm going to go into my light box, and if we go into the Z-spheres, I do believe we have a, hence the Z-sphere that
we can use as a base. Let's see in the mannequin, I do believe, there we go. We have this human hand ZPR. The only problem with this
is this is a ZPR projects, so what we have right now
is going to get lost. I'm going to save this a tool, this guy volatile, as let's go here to see tools. Let's call this
MERGED_GAVALANOTCLEAN. There we go. We're going
to open the human hand. I'm going to say no and since the project is going to
change, everything changes. Before we import Gavala, I want to use this hand
and just rotate it, so that we can get everything
to look the way we want. I'm going to hit R, and we're going to
go to this cell 2, actually let's just rotate the camera so it's going
to be a lot easier. I'm going to hit here R, and just rotate this, this is roughly the inclination. Let's grab this guy, and rotate. It sounds like it's not letting
me rotate the whole hand. No problem, we're going
to rotate the bones. This term is going
to be on this side. This one's going to
be on this side. This one's going to
be on this side. This one's going to
be on this side, and then this one's going
to be on this side. Probably going to have to push this one a little bit
more, same for this one. We want to create a flat surface where Gavala is
going to be sitting. That's going to be
the flat surface, and then of course, we're going to grab the bones and we're
going to close them, in a very similar way to how
we closed Gavala of bones. It's really weird that
it's doing this rotation. Trying to keep this on that
camera based rotation. There we go, now remember the index finger
doesn't rotate as much. I think this one should
go a little bit lower, and this one a
little bit higher, and then this one let's
bring it closer there. There we go, and this is
just the pinky fingers. Let's really push him down. There we go, so it looks
a little bit weird. Let's start fixing a little bit. It's all about posting,
we're posting this and of course it's going to save
us quite a bit of time, because instead
of having to wait until are just like
do it from scratch, we're going to be
able to save us quite a bit of a process. There we go. That's the hand. Maybe the thumb is to come a little bit closer, like this. Now, if we go down
here to adaptive skin, similar to how we
did all the way back at the beginning
and we preview, this is the skin that
we're going to get it. As you can see, we're
already getting the nice divisions of the
fingers and everything. The proportions I
know are going to be working fine. There we go. That's all we need, I'm
just going to hit and make adaptive skin, and this is the hand. Now of course, this is like rotate it the
other way around. No worries, we're just going
to rotate it like this, 180 degrees, and like this, we need to decide that how
Gavala is going to be. Let's load tool very quickly. There we go. This is the
proper Gavala like position. Let's append, and we're going
to append the skin hat. Now we're of course going
to scale this hand, and we start finding the
proper proportion for her. It's probably going to
be a little bit bigger, because we want the skull
to be inside of the helmet. I don't want the
hand to be super big though because the
bigger the hand, the smaller the sculptor
has got to be thinking about this 15 centimeters
that we've been mentioning, or 18 centimeters,
That's the height, so if the hand is like super, super big, then yes, we're going to have like
a super humongous hand, but she's going to be only
like five centimeters. However, if we make this really, really small like this, that means that she's going
to be like really big. We're going to be able to
appreciate more of her details. Again, I know that
in the concept, the hands a little bit bigger, but I think I'm going to go
with something like this. Now on the concept, the hands, it's grabbing her like
this from the side. Which doesn't look
bad, to be honest. I'm not completely against. I'm watching the silhouette
and seeing what works best. This silhouette
also looks really, really nice, especially
from the side. Like see how we can complete
this circle around here. Really like this
site silhouette, to be honest,
something like this. Now, the hands should
be coming from the floor, something like this. I really like this post. Maybe like rotate this
around a little bit, so we don't touch the cape. Center the handle a little
bit more. That looks good. We're not touching anything. Forms are flowing. I think I'm going to go
with this pose right here. The hand coming from the front. This also gives us
a nice balance. Her weight is going
to be pushing down and that's going to
go through this area. Because another thing
we could do is we can rotate the hand like this, but then we're blocking a lot of the stuff
from her, right? So we want to see her
in all of her splendor. All of the details that we
sculpted and everything, we wanted them to be visible. That way, this open front
area and side area. Side areas are going to be super clean and the back areas are going to be a
little bit more dirty, but they should be
perfectly fine. There we go. That's going to
be the position of the hand. Now for the base, I'm going
to append a cylinder, because we do need
some sort of base. Let's turn off
perspective. Here we go. I don't want the base
to be super big, but we do need a little
bit of surface here. Now, here's one thing. I hate printing bases
because they waste a lot of resin and they're nothing more than
just a flat surface. Even though I am adding a little bit of a
base right here, I'm probably going to be buying just a simple wooden base and pasting or gluing
everything on top of it. It could be metal, it could
even be like a block, like a square of wood. There's so many bases
that we can use. Yes, I'm going to add
this base because we need to find where we're going
to be cutting everything, but we're not going to
be using it later on. Something like this, I
think is working fine. That's going to be
roughly the size. Again, I'm looking for this triangle shape
and it should have a nice enough big base on the bottom part so that it supports all of the weight
and it doesn't topple over. That's going to be
my basic of base. Then we have the fire. The fire is a really
important thing, so I'm going to append a
sphere and we're going to just sketch up how we imagine this fire to be
coming from the ground. Since this hand needs a little
bit of support back here, I'm going to say that
most of the fire is going to be coming
from the back here. Now very important. Her leg, and we've talked
about this before, all of the support is going
to be coming from her leg. Her leg is going to be pretty much touching this
thing right here. One of the best ways I can
explain this to you guys, let me go real quick
here, David Michelangelo. Michelangelo's David is
a massive sculpture. If you guys ever have the
chance to go and see it, I strongly recommend it. It's an amazing experience. There's a tour actually it
goes around the world with a really good replica. If you see this, there's a lot of marble up here. A lot of mass, a lot of volume, a lot of weight and what a lot of sculptures
do is they add these supports so that
there's not a lot of pressure on the points and that they flow a
little bit better. Here what we can do
is we can create this fire that's going
to go across her leg, supporting her, with a little
bit of overlap of course. That way, the main shape, everything here, is going to be supported
on top of this fire. This is the actual thing
that's supporting everything. Now, we can also tuck in the cape so that it
touches something else. But I think this fire right
here that we're adding, something like that, should
be more than enough. For some reason this
is not a polymesh 3D. That's really weird.
I'm not sure why this things are
not polymesh 3Ds. Make polymesh 3D,
that's really weird. Let's do something
here real quick. I'm going to say merge visible. There we go. Then
make polymesh 3D. Then we're going
to go polygroups, other groups and then
we're going to go sub tool and split, group split. There we go. Now we can keep on working with
DynaMesh and stuff. For some reason the skin
was not behaving properly. That's really weird. It's
still not a polymesh 3D. Wow. Why? I guess we're going to have
to do this manually. Let's select this guy, make polymesh 3D and this guy, and make polymesh 3D. Let's go to this PM 3D
and just start appending, like the hand, append. Append the fire and
append the gavala. There we go. Wow, what the **** is going on here? It's really weird.
It seems like I lost my configuration mainly. It's weird. That's weird. Just Preferences,
Config, Load UI. Where is my UI? I hate this. Well, whatever.
Let's just go here. I'll fix that in the next video. Again, this is going to be the support that
we're going to get. So all of this area, are going to be holding my feet. Now this is important, since we want this
to be like fire. I'm going to use my
snake hook here. I didn't even have
sculptures turned on. It's really weird. We're eventually going to
have to create a division here on the fire because we're not going
to print everything. As we've mentioned before,
we're probably going to divide the character here
at the waist level. This is going to be
like one section of the element and then from here, we're going to have
another section of fire. The fire and the hand are going to be coming from that side. Let's just move brush, and again, just think
about silhouettes. How do we want this
thing to look? Let's bring the fire in, and I want the fire to be
coming this like spirally way, rising up, creating this pillar. I do want to flare out a
little bit on the base here. There we go. May be
something like this works. We're probably going have to
divide the fingers as well. Each individual finger is
going to be a different piece, and then we're going to have
that thing right there. The last part that we need are the bandages and
for the bandages, I am going to be using zspheres, because if we take
a look at PureRef, you are going to see that, yes, we do have some bandages
that go on the hand. Where is PureRef?
Sorry, it's over here. We do have some bandages
go on the hand itself. Actually the hand has
this armor piece as well. But there's these bandages. Some of the bandages are
coming from the ground and going into the thing itself. That's what's going to make
the whole thing really pop. I'm going to grab
this guy right here and let's insert a
couple of base meshes. Actually, you know
what guys? I'm going to stop the video right here. Let's call this
Gavala_Base, hit Save. Let me fix my UI and
in the next one, we'll continue working
on the shapes. Hang on tight, and
I'll see you back on the next one. Bye-bye.
47. Bandages Base Forms: Hey, guys. Welcome back to
the next part of our series. Today, we're going
to continue with the bandages of the base. Let's get to it. This
is where we left off. It was just my UI that
was not working properly. You probably already
know this by now, but I will be saving my UI in case you want to use
it on your Ztools folder. Let's custom interface. I'm going to call this NT. Hit "Save". Here we go. In case you want to
load the UI and have it exactly like I do
just check that file. I probably have mentioned this earlier in the
videos, of course. Now, the bandages. For the bandages, we're
actually going to be using a ZSphere. I'm going to insert a
ZSphere right here and then I'm going to
select the ZSphere. I'm going to move it down. What we're going
to do, let's scale this down a little bit. Move it, and we're
going to start drawing. We're going to create the
shapes of the bandages. The bandage right here, one of them, for
instance, goes across. I'm going to go Q again,
draw another one, and then it goes to
this section right here and then another one. Here, we can't probably use the fire to hide
some of the fact here. I want to go here and then go across
some of those fingers, for instance, with a little
bit of overlap, that's fine. That's going to be
one of the bandages going into the character. Then we're going to say, of course, make skin,
so adaptive skin. Make adaptive skin and
we're going to go subtool, append and we're going to
append that dynamic skin. We're going to be
sculpting from there. We're going to go
back to a ZSpheres and then we're
going to move them. They're going in a
different direction. I still want them to follow
this direction spiral effect. This one's going to go
probably about there. At that point, it's just
going to blend with the rest of the elements
so something like this. Again skin, make adaptive skin. Go to subtool, append, and we append that new skin. Then these ZSpheres, you can keep or you can
delete. That's fine. I'm going to go for these
ones, for instance, trim dynamic and I'm just
going to start flattening them to create the
bandage effect, just a base mesh, just an indication of how this thing
is going to be working. There we go. Because
the important thing about these bandages is they're
coming from the ground, so they're keeping the hand
restrained if you wish. That's the effect
that we're going for. Now, we do need to
be careful about the volume of
printing because I'm not sure if I'm going to
be able to print all of these pieces in one go. Let me isolate this. Here, I do want to have a
little bit of emptiness. For instance, this back
part here on the bandage, I'm going to start
flattening all of this area. It's more like a square bandage. Even if it's thick, I don't
really care if it's thick, but we do want this
to be squarish. What this squarish
effect is going to give us is we're
going to have some empty spaces like those crevices from where the fire is going
to be being burned. Now let's go to the hand. Let's isolate that real quick. Before we do any
sculpting or anything, let's do the bandages that we
would expect to have here. I'm going to use the same
trick that we've used before. I'm going to use my MaskLasso. Let's mask all of this area
right here and just extract. Extract with a thickness
of zero, extract, accept. There we go. Now let's
create some bandages. Well, let's ZRemesh first. This was good
geometry, ZRemesher, ZRemesh. Let's do half. There we go. We're going
to use our SliceCurve. I want one line that goes
through the fingers like that, a little bit shorter,
something like this. Then I see that there's
one that goes through the thumb like this, then probably another one there. Let's just do another
one there and another one right
there. There we go. We're probably not going
to be using all of them, but just it's good
to have the option. Panel loops definitely
a little bit thicker. Probably a little bit more, probably a little bit
less. That's good. We're just going deisolate
this, and there we go. Now we can play around. Let's go into polygroups, auto groups and let's
use our move topology. For instance, this
one right here. I really liked this effect of this little thin effect there. We can play around
with this one that we already have, this one. Let's push it up on top of it. Then this one looks
to be going in this direction so we're going to hide it
underneath this one. I really liked that one, but I'm not sure if we're
going to really need it. Let's move topological again
and play a little bit. What I want to play the most
with is these empty spaces. The bandages, for
instance, here, maybe might hide the connection
of that bandage inside this other loop or maybe this one right here. I'm just going to
delete that one. SelectLasso. Maybe that
one we don't need, so I just del hidden. I do like that pink one. This blue one is fine. I like a little bit of
a bandage right there. It's not bad. Maybe
I bring this one. Now, I like going like that, and then let's use this
other one to go over them and create this
interweaving effect, train dynamic to flatten them. Let's turn this
off. There we go. Now, of course,
we need to sculpt the hand to make sure it looks as nice as
possible and then we get a better idea of how
this whole thing is looking. But I really like this effect that we're
getting right now. I like it, looks really good. There's this extra one,
that one right there. I don't like that one so
let's delete that one. Let's push these guys
closer because I do want to see skin and I want
to see the fire, so it's a combination of a
lot of things going on here. This probably going to
be the biggest part. Again, we need to
think about the way to properly split it if it
doesn't fit our printer, but I think we can manage. I do think we can
fit it on the plate. It's going to be tricky.
[LAUGHTER] I'm not going to lie. That's pretty much it. Now, I want to do a
quick test right now. I know we're not done yet
with the whole thing, but I just want to give it
a shot to get a rough idea of how this thing
is going to look once it's printed
in regards to size. What I'm going to do here is I'm going to do a MergeVisible. We shouldn't have a lot
of polygons right now. We're at half a million polygons so I think we can decimate. Let's go Zplugin,
decimation master, and let's just try to go to 150 k. Let's see
if we can get it. It worked. I export this. I'm going to export
this on the desktop, I'm not going to include
this on the files. It's not necessary, it's just a quick test
that I want to do. Let's call this DecimateTest. There we go. I'm going
to open Chitubox. Chitubox is the app that we're eventually
going to be using for all of the setup
for our 3D printing. This right here, this is the
base plate off my printer, which is the Marsh 3. We'll talk about this
in more in-depth. But right now, I just want to see the size of this thing
because as you can see now, the size or the scale
is completely off. This is one millimeter. I'm going to go to scale. You can see that right now
it says that on the y-axis, which is the tall axis, we are measuring 9.93
millimeters and we said that we want 18 centimeters so we're
going to go 180 right here. I'm going to say
that one. It fits. It is going to fit barely,
but it is going to fit. Let's rotate this to minus 270. Technically, if we're
going to be printing an 18-millimeter statue,
it almost fits this. As you can see, we barely feel like we took away the element. We could even try and
print it in a single go. I just wanted you guys
to see a reference. Let me show you here. I have this animator armor. This is what a normal D&D miniature
measures, as you can see there. This is about 30 millimeters and this one is going
to be quite big. I'm happy because that means
that, yes, we can fit it. I actually will like to increase the scale
a little bit more. Let's try 25. At 25 if I can fit the
hand and the base into 25, then we're good to look at that. Perfect. There's going
to be a lot of resin, but we can actually make
sure that this thing measures almost 25
centimeters in height. It's going to be a
really cool statue. In my case, my printer will be able to fit the
hand and everything. Hopefully, we going
to be able to get all the way to this point
and print it on a big size. But otherwise, even if you were doing this for miniatures, if you want this
miniature to be 10 millimeters closer to D&D game, this would be the size. As you can see, that's
like a normal human, so she's a little bit
taller, but it works. Let me show you another
one. This is by another artist called
Artisan Guild. They have some like humans. For instance, this
girl right here. There we go. These are the actual supports
of the character. You can see that's the
normal, heroic size. We'll have to scale this down to probably 80 centimeters for
her to be close in size. The proportions on these
ones are, of course, even more stylized,
more cartoonish. We're going for a very
nice realistic proportion. Everything seems to
be working fine. I'm going to stop the
video right here, guys, and then now we're
going to jump onto the sculpting side of things. We need to sculpt the hands, we need to sculpt
the flames, we need to sculpt the bandages. I would say probably two more hours of sculpting at the speed that
we've been sculpting so far. Hang on tight, and
I'll see you back on the next one. Bye-bye.
48. Hand Primary Forms: Hi guys, welcome back to the
next part of our series. Today, we're going
to start with the base shapes for our hand. But there's one thing that I want to do before we do that. I realized when we're
doing the tests that I still think that
the hand is getting a little bit too much attention and I want the
figure to be bigger. If this is going to
be the total height, I want the figure to take
most of that height. What we're going to do is we're going to
go to the figure. We're going to mask it out, we're going to go to any
other piece like the hand, for instance, remove that mask, hit "R", and select
this guy right here. We're just going to scale
this down a little bit more. That way if we print this
at a really high size, we're going to get a very
nice effect overall. We can even rotate this
a little bit there. We'll still hogging
the foot right there. That way, again from the 18 centimeters that
we're going to get, the figure is going to
get the most out of it. Because even though
the hand is important, we don't want the hand
to take away all of the work that we
did on the figure. In this case, we are
deciding that we want the figure to have
the stellar effect. Going to inflate the flame
here around the foot. Even if we need to maybe
cover some of the foot there and see the rest of
the foot over here, that's fine because we
definitely need the support. Now that the hand is
going to be smaller, we definitely need more
support on the figure. Let's just quickly tweak that there. Let's
go on the hand. The cool thing is, this hand is really close to what
we're looking for. It's this like a bony,
evil-looking hand. We need to add the claws,
which it's missing. Right now, these
are the phalanges. We need to add the claws. I'm going to do
those real quick. I'm going to grab the cylinder,
make the polymers 3D, and let's quickly
sculpt the claw. I'm going to rotate this around, make it a little bit
longer like this. I'm going to use my
trim dynamic too, it's DynaMesh, turn on symmetry. Actually did the wrong
side. There we go. So that's the front. Rotate
this around, DynaMesh. We're going to trim dynamic
this thing to create the round effect of the
claw and then like this. Let's just move brush
and just push this. There, it now looks like
a tongue. That's fine. Just big brush, big
move brush right here. Trim dynamic again and
we're just going to start giving it the chunky
sharp effect. There we go. We can keep it
quite pointy, that's fine. Let's add a little
bit of volume here. I do like babbling the
border of the claw. I'm going to hit "R", scale this down so it's more
like claw-shaped. Use our move brush and just fix the claw
there a little bit. Trim dynamic again,
flatten this out, get rid of all of the
lines from the cylinder. Since we're going to
be repeating this, it might be a good idea to already detail
this a little bit. We can add just like
some lines right here. I'm just following the
general shape of the element, and then trim dynamic just flatten some
of those details so they're not as repetitive. There we go. That's it. We go back to the hand. Actually, let's make a brush. I'm going to go here, just "B", "Create InsertMesh",
"New". That's it. So we go to the hand and we're going to insert
this guy right here. That's going to be one claw. Make it smaller, get it
where it's supposed to go. Let's get rid of that one. That looks good. Then
draw another one. Let's rotate this.
Get it in there. That looks good as well. Mainly focusing
on the direction. Let's go for the next one. A little bigger. We're going to add a little
bit of volume there, of course, to those fingers. Let's go for the next one. The cool thing about the
insert multi-mesh brushes or this insert brushes
that we're using right now is that they follow
the, what's the word? They follow the normal
of whatever point you're selecting so it makes
our jobs a lot easier. Cool, that looks nice. Finally, the thumb. It's a little bit
thicker. Hit "R", maybe make a little
bit thicker and get it in there,
rotate it forward. That's it. Now we
definitely need to see how everything
else is looking, make sure that
we're not touching or just affecting anything. Nope, things are fine. Now since we still
have DynaMesh, we definitely want
to turn on groups, and the resolution is
definitely going to have to go up or we
could just split them. I think that's better, I think. I'm going to go
into "Polygroups". Let's "Auto Groups". Select the hand and
then say "Subtool", "Split", "Split
Hidden" and that way the nails are going to be in one element and this guys are going to
be in the other one. Now with the clay build up, we can start adding the
border here on the fingers. I would definitely need
to start building. I really like the
form that we get, so I'm just going to use
a really small line here. Now since this hand is a lot
bigger than Gavalez hand, we do want to add a
little bit more detail on the hand that we did on her hands because
we're going to be seeing this a little bit
more or in more detail. We're going to see
some more wrinkles and some more stuff. There we go. Just widening the union there with
the nails, the claws. There we go. Now we're just going to start filling
all of these guys in. Again, we're going
to keep the shape. The shape is amazing. The shape looks great, but we definitely
need to fill in those gaps so that
doesn't seem like a traditional or just
like a mannequin hand. All of these things we're going to fill in with a little bit of volume following the
main forms that we talked about like the
tendons and stuff. We're keeping those
things in mind. Let me hide everything
else except for the nails. Just filling all of these gaps, again not trying to get rid of the nice silhouette
that we got like this skeletical looking or
skeleton-looking shape. It's more about just
like blending it in. Now I'm not too worried
about this inner site or the inner parts because of the bandages and
the fire and everything, it's just going to be
covering most of that. But all of this, we definitely
want to add the volume. Let's DynaMesh real quick. It's going to give us a
little bit more geometry. That's it. Let's hide some of that area right
there because we got the bandage or we can go into the bandage and
just push them out a little bit so they
follow the form properly. Both options work. There we go. Now remember, on the inside, we usually have the
little paths of fat. Let's start adding some of
that paths of fat right there. I'm going to use my
dim in standard. I mean, we do have knuckles, so I would expect there to be some marks on the
knuckles like this. Just adding a little
bit of details here, we're going to be
polishing this thing even more on the next
couple of videos, but we want to have a nice
little form right here. Yeah, it looks good. I like it. Of course, we're
going to be adding the divisions on the parts. Here's where we definitely need a little bit more geometry, so let's just push the
resolution up and DynaMesh, and now we're really talking. Cool. I like it. I really like it. It's going to be
an amazing piece. I'm going to stop the
video right here, guys. In the next one, we're going
to keep polishing the hand, so hang on tight
and I'll see you back on the next one. Bye-bye.
49. Hand Secondary Forms: Hey guys. Welcome back to
our next part of our series. Today we're going to
continue with the hands, we're going to
keep on sculpting. This is what we have right
now, it's looking good, but we definitely need
to clean this up, and start creating something a little bit more interesting. I was looking at some reference, let me show you real quick, and I think we're
going to go for some dragon hand right here. I really like how this looks, and I think scales are going to give it a little bit
of a nice effect as well, so this concept right here, I think it's a
really good concept. The one thing that I'm noticing
is that we're going to have like little
small plates here, coming on the size
of the element. Now, do we need to
have this like plates be another piece like
another sub tool? Not really, we can
just like start sculpting them right here, and they should look quite nice, so something like this right. Right now we're still
working with DynaMesh, which is fine, but in
just a couple of minutes, we're probably going to jump
into subdivision levels, so that we can add
a little bit more detail to the whole thing. Now, one thing that is
really, I would say, helpful is to add a little
bit of a transition points, we've mentioned this before,
we'd like see breaths, and stuff, like when,
when you have stripes, as a stripes gets smaller, and smaller you go into smaller
areas of your character, you definitely want
to add something that helps you just like transition from something that's like very uniform
to something that's a little bit more intense. I'm looking for another
reference here, because even though I
really liked that one, it's a little bit
difficult to see, there we go this one's
a little bit better. It's similar to what we had
on [inaudible], like armor. We're going to have these
plates covering each other. Now here on the knuckles, this one's going to
be quite important, we want the silhouette
to really change. When we see it from the side, we really want the reach of
this one to be a bit more prominent like this, and then we'll just keep going so one more here, and of course, as we
go like further down, I will expect them to
become a little bit bigger. When they reach there as well, we want the silhouette to
really change how this looks a little bit more
like fatty tissue here, and with [inaudible], we can start finding the defaults right
here, on the finger. There we go, I
like that texture, I think it looks interesting. Let's go to the next one, so there's going to be like the final plate on this
middle section of the finger, and then here we want
another like big plate. Did again, breaks
this silhouette and covers the
whole like knuckle. I'm going to use Trim
Dynamic to flatten this out, my chair looks, and rates
as a scale. There we go. Let's keep pushing here, a little bit of
them in a standard. Before I forget, let
me turn this on. There we go. The folds
here on the hands really important to give you this skin, a very nice fleshy look. I'm going to add this
little like again, fatty tissue with these lines, I really like using
the collegial group as a sketching brush, that allows me to project the direction of the form
flow, in my characters. Because once you
smooth things out you're going to get
some nice stripes, and nice elements right
there that can really push things into a nicer place. I'm going to add a couple
more transition points, just said it doesn't look
like an isolated thing. In nature there's rarely
like an isolated elements, you're usually going to
have this things like, again, transitioning from one
type of element to another. Now remember this thing
is going to be big, it's not going to
be like super big. Again, I can be a
little bit more rough with the elements here. I'm going to do another
like big scale, down here it's going
to be covered up by a little bit bad the
bandage of course, there we go, then in stander
again, and that's it. For this fluffy areas, I do like to add a
little bit of volume, and let's recover like the
nice little fold right there. Always look at your
own like hand, and look how things
are shaping up, this one of the best
reference you can have for like wrinkles,
and everything, so use it, use your reference. Again I'm going to
be a little bit more aggressive here on
the division of the little scales, and stuff. Just so we get those
nice crevices, those nice elements are both trim dynamic
to find them out, and there we go. That looks really nice. Now we can clean a
little bit here, that's a great secondary
form, great secondary form. Cool. We're going to jump
onto the fingers , and the same thing, so we're going to start
with like a big scale, second scale, it's going to
be like the third big one. That's the silhouette changing one because we want to keep the knuckle effect
that we had there, so I'm going to carve
in a little bit there, to create that effect, and we're going to
have another one here, another silhouette changing one, change dynamic again, and we just push like this. There we go. Quick buildup here, here, and here. [inaudible]. Now we have the basic
shapes blocked. We can start carving
in the actual plates. As you can see,
since we're building this on top of the fingers, like on top of the form, the primary form are really
up, things make sense. They flow nicely into
the finger shape. If you try to do this before
having your primary form, things might look
a little bit too thin or too flimsy or something, and that might not
be the best result. But in this case,
not freaking bad, of course we need
to add the folds, so we're going to have one
of the folds right here, and the other fold right here. The thumb only had
two folds of course, but fingers are going
to have multiple, three, and we can do the
same trick that we did with the clay buildup to
just add a little bit of texture to the whole
finger like this. It's going to yield this
scaly look as well. Again, they mean a standard to really push the
elements right here. Look at that. Was really cool. Again, you got to see it from the distance that
we're usually going to be like looking at. I
know how this looks. There we go. A little bit
more texture here, and here. I'm going to add a little bit
more for volume there under the section holding the
claw. Look at that. Pretty cool. I'm thinking about like against
shaped languages, and the like, just
cleanliness in general. I think the bandages we're
going to leave quite simple, I don't want to add a lot of detail because
we're going to have a lot of noise right now
here with the drawing claw, and I don't want to
have noise everywhere. Remember how we
talked about like rest areas, and stuff, so definitely I want to
take those into account. Again, transition elements here like some bigger
or smaller plates, fading into the finger plates. Something like
that. There we go. We'll see it from the side. We're going to see those
transitions and elements. All of that is going to
break up the silhouette, break up the forms, and gives a nice
visual interests. Cool. That's finger Number 2. Now, since most of these fingers are really
similar, technically, we could just cut this one out and duplicate it a couple
of times. It's an option. I'm not sure I want
to do it though, because that would mean
that we're going to have very similar scales. In this case, even though
it might seem like a little bit more
time-consuming, we are going to be doing all
of the fingers separately. Let's add one plate there,
second plate, third, fourth, fifth, sixth, and final one here. Then another one here
though it's going to be covered by the
bandage a little bit. That mean the stand again. Work like this. This
is my way of working. I know that there's
people that are very cautious about how they approach different parts of the sculpture. They're
really careful. They would sculpt the first
plate or the first scale in a really nice way
and then go back to it, or just keep moving
to the next ones. I was taught and I had learned throughout
the years to work in the fast sketchy way
first, and then polish. Because you can move
forward faster of course, because you're a lot looser on your strokes
and everything. I think one of the
most important parts with this process, especially in production,
not so much for portfolios, but I found this very
helpful in production. When you do this and you
show it to the client, sometimes what you
do is good enough. I had one teacher that
said sometimes good enough is just that,
it's just good enough. That doesn't mean that
we can't perfect things, but it means that sometimes
due to time constraints or other types of
limiting factors, it could be money, it could
be an emergency or something. You just need to finish it. Even though we could make
an amazing work and spend an hour on each
scale and make sure it looks amazingly perfect. Sometimes it's not necessarily, sometimes if you just
do a good enough job. Then well that's it. That's good enough and the client is happy,
everyone is happy. You get paid and that's it. That's why I like to work in
this loose fashion because I can show the client
more quickly, the progress on a piece. They're like, "Oh yeah,
that's perfect, I love it. We need it right now, asap, so send it our way, finish it and send it our way." Then even though I know
you could of course, use more time and
polish it even more. That's it. You're done,
you're job is done, you're going to get paid
and you're going to be able to move on to the next project, and just keep on learning. That's why I like
to work this way. I'm not saying that's
the best way to work. I'm just saying that's the way that works really well for me. Of course, you are going to have clients and I've had
clients where they're like, "Yeah, it looks good but it's
still a little bit rough. I need you to polish
it more" and well, you're going to spend
a couple of hours polishing it until
it looks amazing. But at least you
already have a good, what's the word, a good view. People are going to start seeing the work and they're
going to be like," Yeah, I like it, I like the
direction that this is going." Because one of the
worst things that can happen to you when
you're on a job, is that you spend too
much time on something, let's say you invest five
hours on this scale. Then you show it to a
client and they're like, "oh, no, sorry. I did not communicate properly. I didn't want the dragon hand. I wanted a vampire
hands looking at death, like skinny and then blisters
and stuff like that." You are like, **** seriously? I just spent so much time
on this and that's not what the client wanted because the customer
was not clear. That's of course two mistakes by the client for not
having a proper concept, but also for you as
an artist for not asking questions or
showing progress or just clarifying
things before moving on with whatever you thought
was the way to go. Be very careful with that. Again, show your
client progresses. Whenever I'm working
with a client, I have a policy. I tell them that I'm going to be communicating frequently. I try to communicate
at least every couple of days when it's a big project. I show them progresses. For instance, let's say
I'm doing a commercial for a taco stand here in Mexico. Very stereotypical. The guys want a taco
character or something. If I'm modeling the character, once I'm finished with
the modeling section before jumping into a texture, I'll send them a message, and say, "Hey, I'm finished
with the modeling. This is how the character looks. He has no color yet, but I need you guys to
imagine and think that it has the colors that you
previously approved. What do you think
about the model? What do you think
about the proportions? What do you think
about the hands, the feet, the eyes, everything?" If they're like, "Oh yeah,
yeah, he looks really good. I like them. It's looking nice.
Thank you very much. Perfect." Then I'm
very clear and I tell them there is no going back. I'm going to start texturing. If you see something that you don't like later
on the modeling, we're going to have to
charge you extra to fix it because it's not easy to fix a model that's already
been textured. Same for rings, same for
animation, same for everything. At the end of each
of the 3D stages, usually I will tell
the client, "Hey, I'm finished with this
stage. What do you think? Do you like how it's going?" Some clients don't
have the ability to imagine elements without
seeing them finished. That's a little bit of course complicated to work
with later on. But if they do, they
usually are going to be clear enough to say, "Yeah, we'd like that.
It's looking okay." Then you just keep moving
forward and warn them, of course, "Hey, if there's a change later on, I'm going to need
a little bit of extra money and
extra time because I had already bounced
this idea with you, you had previously
approved the work, and now you're not happy." It happens a lot with clients that are in
a chain of command. Let's say there's Bob, and Bob hires you
to do a taco guy. But then his boss, Adam. He's the one who's
going to be paying. Bob is really happy
with the result, and he approves everything
that you show him. But then once the product
is completely finished, he shows it to his
boss, to Adam. Adam is like, "No, I hate it, the eyes are too far apart or the head is too big or
this or that or whatever." Well, it's really complicated. Those situations are
really complicated because unfortunately, since he was not
the final guy on the production or on
the command line. Well, that's just like
communication errors. Unfortunately, a lot of times you're going to
have to do rework. But you should definitely ask for a compensation because
that's extra work. That's not your
fault. It's whoever was not communicating on the company or on
the client side. That's their own fault. There we go, guys. I'm going to stop the
video right here. In the next one, we will continue with
the other two fingers. There's not a lot of new information that I
can share right now, but I think it's a good idea to talk a little bit
about the industry. If you want to hear a little
bit more about that, well, I'll finish sculpting
this finger. Move to the next video. Otherwise, I'll just skip
to the video after that one and we're going to be
working on the details. Hang on tight, and
I'll see you back on the next one. Bye-bye
50. Fingers Details: Hi guys, welcome to the
next part of our series. We're going to continue
now with the fingers, we're in the last two couple of fingers
that we're missing. We're talking about
the importance of being able to negotiate
properly with the clients. Here, I'm just going to be using the same technique
that we've been using, the clay buildup and stuff, but I do want to make sure
that you guys understand, or at least I want to
give you a little bit of an overview of how to deal
with all of this stuff, because a lot of
people learn 3D, they know how to do cool stuff in ZBrush and Maya
Blender everywhere. But once it comes to
the business side of things where something was
left abandoned pretty much. Like there's not
a lot of content out there that can teach you how to be a good
entrepreneur or whatever. For instance, with the
things you're learning here, you could be doing
this thing right here, like you could be doing
a statue for someone, and of course you
need to charge them, and then you need to recover some of the costs
that you're going to be investing into
these kind of things. It will be really difficult
for me to give you guys a specific amount of dollars or money that you should
charge for things like this, because it will depend
on where you live, your capabilities, how
fast you are, etc., but what you do need to try and understand is that
this thing that we do, this skills that we
have as 3D artists, they're not common skills, so that means that you
can charge, of course, more than a normal, regular, traditional job would
try to charge for. The other thing
is you definitely need to take into account all of the tools that you
need to be able to deliver things like
this that we're doing. If you're going
to 3D print that, you need to cover the rest, you need to cover the printer, you need to cover your licenses, you need to cover, of course, all of the time
that you invest in doing the sculpture
and doing something. One of the best devices
that I can give you, I had to learn
this in a bad way, always ask for an advanced
payment on your projects. It is sometimes not possible. There are certain
clients, especially like big companies, they don't work that way, so they expect to be
delivered the full thing and then they will
give you the money. But if you're doing something
for a particular client, like someone who has got a private business,
small business, try to always ask for an advanced payment
because unfortunately, there's a lot of conflict in the delivery
of the art world. The reason I wanted
to explain this to us is that when you think
about something, if I tell you guys, think about a purple
elephant on top of a tree, everyone's going to think of that concept in a different way. Some people might
imagine the pine, some people might
imagine an oak, some people might
imagine a palm tree, there's a lot of
different things. The problem is, if a client
says that they want something and then you deliver
that something and it's not what's on your mind, you're going to have a hard time charging that client
for the job enough. I've had that experience several times throughout my career. It's very uncomfortable
and it's very unfortunate to get there. But yeah, one of the best
ways to try and avoid that, or at least protect
yourself a little bit is by asking them for
an upfront payment. Usually, I charge between
30 and 50 percent depending on the complexity
of the projects, and that's pretty much a commitment from the
client saying, okay, I trust you as an artist and I trust that you're
going to be able to match what I want be created or
what I see in my head. Once there's that
level of trust, then you need to
deliver, of course, you need to be sure to be a great artist and
deliver something that they really like and that
they're going to be happy with. That's where a really
clean and clear concept helps a lot from the beginning. That's where having weekly
or bi-weekly reviews and works in progress
is also really good because they're
going to be seeing how you're moving along
and then how the thing is looking before you jump onto the main areas of
the production. You need to be very
careful with this guys, so I encourage you to ask
for advice if you need to because unfortunately
the business world, I would say
it's very mean. It's a very competitive world, and people are out there just to get the best profit for them. You are going to find clients
that are going to abuse the trust that you might place in them and they're
going to be like, yeah, I'll pay you $100 for this and then you
finish the job and they only gave you
$10 and they're like, I'll give it to you later
this week because we're waiting for a payment and then you never hear back from them. It happens and it's again, very sad and very unfortunate
that we live in a society that's like that
where people don't respect the artistic
world as much sometimes. But you're also going
to have amazing clients that are going to value. They're not going
to ask for changes, they're going to love every
single thing that you do. Those are the great clients
that you need to keep. But in order to get there, of course, you need to
get your name out there. Make sure to again, always ask for an upfront charge and have a little document. Whenever I'm working
with a new client, I send them a little
word document. I convert it to a PDF, pro tip, before sending
so they can't edit it. There I specify all of the things that we're
going to be working on, the amount of marbles
and we're going to have, the deliverables, things that
they're going to receive. Like for instance,
if it's a writer, I'm going to say, okay, you're going to
receive a movie with this length at this
resolution, at this format. If it's like a model, I'm
going to provide the C2 file, or just the OBJ file, or just the rate
apologize file with UVs. You need to specify
all of those things. The more things you have
in written, the better. Now, I'm not sure if in the
country where you're watching from it happens the same as
it does here in my country, but here in Mexico, people are really scared of contracts. They feel like
they're like signing a contract with the
devil or something. I don't know why there's so
much fear about contracts. I think it's because they know that once
there's a contract, they are bound to
follow the contract, and they are scared of that. They're scared of something
happening and then being left abandoned
or something. But if you can, if your country supports
the use of contracts, even really simple
informal contracts, that's always a good idea because those are
going to protect you. It is very rare for someone to get you to court or to sue
you, because we usually, at least as a freelancer, you're usually going
to be working on smaller size projects, you're not going
to be working for, I don't know, like Disney
doing the next Iron Man Armor. You probably might
work for Disney, but it's not go to
be the main piece of the movie that
you're going to be doing and that's why people
are scared of contracts. They feel like it's
too much formality, at least here in Mexico,
that's the general consensus. The contracts is a
really good option, upfront payment is a
really good option to protect yourself. Then of course, making sure, this is another rule of mine, whenever I deliver
the final image or the final render or
the final whatever, I deliver a preview
version of it. Let's say they ask for a render or like this sculpture right here , I would send them screenshots. Here's the model,
the model is ready. The fonts are ready
for 3D printing. I did my test,
here's the result. Now, send me the final payment and then also I do
the final files. Because again, it's very
important that when you deliver the final product and then they take forever to pay you,
sometimes they don't. I have a good friend of mine, I loved him very much, but he's a really bad
client and he asked for a commission a
couple of weeks ago, and I told him,
hey, that's fine. I won't even charge you
what I normally charge, I'm just going to charge you
for the material that I'm using and that's it. It was a small quantity
and he hasn't paid yet. [LAUGHTER] I'm hopeful
that they will eventually pay because I do
need to recover that cost, but yeah, it happens. The way you can protect
yourself is to have everything in written
and be very clear, just to be very assertive, communicate quite a bit on why you need all of the
things that you need, and that's should
give you a nice way to protect yourself. There you go. You're not only
learning about sculpting, you're also learning about [LAUGHTER] how to
approach clients. There we go. I'm going to add some texture here and
these areas that we're seeing so that the hand looks a little bit more like fiberish. A lot of fibers right there, and then we just need to
add a little breakup scales that we have here and there. These areas are
usually airbrushed, so that's why I'm not being super careful
with the details, because I do know most of these things are
just going to be airbrushed and all of those details is going
to be covered with gradients of paint. Instead of painting
individually each skill, they're going to be
more general sections. Let me isolate this real
quick so we can, there we go. Now if you want, you can again, just give a little bit
more texture here. We're not going
to see it, but if there's a little bit of peace from the
bandages that show, it might not be a bad idea
to have this shape right there. There we go. That's it. We're pretty much done with the forms of the hand. Now, one one I
definitely want to add a couple of
offers to the hand, so I'm going to be adding those real quick
in just a second. The next video we're
going to talk about those details because
I do think we can benefit from having
something like crazy looking out for us on
a couple of areas. I'm going to flatten
all of the skills. You're going to get
rid of some of that banding that we have
from the clay buildup. Let's flatten it out. There's no need to have as much. I do like that rough
effect that we have that always looks, I don't know, I always like a raw sculpture feeling that
we can get on elements. But yeah, that's
pretty much it guys. I'm going to stop
the video right here and I'll see you back on the next one when
we continue with the final details on the hand. Hang on tight, and
I'll see you back on the next one. Bye bye.
51. Hand Alphas: Hey guys, welcome back to
the next part of our series. Today we're going to finish up the hand with a
couple of offers. I wanted to show you a very
nice trick. There we go. This actually involves
an external software, but I just wanted to mention it in case you do
have the software. It's not necessarily for
the course, don't worry. Of course I'm going
to be giving you the, the finalized Alphas. I want to create a little
bit of texture here on the scales because right
now, I mean they look cool. They look like blobby
and stuff but having some scratches and just
like visual interests, I think will really
push the hand into a next level for the skin, it's actually very simple. I'm going to grab
my standard brush. I'm going to select a spray. I'm going to select
this Alpha channel called the Alpha 60. That's going to give him skin looking effect, as
you can see right there. It's just a matter of
getting this to C sub, lowering the intensity
a little bit, and adding all of this detail. Now, depending on how
accurate your 3D printer is, all of this detail
will actually turn out on your final print. Some 3D printers, as
I've mentioned before, they bleed a little bit like
light bleeds a little bit. All of this detail
is not as sharp. I am fortunate enough to
have a marsh at three, which has a four K screen. It's a really, potent
or they're really good. I'm going to be able to get some of that detail
into the sculpture. But for the back
part right here, we don't really have
anything l. There's not specific element
that we can utilize. There's no specific Alpha
here instead of servers. I'm going to show you how
to make a proper Alpha. The first thing we
need to do is we need to look for a nice texture. I'm going to look
for bark texture. I want to have some
interesting like fibers, interesting effects.
Something like this. I think it's going to work just fine. I'm going
to grab this guy. I'm going to save this image, I saved on the desktop for now. The problem with Alphas, what people create
Alphas by going into Photoshop and then just converting this image
into black and white. But that really doesn't extract the information that we
want from the image. It's just getting random values. The proper way to
do this is we need to get what's called
the height map. There's this thing called
the substance 3D sampler, which is the software from
the substance family. Again, you don't
have to have it. I'm just going to
show you how it works in case you want
to use it later. Now I'm going to be
providing the Alpha for you. With this one, we're going to be able to generate textures. This software cement
to be used to gather information from images and create the
titlable materials. We're not going to do exactly
that, but it's similar. I'm going to say,
I'm going to go here and we're going to use , where is it? Here. We're going to
click here to start. We're going to select
our image right here. From desktop, we got
this one, hit Open. Now what's going to tell us, okay, what do you want to do? You want to do an
image to material, multi-angle to material,
texture import? I want to do an image to
material and I definitely want to use the AI
powered options. I'm going to hit Import. What's going to happen is
it's going to do it's magic. It's going to use all of this artificial
intelligence thing to realize where things are. It's going to give us
this, which is the depth. As you can see, we're getting some nice depth information
here on the element. Now I'm gonna go down here
to the viewer settings, and I'm going to change
the texture title into just one so that we only have one section.
This is what we want. This is the information
that we want to extract from the elements. If you want, you can go here to the image to material nodes and change some of the things
here like geometry equalizer, we can increase the intensity. For instance, if we
want like a really, really intense effect,
we can push this. We can change the micro details. Like if we want a little
bit more micro detail, a little bit more medium detail, or large detail, this changes how we see the whole texture. Once you're ready,
let me see if we can. There we go. That's the
shadows enabled so we can see how this thing
is going to shadow, those were the depth
things that we're going to be finding. Once you're ready, once
you like how this is looking as an Alpha element, we're going to go here to
share and we're going to export S. I'm going to
say cost of material. Technically the only thing
I want is the displacement. This is the only
thing that we need. Right now, let's bring this
all the way to our Z tools. Let's go to, I'm going to
have this on reference. I'm going to call
this BarkAlpha. We can to select that folder. Let's go back here and
it's the reference. There we go. It's
going to go there. I'm just going to say export. What's going to
happen now, if we navigate to that
folder real quick. Just wait a little bit
for this to finish. Come on Windows. There we go. We go to the reference.
This is what we have. This image right here
with whites and blacks is a lot better
than just getting this information from like just translating it the
image into black and white. This actually is getting the information of where
things are supposed to be. I'm going to go now
into ZBrush right here. I'm going to go to the
standard brush again. Let's go to drag wrecked. I'm going to change
this Alpha and going to import the image. We go here to reference, we can import this
image right here. Now, when we displace
this, as you can see, we're going to get some details
that will be pretty much impossible to get
in any other way. I'm going to get rid
of DynaMesh and hit "Control D" to give it
a level of salivation. We're now at full meal and
polygons for this piece. But that's going to allow
me to get a really, really nice detail there. I'm going to get this into
Zadd so that we get this thing's going in. I definitely
want to add a fade. I'm going to go here to the Alpha element and we're
going to go to modify. We're going to add this
thing called a radial faith. It's going to soften off the
elements so that we're only seeing it on the
underground. That's it. Now it's just a matter of using this new texture that
we just created. Which one of the great
things about using a texture that you
created is that no one else in the world
is going to have the exact same texture
because you made it yourself. That's going to give
your artwork a lot more like a visual
interests as well. It's going to make
it more unique. There we go, We'll
just start repeating this pattern throughout the nails or the plates
of armor right here. I'm going in the direction
of the plate armor. One thing again, that's some details that
we're gonna be able to see once we get into the 3D
printing part of the process. Let's just keep adding
these things right here. A little bit more. Just general details like
the main forms of armor, this is like the
sprinkles on the cake. The main form is already there. These are just supposed to be extra little details that
we're adding to make sure things look as
nice as possible. This finger looks a
little bit broken. I'm going to use my more brush to straighten them up
a little bit more. That's it. Our hand, our draconian hand is ready. It's looking quite, quite nice. Now we just need to polish the bandages a little bit more. Make sure that they
flow in a nice way. Finish the fire and
we're ready to go, ready to jump into the
3D printing stage. That's it for this one,
guys, hang on tight and I'll see you back on
the next one. Bye, bye.
52. Bandages Base Details: Hey guys, welcome back to
the next part of our series. Today, we're going to
continue with the bandages, so let's get to it. Before we jump
onto the bandages, I would like to cut
the hand a little bit. I'm just going to
go Control Shift. We're going to go into
our knife curved brush, and using that
basis or reference, I'm going to cut the
hand right around there. We have subdivision
levels, no problem. One easy way to fix this
because we really don't care about the
subdivisions right now is just delete lower. There we go. Now, we'll just cut
that, and it's gone. We're going to go
to the bandages. One thing I don't like about the bandages is they look nice. I like this one right here. I'm not completely so though. I think the fires might
be more than enough to get a nice shape and
form to the whole thing. As you can see, I created some bandages
there on the character. We need to be very careful
in how we play with the shapes so that everything looks like it's part
of the same element. Because right now, it looks like the fire is being
bandaged as well. I'm not sure if that works. For instance, I think
I'm going to bring this bandage in like this. The fire is going to be going
over that bandage and then we have a little bit of
the bandage over here. The other thing I like or I don't like is on the back here, this bandage as well, this other piece, it's really
close to the first one. I'm just going to move this. It's coming from further back. Again, we can see the fire going in-between
the bandages like this. That to me looks
a little bit more interesting than what we had. We're, of course, going
to have to go into the fire and modify this. But see these shapes, these accelerating
shapes going up. That's the stuff that
I'm looking for. That gives me a good result. I'm going to go to
the bandages of the hands themselves,
these ones. I'm going to give them
a couple of subdivision levels because I do want to have a little bit of detail. Let's go, for instance,
clay buildup. I'm going to start adding
some folds here, like this. Same here because these
are bigger bandages, so I would expect to see a
little bit more detailed than one we were seeing on
Gonzalez bandages. There, and this visual interest. I'm not even sure if that's
the [LAUGHTER] right word. I've been using that
phrase for so long. In Spanish is [FOREIGN]. It's an interesting visual. Interest sounds like
money interests. But this visual
representation of things going in and
out of the elements, those things are going to be visible on the final
product on the statue, and not only is
that going to make the whole thing look
more interesting, it's also going to help
with the painting process. There's a very common painting
process called washes. I've talked about
this one before. But there's another one
called dry brushing, where you use a very dry brush with very little paint on it, and only the high points of the sculptured
get pigment on them, and it looks really nice. These bandages right here, all of these high and low points that we're creating to add a little bit of texture [NOISE] that's going to be captured
with that technique, with the, what's the word, with a higher dry
brushing technique, and it's going to make
it look really cool. [NOISE] Something like
this. There we go. Let's go here. That's it. Like those lines, simple lines. Again, keep it simple. That's all we want to do, and that's what we need.
That's looking good. I'm going to turn off or get rid of the cylinder
for just a second. Let's turn that
off. There we go. I'm going to go to the fire, and I'm just going
to cut the fire. It has the same distance,
and same for these guys. Let's make sure everything
is as flat as possible. There we go. It might
not be perfectly flat, but it's quite there. That's the base. I don't think we could have this
statue be like this. We definitely need the base for support because since
she's leaning forward, the weight of the statute
is pushing forward. Even though we do have
a big base down here, the density of the material, it's not as much like resting
is actually really light, so it would topple over. Now, one thing we could
do is we could carve a hold in here [NOISE] and add some weight like
a ball bearing or something that has a steel
thing, and that could work. But right now, I don't
think we need to do it. Now, we still have some time. I'm going to start working on the blocking here for the fire. There's something
really, really important that we need to do here. That is we need to
create the separation between that foot [NOISE]
and the rest of the base. Because eventually
when we print this, I want this to be
a little thing, like an indentation that we can just like
take in and out. The way I'm going to do this, is I'm actually going to create this triangular-looking
shape here, like this. That we're going to be
taking out of the fire. [NOISE] That's my line. That's my indication of where this thing is
supposed to be colored. We need to split that
too into two twos. What I'm going to do here
is I'm going to mask out that section that
we have right there. That section is
going to be printed with the rest of the character, of course with Kabbalah. Then it's going to fit,
we're going to make it fit on this other
section of the fire. I'll show you how to do that in the nicest way, don't worry. But the first thing is
we need to separate this chunk of
flame. There we go. I'm going to say
"Split Mask Points." There we go, DynaMesh. That's not going to
be the final one. Let's go to the other one. This is the one
that we care about. Let's turn everything off
except for to Gavala. There we go, DynaMesh. Now, this is the one that
we're going to work. As you can see, the
DynaMesh here created some really ugly things. I'm going to inflate those. Inflate all of those,
and DynaMesh again. We're going to add a
little bit more mass to all of this lower section. Like all of this section. [NOISE] Let's actually
inflate this even more. There we go. Because we do want a
solid chunk of fire holding Kabbalah.
Something like this. Now, I'm going to use
thermodynamic to start polishing this into this like fire shape
that we're going to have. Now, the best thing I
can tell you about this, since we're going to
be combining or we're going to create a slot
for this fire thing, you want to keep the shapes as clean and as nice as possible so that when they lock
together, they fit nicely. Because if you do a
very intricate detail in flames and stuff, yes, we can make it fit, but it's going to be a
little bit more difficult. As you can see
here, I'm trying to keep their curvatures really clean so that it's an easy feat. Really smooth, really
easy because all of this, we're going to be fitting
on the other section. Now, after we're done with the fitting section
or with the fitting part, now we can actually
start playing around with the fire and stuff. For instance, here
with [inaudible]. It can be fire, it can be magic, it can be whatever you want. I think I'm going to go [NOISE]
for a little bit more of a magical spirally
look like tendrils. Just so that it looks like
magic, like magic energy. DynaMesh and all of
these flows down. I've seen some people
do clouds or water. You can do a lot of different
things with the base, but the important part here
is that it looks nice. I think I'm going to
follow a similar approach to what we did with the hair, creating these chunks, and then just adding
a little bit of volume to those chunks. For instance, here
I like this shape, the shape could maybe go
create different direction. We can create a nice interesting
triangle right there. You know what I mean. This
thing flowing from the back. There's this little like,
let's just our move brush to maybe push this
up a little bit. Always going for these S shapes. I'm actually going
to turn on polish. I think polish is
going to work here. That looks really nice. There is a little more
resolution. There we go. [NOISE] Like this. DynaMesh,
and there we go. As you can see, that piece
right there looks really nice, really organic, really flowy. Now, let's turn off or
on everything else. We're going to go to
this one. I'm going to stop the video
right here because I do want to have one
specific video talking about this fire thing. In the next one, I'll show
you how we're going to create the actual fitting
section for these things. Hang tight, and
I'll see you back on the next one. Bye-bye.
53. Fire Details: Hey, guys. Welcome back to
the next part of our series. Today, we're going to
continue with the fire. Yeah, we're going to go to
this main shape right here. I'm going to show you how
we're going to create the actual hole for the
rest of the elements. Now, one thing that
I'm noticing here is if we were to select this guy
and turn on transparency, you're going to see that
this thing is touching the fire block and
some of the bandages. We're actually going
to have to combine everything before we do
the proper positioning, but I'm going to show you
a quick little way here. Let's start with this guy first. Let's DynaMesh of
course so that we get back the information. What I'm going to do,
is I'm actually going to inflate this a little bit. I'm going to create a blob here. The blob is going to be the
place that we're going to eventually intersect
with our element. Actually, I think I
went a little bit too much. There we go. Just a little bit of
an intersection there. I just want to make sure
that there's enough space touching every point of
where we're going to be actually colliding.
That looks good. Now that we have that, we can
start playing around with the elements as well.
Sorry about this. You know how Photoshop is. I hate it. I hate
that this happens. I've been doing some research
on why it happens and it seems to be some conflict
between the drivers. Photoshop wants to
use Windows Ink and [inaudible] does not. Anyway, we're going to add some of these
effects right here. Again, on the base here, this is where we
really want to push these magical shapes and create
some interesting effects. Always taking or thinking
about the silhouette, for instance, on this side
view that looks really good. But on this front view
it looks horrible. That means that I'm
going to have to push this and create something that looks a little
bit more interesting. Maybe push this like this. You know what I mean? It's very important that we always explore our statutes from every
single angle because we don't know what angle
people are going to be seeing them from. Let's keep this rising
line going up there. Again locks of hair. This one we can
keep really simple, no need to overthink it. Then here, I would
definitely like to create some holding thing, like this thing where the flames are or the
magic is going over the element so that we don't see the transition as cleanly. We're going to
push some of this, like holding or just
creating a little bit, this is an overlap at
the end of the day. It's DynaMesh. The main standard and make sure we have
enough intensity and we start carving
these lines right here. We need to remove some
of the elements here to show a little bit
more of the bandage. That's fine. I'm having a little bit of a
curvature there again to add some visual interest. This thing is going to be rising in this direction as well. Make sure it flows nicely. It interacts with
the other piece. I'm going to use my move
brush again to give you this loop, but we don't want
to hug it as much. I'd rather have it a
little bit more separate because then it's
going to be really difficult to make it fit. Something like this, like
that thing right there. Let's get rid of
that one, DynaMesh. Careful in those
holes right there. We don't want any negative
shapes or anything. That's pretty much it. As with everything,
we can polish this until we have no more time. I really like how this
is looking right now. A transitional best way to take this or check this
out is with a render. Just take a couple of renders so that we don't see
any weird shadows. As long as the materials read differently like the
bandages and these things, then we're in a good position, and of course the paint job and the ventral
paint job would make it so much more easier to see. There we go. Now we're going to jump onto the preparation
of this thing. We know that this element right here is going to
be pasted to Gavala. It's going to be
one with the leg. But we don't need Gavala
right now anymore, so I'm going to delete
this statue for now. I'm going to hit "Save As". I'm going to save this
as base, of course. The most important
thing is I want to remove the section of this
piece from everything else. We are not going to
use this either, so let's delete that
one as well, the base. There we go. We're only
going to be using this one. What I'm going to
do is I'm going to turn off the main
flame right there. I'm just going to
keep this one right here and I'm going to say Merge, MergeVisible. That's going to combine
all of them into a single merge tool, which is this one right here. First thing I'm going to
do, is I'm going to use my knife brush to again
flatten everything, make sure that we don't
have any extra polygons. We probably need to DynaMesh. So I'm going to turn the
resolution quite high, like 1,000 and DynaMesh. Let's see if we can conserve
most of the details there. Let's keep ZBrush a
couple of seconds. There we go.
Everything's closed. Most of the details are there, and we're ready to
do the change here. What we're going to
do is we're actually going to create
the live Boolean. I'm going to turn
on live Boolean. I'm going to say append
and we're going to append a little flame from
this one right here. Let's just select
a little flame, and here we're going to
append the little flame. Then what I'm going to do, is I'm going to subtract
the little flame. As you can see, that's
going to give me the place where the little
flame is going to go. Technically, that's it. We don't need to do anything
else because this hole right there matches perfectly with
the shape of the flame. However, in my experience, there might be a little
bit of tolerance problems. I'm going to go here,
and what I'm going to do is I'm going to
bring the pivot point down to the center about there and I'm going
to scale it just a tad bit. Almost nothing, just a tad bit. Now we're going to
remove the element. What this will do
is it'll give me a little bit more
wiggling room that can lead or fill in
with other things, and that's where this
thing is going to fit. It's maybe just a little
bit less. There we go. Now, some people like to trim dynamic, these guys right here, to soften the elements, but then the fit
is not as perfect. I'm actually going to run
the risk and keep it like this just so that we can
work a little bit better. We need to convert this into an actual Boolean mesh thing. I'm going to say Boolean,
make Boolean mesh. Once this is done, there we go. Up here we're going
to have this UMesh, which is now the actual element. Now I did forget to soften
this up a little bit, so I'm just going to use
my trim dynamic to sculpt. We still have enough geometry. The only place where
things are really wonky are on the
borders of the thing. That's where all of the triangulation is
going to be happening, but everything else should
be working quite nice. Now as you can see, this
base is really heavy, 4.57 million polygons,
but this is what we need. This is the piece that we need. That's the first
piece. I'm actually going to load Gavala. Let's load in the main tool, which has 11 million
polygons and everything. Now it's time. Now that we have this base mesh here
with a hole in it, we have the little
flame over here, let's turn everything else off. We have the little
flame, which is going to go in Gavala's place. Actually, the best
idea would be to append this little
frame right here. This is the main Gavala statue, if you wish, and this is going to
be the base of Gavala. We're pretty much done
with the sculpture, guys. We're going to have two more
videos in this chapter, which is going to be the
preparation for the files. We're going to start
preparing these files and we're going to get them ready for the
3D printing process. Hang on tight and I'll see you back on the next one. Bye-bye.
54. Preparing the Models: Hey, guys. Welcome to one of the final videos here
in this chapter. We're going to be
working now with the final preparation
of the character, but we're just going
to start working on how to properly prepare
this model for 3D printing. As you can see here, I added
the little flame color to the character down here and that we already
have the base. This is going to be the base.
The base is looking nice. It's already been
Boolean as we saw in the last video and this guy
is ready for 3D printing. That thing that we need to do is we need to decimate
this guy because right now this guy is
just way too intense. I'm actually going
to give it a smooth here as you can see that
we are seeing a little bit of the quadric related
stuff like the polygons. Again, if you have a really nice resolution on
your 3D printer, you're actually going to
be seeing those points, it will print that
fascinated look. Let's just move some of that out so that we don't
have to see it. There we go, that
should be good. Now, the only thing
that we're missing is we need to decimate this because we
can't take this 4.5 million points
into any software. I'm going to go
here into Zplugin. I'm going to say
Decimation Master, and we're going to
Pre-process Current. Pre-process will analyze the
surface of the object and they will see where most
of the detail lives, where are the points that
we have the most detail. After we do this, we can designate it to
a specific percentage. I recommend going
for 20 percent, 20 percent will keep your
details really nicely without making the
thing super big. We're still going to have
a really big elements like it's not going
to be super simple, but it's going to
be working nicely. We're going to do this
at the 20 percent. Let's just wait a couple
more seconds for this to finish the analyzing process. Be patient, especially
if you're subtle and being really dense or
really big and topology, this process might take
quite a while I've had tools that take up to
30 minutes to process. Of course this will depend on your system on your
computer and everything, so the more powerful
computer you have the faster this is going to be. Let's do a 20
percent decimation. As you can see after
this thing reads it, we're only at 915,000 points. I think we can go a
little bit lower. Let's try 10 percent and
say decimate current. There we go, that's
a lot better. That's a million polygons, pretty much have like
a million polygons. We can still softened
up a little bit there just to lose some of the triangulate or quadranglate things that we have
there. But that's it. This is the decimation
thing doing its magic because you
can see we are using triangles to save all of the details that we have and create this amazing thing. Now we're going to export this. Of course this object is
going to be available for you on your Objs folder. I'm going to call this
GavalaBase_Decimated. That's not the final STL that
we're going to be printing, but it's the final Obj. Now we jump onto Gavala and of course this is
going to be the tricky one because there's a lot of
things that we need to do to make sure that this works
as nicely as possible. The first thing I
need to do is I need to decide where
we're going to be dividing her for the
3D printing process. We mentioned that it will be a good idea to have her
in separate pieces. As you can see here
I already started deciding where most of these things are going to be.
Let's start with the face. If we start with the face, we know that the face is
going to be there, the eyebrows, the
eyes, the hair, head dress, the crown, the two little hair
things right here. The main crystal. Not those. Those yes. This one right there, and then we have down here the actual all of the
wingth crown that we have. Now make sure once
you hit this process, the hair and that as well. Make sure once you
hit this process that every single object that you have is properly smoothed out. No dynamics of the vision. Should be either DynaMesh or just like normal
subdivision levels, because what we're going to
do here is we're going to say geometry or a subtool
merge visible. When you merge it visible, you're going to get
a new piece up here. If something was not properly
smoothed out or something, you are going to see it here. You're going to see something
not working properly. For instance, this
head right here, this is again perfectly fine for what we need
for the element. We're not going to be done yet because we need the body to properly create the
keys for the head, but this is a nice little base mesh with
everything together. As you can see, these are separate subtools
we're not messing around with the original one
because we want to keep that one as
clean as possible. Now we go back here and
let's go for the body. I'm going to start
here with the body and what we're going to do is now we're going to
start turning off things. Again, we turn off the head, all of this information,
the head dress, the crown, these
pieces right here, all of these guys , there we go. Now we're left with only
the body of the character. Here I'm already noticing some overlaps which
if you want to be super critical about
you can just move it. Now see how this is fragmented. Control D give it a couple of divisions so it's
really smooth because otherwise we're going to see that element on the
element itself. Same for this one. Let's give it a Control D, so that's smooth. I think this one as
well, Control D, so that's smooth
because otherwise we are going to be
seeing those squares. You don't want that to happen
under element. That's it. This is the other piece of character that's going to
be ready for the process. Same deal we're
going to say Merge Visible and we're
going to get this. Technically I do think we can print this whole
body a single piece. However it might be a good
idea to actually divide it into a couple of
pieces just to make it a little bit easier
to work with. I think one of the
best places to cut this would be right around here at the torso level or maybe down here
at the legs level. I think the legs
are going to work a little bit better
to be honest. What I'm going to do
and this is going to be really crazy. I'm going to press Control W to make all of this guy's
a single poly groups. Control W. Then we're going
to use the slice brush Control Shift and we're going to go here
to the SliceCurve. Usually you want to have this on a place that's going
to be either easy to hide the seams or easy to feel in the gaps
in case we need to. I think the legs there's
nothing, there's no armor, there's not any elements,
that's a good place. If we do that as
you can see now, the legs have a different poly group and it's
completely straight. That's also going to be really helpful for what
we're about to do. We're going to say
group split over here. You can say split, the group split. Hit "OK". What's going to happen
is now the legs are going to be here and the other elements
are going to be there. One thing here of course
that I don't like. We can't go back because
this is not undoable. Let me go back here
create a new copy. I made a mistake there. Merge visible, there we
go. We've got another one. Perfect. Yes, I'm going to create the line
right here on the legs, probably a little bit higher
like there. Why higher? Because I want two big chunks
instead of one small one. This is going to
project the line. Let's try again Control W and then we're going
to go right there. Cool. The problem is the lines being projected all the
way across the element, which is fine because it's a
very easy way to fix this. We're just going to go
here, go into SelectLasso. We hide this piece of skirt
and this piece of skirt. Invert the selection I
hit Control W again, and now everything's
a single poly group. This is going to be the body.
It's probably going to be the biggest piece
aside from the base of course and we're going
to say Group Split. We're going to go split
and say Group Split and hit "OK". There we go. Now, we need to
combine everything into a single mesh into a watertight mesh so
that there's no holes, there's no negative
areas, no nothing. Because right now of course if we take a look at this guy, there's a hole there and
that's not what we want. There's two ways to do this. The first and easiest way to not modify any topology
is to go here into geometry and then if
we go into modify topology, we can select this option
called Close Holes. Close Holes will literally just close the holes like that. It's not DynaMesh, but
it will close the holes. If there's any hole
anywhere on the character, it's going to close it
and as you can see, that just fixes it
pretty perfectly. We're going to do the
same thing for the legs. We're going to go
to the legs here, and then we're going to
go down to geometry, and we're going to say
Close Holes as well. Perfect. Now we want to create
something called a key. A key is like positive and negative shape that's going to help
us align things, because one of the
worst things that you can do is try to paste two things together and
then not fitting together. If you have two
sections right here, what we can do is we can create a cubical shape right
here and a cubical hole right here so that both pieces match perfectly and
then we just get a nice seam line
that we can very easily fill in and remove. What we need is we
need Light Booleans. I'm going to go into Subtool. I'm going to hit "Append" and we're going to append a cube. Let's turn cube on and we're
going to bring this cube. Let's turn off the
legs for now or the upper part of her legs and we're going to bring this
cube to the center of the mass of the
element right here. Right there.
Something like this. Make it a little bit smaller and make sure that it fits
inside of the volume. We don't want any overlap
outside of this element. This is just going
to be a guide. Now do not keep the cube
completely straight because it's going to make
it very difficult and it can deform and then things
are not going to fit. We're going to do is
we're going to place W, and we're going to go
to this option right here and there is this a taper, the former that we can use to taper the cube
towards the inside. Actually this curved
effect I really like it because it
gives us a nice result. There we go. That's
my first key. Let's go back to Gizmo 3D. Now what I'm going to do
is I'm going to duplicate this thing and I'm going to
scale it slightly bigger. Just slightly almost
nothing like that. As you can see it, this one
is slightly slow as this one. If we turn on transparency, you're going to see that
there's a little bit of wiggling room and
that wiggling room is important because again less and expands a little
bit and therefore, if you do these things too tight you're going
to have to send them up and the increase a little
bit of a different piece. I'm actually going to
spend just a little bit more to have a little bit
more tolerance. There we go. Now this one right here
I'm going to rename it. I'm going to call
it positivekey. This one I'm going to rename
it and I'm going to call it. Now, I don't want
that. There we go. This one I'm going to rename it, I'm going to call
this negative key. There we go. We're going
to go to the positive key, and of course, we're
going to duplicate this. Just Alt and click and drag
to the other side like this. We're going to go to
the negative key. Actually, no. Sorry, my bad. Let's go back here. We can't do that,
because if we do that, what's going to happen is that, there we go, we're going
to duplicate over here. Duplicate, and then we move it, and place it where it's supposed to be, right about there. Then we're going
duplicate that again. This one we're going to
scale a little bit as well, because otherwise things
are not going to match. There we go. Now
we're going to turn off both negative ones. Let me see them. There we go. We got enough space, perfect. This is the first positive key. We need to scale this
down. There we go. This is the first positive key, and this is the
second positive key. These two are the positive
keys. There we go. We're going to merge them down, so merge down, hit "Okay". These are the negative
keys, which we are as well going to merge
down. There we go. Now we have the positives
and the negatives. Hopefully, that's
not as confusing. But this is just the basic shapes that we're
going to be using. Now we're going to
turn on the Booleans. I'm going to say, "Live
Booleans, turn on." Since this is the negatives, and we want to cut this
out from Gavala up here, what we're going to
do, is we're going to move this guys up. We're going to move up, move up, and these are going
to be subtracting. Technically if we turn this off, as you can see,
we're subtracting that shape from Gavala's body. Then on Gavala's
legs right here, we're going to start a
new Boolean operation, and these ones right here
are going to be adding. Again, if we were
to turn this off, you're going to see that we
have the keys right there. There's two Booleans
operation going on, that's why we have this
star thing right here. These keys are subtracting, because these are
the negative keys, and these are the positive
keys which I'll add. Now we're just going
to go here and say, "Boolean, make Boolean mesh." What should happen,
is we're going to get two Boolean elements,
two substitutes. That one is going to
have the positive key, and the other one is
going to have the negative key on it. Let's just wait for
this to finish. There we go. If we go
up here, Umesh_Merged. We can see that indeed. This one has the negative pole, and these ones have
the positive key. Now technically, once we
print both of these pieces, they're going to fit
together perfectly. Now this leg, I'm a
little bit worried about, because it's being
held by just a very, very tiny place right there. It's not that big of an issue. Even if it breaks, we just paste it back,
and it's fine. But just keep in mind, one
thing we can do though, is we can use a little bit of
inflate there to just bring the geometries a little bit together on an area that people are not going to really notice. That could be quite helpful, just a small little help there on the geometry
side of things. There we go. My legs are ready. Now let's start bringing things together. I'm going to append, and
let's append the base ready just to make
sure that things are looking good. That looks good. Let's append the head. I'm going to bring in the merge
Gavala head. There we go. Now, the only problem
that we have, is that this head right here, we need to make sure
that it's cutting the exact shape that
we need from the body, so that it just goes right in. Actually, I'm going
to delete this head, one second, and we're going to go back
to this one right here, to the original element. I'm going to delete this one.
We don't need it right now, we just need this
piece right here. Oh, no, actually it's not
that one. Where is it? This right here. I'm
going to clone this one. I'm going to clone this body, there we go, so we
only have this one. Here we're going to
append the head, which is this merge Gavala head. Now what I'm going to do, is I'm going to set the
head to just take away. As you can see, we're
going to get this really, really
interesting shapes. It's a really weird shape. It's really difficult to see, but this is where the head is going to fit in case we want to print the head in
a separate position. I don't see any weird
super thin elements. Yes, this is a very weird shape, but that's the actual crown merging with the rest
of the elements. Sometimes that's the
way it's going to look on your prints. This is what we want. I'm just going to say here,
"Make Boolean mesh." Let's give it one
second, because we really don't want
to modify the head. Enter, there we go. That should be working. Let's take a look. We have
this U-mesh, there we go. Let's go back here. I'm going to delete that one. Actually, before that, let me save this
one because it's actually in a good process. We're going to go have
a huge subtitles. I'm going to call this Gavala
pre-headCut. There we go. Now we delete this one and we're going to
append the new Umesh, which is the one that has a cut. Now we're going to
append as well the head. There we go. Now we have the
four pieces that we need. We have the head, we have the hands, and everything else. Now, the head is the only piece that's not Boolean meshed, so it's single element. As you can see, it's quite heavy on the polygon side of things. But usually even if it's quite heavy on the polygon
side of things, we can still, what's the word? We can still soften it
up or just decimate it, because right now we're
at nine million polygons. We've already
exploited this piece. Let's go for this
piece, for instance, this one right here,
955 point whatever. I'm going to try and go to 250K. Those are presets, by the way, the ones that I show over there. We're just going to
select that preset, and see if we can
bring this down there without losing
detail or anything. Because sometimes when
you do this process, if the geometry is not prepared properly, it's not
going to work. That did work.
Let's export this. We're going to export
this to our Objs. This is going to be Gavala, let's call this legs. Now let's go to the
body. Same deal. This one is really heavy,
4.4 million polygons. This one, I'm going
to do manually. I'm going to pre-process first. Then once the
pre-processor is done, I'm going to
decimate real quick. I know that this
video is going a little bit longer
than usual guys. We're probably going to go
over the 20-minute mark, but this is a super,
super important video. I want to make sure that
everything is in here, because otherwise just things
are not going to work. After this, don't
worry, we're going to jump in to Chapter 6, and we're going to finally
start talking about 3D printing. We're almost there. I'm going to pause real
quick while this does the decimation. There we go. The decimation work. Let's try 10 percent this one
to decimate current. Let's see if it works. Perfect. As you can see, we barely lose any detail. It's still everything there. We just export this, and this is going to be
GavalaBody Decimated. Finally, we go to the head, and we're going to
do the same thing. We're going to say, "ZPlugin." That's pre-process, and wait for this to finish. Almost there. It's
a lot easier to pre-process multiple
sections than to pre-process the whole thing. However, if you are
the proud owner of Elegoo Saturn or Photon
Mega X or whatever, there's some printers that
are really big and you can print a whole
figure in one go, then you don't need to do this. But usually for production, this is what we normally
do for small printers. Let's decimate as
well. Now this one is losing quite a bit of
detail with 10 percent. I don't want that, so
let's go to 50 percent. Let's try that. There we go. That's a lot better. I do see a little bit of fragmentation
there on the head, so I'm going to smooth it out. But we don't want to
see any weird effects or anything. There we go. We just export this as GavalaHead Decimated.
There we go guys. We are done. Our little
sculpture here is ready. As we know, everything is
working perfectly fine. We're just ready to start
working on the scale. We need to set the
scale properly, and then we're going
to jump into tool box. We're going to talk
about the principles of 3D printing and everything. Hang on tight, and I'll see you back on the next one. Bye bye.
55. Introduction to 3D printing: Hey, guys. Welcome back to
the next part of our series. Today, we're going to
start with Chapter 6 and we're going to jump
into 3D printing. We're going to talk about
the introduction to, of course, well, 3D printing. I'm here inside of the
Blender and I imported all of the OBJs into the software so that we can see
the character. The first most important
thing that you need to understand
is that we need to make sure that the scales
from our 3D softwares match these scales that we
have in our printing software, which in this case is
going to be Chitubox. I'm going to create
a cube right here, Shift A Mesh. I'm going
to create a cube. This cube right now, if I were to grab the cube and just move it to
one side or the other, that cube right
here, it says that it should be
measuring two meters. This is a two-meter cube. That's the default
size that they have. Right now as you can see, this means that the Gavala is
humongous. She's gigantic. She's going to be 10
meters or something. That does not work, of course, and just to show you,
I'm going to press "Shift A" again,
create another cube. Let's say one meter.
One meter, there we go. That cube is one meter big, this cube right here, Cube 1. By default, when
you create a cube, it's going to be I
think two meters. This one's one-meter tall. That's perfect because I
want the units to be one. Because I'm going to grab
this cube and I'm going to say File Export. I'm going to export this as
an STL and I'm going to call this STL [NOISE]
CubeScale1meter. I'm going to export the
STL selection only. I'm going to hit
"Export." There we go. Now if we go to Chitubox, which is the software that
we're going to be using for the support and everything
and we open that cube, one very ugly mistake
is going to happen. The cube is extremely small. It thinks that this cube is one millimeter or
something like that. If we go to the scale,
you're going to say that it thinks that this cube is
one-millimeter height. That means that even though the units inside of
Blender are meters, when we export Chitubox thinks
that they are millimeters. If we make a quick note here, [NOISE] you remember, we want our statue to
be 20 centimeters, which is 200 millimeters. We need to make sure that our statue measures in
Blender, 200 meters. It's 200 meters if we keep
the units as they are. Now, if we go to
the options here and we say "File", "Export", "STL", and we turn on
this thing called seen unit and we call
this Cube 1 meter. Let's call this a B2
[NOISE] and export the STL. Now, technically, we should
be adding the information of the units into the
file and if we were to open that one, it should work. However, Chitubox does
not care about the units, so that's why you need to
check with each software. Maya does a little
bit of a better job, but I'm using Blender just
to keep everything in free software and just make sure that you
understand that. Again, this cube is supposed to be one meter tall and it's not, it's like super small. That means that we need
to change the scale of our object and offer cube
so that it's 200 meters. I'm going to delete this cube. I'm gong
to press "Shift A." I'm going to create a new cube
and this keeps going to be 200 meters tall. Humongous cube. Humongous. I'm going
first Number 1 and I'm going to select all
of these elements right here. I'm going to turn on a wireframe so that
we see the wireframe. I'm going to hit "S", and S is going to scale
my statue so that now I'm going to hit "G" and
"C." We can push this up, S to make it a
little bit bigger, just a tad bit and then G, C to go up there
and there we go. We're almost at 20
centimeters tall. That is the proper size that we're going to
need for Gavala. Again, we can make the test, if we grab this cube and
we export this file, "Export" "STL" selection only. Let's get rid of this and let's call this Cube20centimeters, this is supposed to
be 20 centimeters, and we bring it here. Now the size is proper, as
you can see, of course, it does not fit my
printing volume, which is going to be a
little bit of a problem, but it is the proper size. I know that this cube's
going to be the proper size. Now we can start bringing
things into a Chitubox. Let's start with
this guy right here. I'm going to export. Well, first of all, I'm
going to grab all of the elements right here. All of the pieces. I'm
going to hit "Object", "Apply", "Scale", so the scale gets back to one. This is going to be
the basic scale. I'm going to say grab
this guy or this guy. "File", "Export", "STL" and we're going
to export this as Gavala [NOISE] base
and hit "Export." Now, why is the scale
is so important? Well, again, we're restricted to whatever size
your printer can print. If you don't know what size
you're going to be printing, then things might not fit
here and you're going to have to cut the piece
a lot more times. But in this case, I do think that we're going
to be just fine. Let's import this guy
right here. There we go. As you can see, the
hand, we are going to be able to print the
hand in one go. In one single
session of printing, we should be able to print
this hand right here. It's going to use
a lot of resin, we're going to talk about all of the settings here inside of Chitubox in just a second,
but the hand is ready. Let's go for the body. I'm going to say
"File", "Export", "STL" [NOISE]
GavalaBody.stl and export. It's going to take
a little while because it needs
to export all of these polygons.
Let's do the head. Let's say "File",
"Export", "STL". Have the Gavala
head right there. Let's export that. Finally, we're going to need the legs in just one second. "File", "Export", "STL" and that's going
to be GavalaLegs. We export the STL. There we go. Now again, we can go here into Chitubox and start
importing everything. That's the body,
that's the legs, and that's the head. As you can see, all of these four pieces
that we have right here, these are the four
pieces we're going to assemble our character. Eventually, if we join
everything together, we're going to have
this piece right here. Technically with all of the
cards and things that we did, things should match and just
work freely pretty well. Now, of course, we won't be able to bring
everything in a single go. Even if we move things around. Well, actually, we might. Let's see, can we
fit everything? We might be able
to fit everything. That will be a
great thing for us because it's going to save a
little bit of printing time. Instead of doing a lot
of cleanup and stuff, we're going to be
able to just have one tray and print everything. I still don't think we're
going to be able to do so. We might need to gos, but two gos is probably
even more than enough. We're probably going
to do the legs and the head in one and then the other two
pieces in the other one. But yeah, these are the four pieces that we're
going to be printing for our character and now it's time that we talk
about 3D printing. I'm going to turn on my
camera for just a second. Just give me one second first. There we go. Hey, guys. How are you doing? Hopefully
everyone's doing great. I'm going to explain
just the basics of how this 3D printing system works. I'm going to [NOISE] jump
into this camera and print section because I
need to show you the two types of 3D
printings that we have. There's two main 3D
printers in the market or the ones that
are a little bit more available to the public. The first one is the
filament 3D printing. Filament 3D printing
is very cheap, it's a lot cheaper than resin. It makes it less of a mess. But unfortunately, it won't give you the best detail because the precision that it has is not as good as a resin 3D printing. However, for big chunks, if I wanted to print Gavala
one meter high or something, this 3D printing would probably be better because
with big surfaces, you can send the
surface a lot easier and it just becomes a little
bit easier to manage. The way this works
is pretty much like a silicone heat gun,
this one right here. There's this extrusion
thing that gets really hot and it starts drawing the shape of the object
and moving up and down until it creates
the whole volume. Here's the first difference and all people get this wrong. The 3D filament printer will
print from the base up. The resin 3D printer is going to use this
thing right here, which is called the
leveling plate and it will print from the base down. That's why there's a couple
of things that we're going to be talking about when adding the supports for our
element to make sure that our prints come out as nicely as possible. But
how does this work? How does a resin 3D
printer [NOISE] works? A resin 3D Printer, I
have one like this. I have the ELEGOO MARS3, which is a newer model.
Actually this one right here. The way this works
is very simple. You have this little
black thing which you're going to see once we go
into the printing area, you have this black
thing which is like a little pool with the resin, it's just liquid resin, and this base goes down
into the resin like this, it touches the resin and it goes all the
way down until it touches a plastic screen
that's covering the screen. The screen lights up with the information of the
model that's want to print, and the pixels that
light up are going to harden the resin on top
of this build plate. Then the build plate will go
up a couple of millimeters. It will have a new layer of hardened plastic here on the
plate and it will go back, and a new layer is
going to be exposed. We call that exposure. We expose the layer and we push this thing up and down,
up and down, up and down. I'm going to show you
a real quick here instead of sheet walks. I'm going to delete everything
except for the base and let's imagine that
this is the base right here, like this. If I hit "Slice," what this is going to do is
it's going to prepare this hand for the 3D
printing process, and if I lower this
thing over here, you're going to see these
are the pixels that are going to get, what's the word? They are going to get exposed. As we start here on the base, all of these layers are going to get exposed and
you're going to start building on
top of this layer. What becomes a little
bit unintuitive is the fact that here we
see the hand like this. But when we print it, the hand's actually
going to be like this, is going to be coming out
of the pool like this. Now, why is that important? Well, because one of the
things that we need to take into account
is that the weight of the resin is
going to be trying to get out of this plate, and that's one of the
most common mistakes or problems that you get in
3D printing with resin, the things are going to
fall down off the plate. There's a whole bunch of
reasons why that can happen, it will take me hours to go
over the single problems. But one of the most
common problems is the weight of the piece. If, for instance, [NOISE] for whatever reason, I tried to print this
thing like this, what's going to happen here
is most of the weight of the hand is going to be up here. Eventually, on the
3D printing process is going to be all the way here. That's going to pull too
much strain on the supports, and that could make
the whole thing fall. Again, we're going to talk about the main things that we
need to take into account when working with Chitubox
and the support placement. But that's one of the
things, the weight of the thing is going
to be important. Other than that, you
guys must remember that all of the details that we have here are going to be visible. That's why it's very
important to analyze. Here, I'm analyzing
and I'm already seeing a couple of things that
could become problematic. I don t think they're going
to be that much of a problem. But as you can see right
here, all of this section, that's perfect and then there, there's a little bit
of a pocket of air. See that pocket of
air right there? Now, I'm not worried
about that pocket of air. We don't need any support or anything because
it's being built up nicely and it only lasts
for a couple of frames. But all of these layers that we have here are going
to create a little bit of suction and suction could again rip the object
from the build plate. That's another thing that we
need to be careful about. I'm going to show you how to
reduce that effect as well. Then we go here, here, here, and then I'm a little bit worried about this
point right here. Because again, we
have two suction cups right there, like bloop, bloop. They disappear fairly
quickly into the main area. That means that
they're only going to be affected for a couple
of layers and after that, pretty much straight fingers, so no problem at all. Now here you're going to see
a preview of the amount of detail that you're
going to be able to catch and as you can see, we're catching pretty much it. Really nice effect of the
whole 3D printing process. This is it, guys.
I'm going to stop the video right here
and in the next one, we're going to talk
about support placement. I'm going to turn off
my video, of course, you're not going to
see me again until the actual 3D printing
process on this, I have something
important to say, but all of our pieces are ready. If you're having issues with the scales or anything or if
you want to scale them down, grab the STL files and once you're here
inside of Chitubox, just go here into the
scale options and do a percentage of scale to make
it smaller or something. Yeah, that's it,
guys. I'll see you back on the next one. Bye-bye.
56. Chitubox Overview: Hey guys, welcome back to
the next part of our series. Now we're finally going to jump into the 3D printing
side of things, and we're ready to
talk about Chitubox. Chitubox, it's a
Chinese software, and this is a software
that works best with Elegoo Mars printers. One of the most common
questions I get is, what printer should I get? Well, I can tell
you that there's two main brands or two
most known brands. One of them is Elegoo, which I personally really like. I have an old Elegoo, like
first-generation printer, and now I upgraded to
one of the newest, which is this Elegoo 3 printer. However, there's also the Anycubic Photon or
Anycubic 3D printer. These ones are
really good as well. I've heard good things
about both brands. Those are like the most
well-known brands. There's a couple
of other brands. There are some knockoff
brands, some off brands. I do recommend getting
either at Anycubic or an Elegoo Mars because there's
more support with them. There's more spare parts. There's more, what's the word, like forum support and
people working with them. If you have an issue, it's
a lot easier to get it resolved by having one
of this ones, of course. Now, one thing that I
must warn you guys, this is a very, I would say, intensive hobby or intensive
production thing. Since we're dealing
with hardware now, it's not software,
it's hardware, it's actually like machines. Things are going to break, things are going to fail, things are going to fall apart, and you need to have
the patience to research and do
anything that you need to do in order to fix it. What are the most
common problems? The most common problems
are the screen is failing, the c-axis failing, the resin are not
working properly. The FEP film, which is the one that's
on the little pool thing, coming apart or breaking, resin are spilling
all over the place. We're going to talk about
materials and stuff later on. But yeah, there's things that you're going to
have to figure out. Unfortunately again,
we can't just cover every single
troubleshooting thing. I'm going to talk about
the most common issues, but that's part of the hobby. Now, no matter which
software you're using, the first thing you need
to make sure to do is to set up your workspace correctly. In the case of Chitubox, if you go here to, where is it? I always forget, here settings. If you go to the settings,
you need to make sure that the machine that you have
selected is the proper machine. As you can see right here, I'm working with my Elegoo Mars. This is the resolution,
so 4K screen. This is the size of
the printing depth. As you can see, I
have 143 millimeters, so 14 centimeters on the x-axis, almost 90 centimeters
on the y-axis, and almost 18 centimeters
on the c-axis. That's why even if we want to print the whole
thing at the same time, it would have been a
little bit difficult, besides the point
that it's really heavy and it can fall
and things like that. Splitting in two parts is
usually the best thing to do. On the resin part of things, you can select which
resin you're using. I'm using a standard resin. For me, it costs $50 a bottle
of resin approximately. Sometimes it's a
little bit pricier, sometimes it's a
little bit cheaper, one liter or one
kilogram of resin. This is just to get
the calculation of how much it's going to
cost you on product. Now, even though
thing says that, I don't know, it's going to use like
100 milliliters of resin, it's going to use
some more because you're wasting a lot
of when cleaning the thing and there's just more and more
stuff that gets wasted. But just keep that in mind. Here on the printer, we're not going to move
anything just yet. We're going to talk about
the lifting speed later on, but you don't really
want to move anything. One of the most important
things is this one, the layer height, which is how thick each layer is going to be. I'm going to leave mine at 0.05, which is a really good distance. But if you want to have
like a super crisp layer, you're probably going to
bring this down even lower. But I do think that
0.05 is perfect. The bottom layer count, we're going to talk about
this ones as well later on. But this is how many first
layers you're going to have. Usually, these layers have a bigger exposure to
make sure that they really stick to the build plate and the sculpture does not fall into the little
resin bad thing. Five again is usually
the way to go. These are actually
stuck numbers. I have not changed
any of my settings. But depending on the
resin that you're using, the ambient as well like if it's really cold or really
hot where you are, you might need to tweak a couple of these things
every now and then. Finally advance, nothing
really want to change here. Everything looks good right now. This is Chitubox. We move
with the middle mouse click. If you middle mouse-click,
you're going to pan. If you right-click, you're
going to rotate like this, and if you have normal click, you're going to just
move around as well. We have the move option here
to move the actual thing. We have the rotate
option to rotate around the axis, very easy. We have the scale
option really useful. I recommend keeping log
ratio turned on so that if you change one axis, everything changed
proportionately. We have the mirror
option, which you can use if you want to
flip something, which in this case we don't. But if you have an another model and you want to have the
mirror version of that model, you can flip it here
with the mirror option. Now, supports. This is where things are going to start
getting interesting. One of the most
important things about 3D printing is placing supports. Nowadays if you want to
create your own patron and cell models with
pre-supports and stuff, you need to know how to do
this properly to make sure that people get as much
success as possible. Now you can't guarantee that everyone is going to be able to print this in a single go. Sometimes, even if you
have the perfect support, things are going to fail, and you of course need to
troubleshoot and see what's going on to make sure
that works the next time. Just keep that in mind. We're going to be
placing supports on this section over here. This is the support section. The support section
will allow us to play supports for
the whole element. Now, when we enter
the support section, the first thing you're
going to notice is that we lose all
of the movement, translation, rotation things,
and we get this red color. The red color are the
areas that Chitubox is detecting that
it's going to need a support to print onto. Imagine that we eventually will reach this
layer right here, like this one right here. If we reach this layer, we're going to need to print
this section right here. But this section is really far apart from the main
body of the element. You can see there we have
something called an island. That thing right there
is called an island. An island, it's a piece of pixels that we're
going to be exposed. They're really far away
from the main mass. Therefore, there is
a risk of this thing failing and not printing
anything that's on top of it. Now, I was actually a
little bit smarter. I did this on purpose
without telling you guys because I wanted to
get to this point. I modeled this thing
in such a way that we don't get as many islands. You can see that everything converges
into a single position. But for instance
here, right there on the little corner on that point right there,
that's an island. We're going to need a
support right there. We're going to need
to place supports in a lot of different places. Now, before we jump into
actually placing the supports, one thing that I want to talk about is the base of the object. As you can see when we're here, the object is straight
like on the plate. But when we press this
button right here, it gets elevated
five millimeters up into the air. Why is this? Well, usually you don't want to have everything pasted onto the build plate because this
creates a lot of pressure. If you solidify this resin on the bottom of the butt and then bring the build plate up, you're going to create a
lot of suction forces. That's the things that's
going to rip the element of your build sculpture
from the build plate and your print is going to fail. That's why one of the first advice that I'm
going to give you is try to never have super
big shapes like this, like super flat shapes on your build plate because
there's a lot of suction forces that
are going to be happening here and that
could cause some damage. What's the best
thing you can do? Rotate your objects
just slightly. It doesn't have to be that much. Just slightly like this for the first few plates or layers. Now when we push this up, as
you're going to see here, when we start building, we're not going to be building the big shape at the same time. We're going to be
building small shapes, and this makes it a lot easier
to build the whole thing. That's going to be like the first thing that
I'm going to recommend, like place your object in
such a way that there's as little suction as possible so that we have
a small layers at first. Once we get to the big layers
right here, that's fine. These big layers, you can
actually work with this. Now, if you want to
be super precise, you can also try to
move this thing and get the least amount of
cross-section possible. Then this case again, it's fine. We can work with this. Now, resin 3D printing works
in a very interesting way. In the filament 3D print, you have those little hothead moving around and
drawing your figure. If you have seven or
eight pieces right here on the plate and you have a filament
through the printer, it will draw one and then move, draw the second one, move, draw the third one, and
so on and so forth. They will take a long time to draw all of the first layer and then move on to
the second layer. With resin 3D printing, one of the big things is that everything gets exposed
at the same time. Every single object
that you find here on the first layer is going to
be exposed at the same time. That means that if we can save a little bit of time
by adding more models, that's usually what
we want to do. For instance, here I think
I'm going to add the legs. I'm going to do the arms and the legs in a single element. Now, I usually like to
keep the biggest volume close to the center because
that's where there's going to be more strength
from the build plate. If you bring this to the side, you're going to have a lot
of suction on the side and that can also
cause some failures. I'm going to keep it
something like this. Now, do we need to
rotate the legs? Not really. The legs are in a really good
position actually. But one of the things
that you want to do is you want to
rotate them so that you get the most distance on the c-axis because that's the axis that you're going
to get the most detail from. Now, you can see that
here on the legs, we actually have a
very obvious island. This one right
here. Look at that. See? It's like an
invisible pieces starts forming right there.
What does that mean? That means that
we're going to have some very long support coming from the ground to
support that little section. But there's going to be a
moment right about there where that section is going to join with everything else, and now we're not going
to have any problems. Look at that. That's how all of these
pieces are going to be built. Whenever you see these things combined together,
that's perfectly fine. But when you start seeing
the islands separate, during all this
time, this island is still a separate piece. It's not until this thing hits the little element that
they get all combined. Now, you can also see
here that we have, what's the word, the overlap. It is actually detecting
that this are two objects. But it doesn't really
matter to us in the filament department because if we quickly slice this thing, even though here in the
preview it looks like solid, on here on the screen, all of those pixels are going to get exposed as you
can see there. It doesn't really know that
they're different pixels. Everything, all of this pixel certainly
is going to get, what's the word, exposed. We're going to combine
both elements. Now, I definitely do want to add a little bit more
support to the feet. You can also see that the
feet, this another island. Right there, the toes are
just going to start there. They're going to be born in
that way very interestingly. That's another area where we
need to be careful about. You can see this. That's
the red that I mentioned. That's the suction places like, hey, careful there, we've got the suction and that could cause a little bit of extra tension to the objects.
Just keep that in mind. That's it. We are going to be working with supports with these two guys. I'm
going to click here. I'm actually going to stop
the video right now, guys, because I want to show you in a separate video how to properly set up your supports over here. Hang on tight and
I'll see you back on the next one. Bye-bye.
57. Support Setup: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the support set-up. Supports are one of the most mystifying things
about the 3D process, because everyone has
their own way to place and play around
with supports. Unfortunately, there's
no a golden rule for how support should be. However, there's a
couple of advice that people give whenever
we're building supports. First of all, we want
supports to be hidden, similar to UVs when
we're texturing. We don't want the marks of the supports to be
really obvious. So it would be a bad idea, for instance, for me to
place a support right there. Because more often than not, that support when we break it, it's going to create a little
bit of a hole right there, and it's going to make
the sculpture look bad. Now, there's three
types of supports. We have this life support, medium support,
and heavy support. They each have a different
role to fulfill. Some people, I've
seen videos around where they change the
type of diameter, the type of stuff in here. There's a general tendency to try and minimize
the supports as much as possible to
make sure that they don't leave a mark and that you save as much resin as possible. In my personal opinion, I rather have a
successful print, even if I waste a little
bit more material on thicker supports, than have a failed print and then have to
waste everything. That's going to depend
on you of course. But let's start here on the
bottom of the character. I press this thing
here on CHITUBOX and we're going to start
going layer by layer. We're going to see where the
islands start to be born. So for instance, here we
have the first island. That's the first place where our element's going to
start exposing itself. This is the part
where you want to add the thickest support. I'm going to select
Heavy supports and I'm going to
click right there. Now, this thing that's on the outside that's called the raft, This is like the
base of the support. The first few layers are
going to be really solid. Then we're going to
get thin effects. We do want this raft
because it's going to give a lot of support
to our elements. Again, some people
have found other types of rafts that are a little
bit more efficient stuff. I like to stick with stock settings just
to guarantee that my print is going to
work instead of having to do it again and
again and again. On the first contact point, I always like to add a
couple of heavy supports. As many heavy
supports as possible. Not too many, but just enough. I have a good idea that this thing is going
to hold quite nicely. You can see right
there. That one I know that that's
not going to fail. That's going to be
working perfectly fine. The supports are
going to be built and then we're going to start building this thing on
top of the supports. As this thing
grows, the more and more sports are going to
be supporting the thing. Now, you can see here that
we have a really big thing, more and more islands are
going to start moving. You're going to move along
this line right here, and as soon as you
see a new island, you add a new support. There we go. So
that's a new island. There's a new island right
there. That's a big island. When you move the element, you're going to see
that black line, that's telling you where the main pressure point
is going to be happening, where the main island
is being born. I'm going to add, for
instance, one right there, one right there, and
another one right there. When you see more red again, that's CHITUBOX
telling you, hey, the areas are getting a
little bit tense right here. You've got a lot of space, a lot of form, a lot of resin. If you don't support that resin, you're running the risk of
the whole thing failing. Again, since this is the
bottom part of the thing, better safe than sorry. See that really intense
point right there, better safe than sorry. I'll rather add a couple of more heavy supports
all the way here on the base than have my sculpture fail and
have to start over again. I'm going to add all
of this supports. I know it looks like overkill,
but believe me, again, I'd rather have all of the supports than have
my sculpture fail. Let's go back here again. Let's add especially here
those big black areas, those are areas where
you need more support. Just to be safe for a couple
more extra supports here and there. Just do it again. I'd rather have this waste a little bit more resin than
have a lot of problems. Now, if resin is very expensive in your country
and you want to save, then you can try
and optimize this. Again, I prefer being
safe than sorry. Now, everything's going to be
building on top of itself, so we really don't
need anymore supports. However, I do like adding a couple of supports
here on the side. Even though they're
not really adding any weight support, they help me
stabilize the figure. They're going to be like small, simple supports here around the elements just to
stabilize the whole thing, like the scaffolding
of a building. Now we keep going
and we keep going. All of this is building nicely. Everything is building on
top of each other piece, no overlaps, nothing. Perfect so far, we don't need
any more supports and loop. We got the feet. The fits are really
important piece. It's really, really,
what's the word. It's not only important,
it's really fragile. We can't add a heavy support because if I add
a heavy support, when I remove that support, we're going to lose
all that details. In this case I'm actually
going to use a light support. One light support for each toe. You can see when I'm
at the light supports, what's going to happen
is they're going to create the scaffolding
between themselves. They're going to create this
very nice strong pillar. Now, this very strong
pillars might work, but I am going to
add a couple more. Again, the light support, because I don't want
to have or leave a strong mark on the foot, so that we get enough support throughout this whole piece. Now, I'm always
scared about tiny, flimsy pieces like this one, so I might every now and then
add just one heavy support. Like there on an area
that I know that we can polish or send later on to make sure
that works nicely. It's just one
support right there. Maybe. I'm not sure. Let's try it with this one. I'm going to not
use that one for now. Then we keep moving. We keep moving up. You can see there's a lot of
weight here on the leg. The leg is a really
important piece. There's going to be
a lot of weight. I'm going to use
more light supports throughout the whole
leg to support the leg, because I don't want the leg
to be just floating around. I want there to be enough
support all the time. Now there you can see that it's trying to create this really crazy supports. That's fine. At that point, we
should be good, because after this
scaffolding gets created. Now we're going to get
together with the leg. As you can see
there's going to be enough support
from other places. Again, better safe than sorry. I'm going to add just a couple more support to make sure that the scaffolding is working
and the edges keep building. Now here also, that's another
island that we got here. We definitely want
light supports so that this doesn't
break so much. So a couple of light
supports there. This is why when we were doing the sculpting,
I told you guys, always try to add a
little bit of thickness, because thickness will give us enough place to set
up the supports. If your is really thin, then the support is going
to pretty much rip apart the whole piece and
that's not what you want. Now it looks good. That looks like enough support. I'm still going to
add just a little bit more extra support there. I'm going to add it on
flat places like that one. Again, that's going to stabilize the whole scaffolding thing. I know that those areas we
can send if we need to. Now those red areas, that's again, CHITUBOX
telling me, hey, if you can afford to add a
couple of more supports, I would recommend doing
so because that's a really tense area that you
might need some help with. I'm actually tempted to add a
medium support right there. Again, just to help the whole
thing a little bit more. That's it. We just
keep going up. As you can see, we're
not going to need any more supports because
every single piece that's remaining is being
built on top of another piece. So now after that
little scaffolding gets created, there we go. Because at one point that little knee it's
going to combine with the leg and the leg
is going to be adding that extra support to the
whole thing. That's it. That's pretty much it for this support piece
right here for the legs and the base right there. We're
going to go here. I'm going to save this. I'm
going to save the project. I'm going to save this
as GavalaLegs+Base, just in case anything happens
and we need to go back. Now, this one, we've already rotated this,
if you remember, I'm going to rotate it just
a little bit more again to help with the cross section. We can move it just
slightly to the side, so it's not as close to
this area right there. We're going to go
to the supports. Now, this one it's
a lot heavier. A lot volume right
here that we have. For this one we'll
definitely going to be using a lot of heavy supports. Let's go to the
very beginning of the islands, right there. You can see that a lot of
places start at the same time. That's the first line of pixels
is going to get created. We definitely need
to support those. Then we get this whole thing. Don't underestimate
the importance of the heavy supports
on this area. Especially this first
part is probably one of the most important parts
of the process, like that. Now after that, we have
all of this border. But it gets a little bit
easier because CHITUBOX knows that we need
a lot of supports. What I'd like to do with bases like this, really big bases, is I'd like to add supports
all around the base, in a uniform way, a
little bit more on the initial points
and a little bit less as we get them away
from the general thing. All around the base. Then again, starting on
the uniform section, you can see how this
thing is advancing just a little bit like
a crisscross technique. Start like this. I
know some of you, if you've done 3D printing
before, you might be like, that's overkill, you
don't need as much. I know. We can save a little bit of
polygons here or elements. But since I'm recording this and I don't want this to fail, because again, as
I've mentioned, it's more lost resin. I'd rather just make
sure that this works. I'm just going to
fill this whole base with all of the supports. We don't need as many
as we keep going here. Like all of the
supports should be more than enough to
carry the weight. I guess there must be some specific formula of how many supports depending
on the size of the element. But again, I rather
be safe than sorry. We keep going. Here I'm going
to observe, for instance, there I'm seeing this island
right there that's starting. Probably needs a
little bit of support. Since this is a big shape, I'll add a couple of medium
supports right there, so that when that thing
appears right there, we get a nice support. For instance there. This thing is also asking me is like, Hey, you might want to try adding
a couple of supports there just to help the general
construction of this thing. Some of my students, when
I teach this information, they ask about
automatic supports. They suck. Automatic supports are
usually not really good unless it's a very simple model like a sphere or something. For more complex models like
what we have right here, I strongly recommend
that you take your time and place your
supports manually, like all of those
red areas where you see something there. That's again, Chitubox saying, hey, you might want add. Doesn't mean that
you need to add, is just like you
might want to add some supports right there to make sure that nothing fails. I don't think this is going
to fail because everything is on the same mass. But this is just something that you might want
to keep in mind. For instance there,
I know that some of the nails will definitely
need the support. Otherwise they're going
to fail like there. Because if there's a pixel just floating around, that's
definitely going to fail. Make sure to add
something there. Now as you can see this one, it doesn't have enough
time to go all the way down into the plate. It's going to support
itself on another part of the project and that's
fine. It's not a big deal. You might get a little
bit of a mark there, but it should be
working quite nicely. Let's go to that one as well. Nails always scare me, so I'd like to add a couple
of extra points right there. Again, better safe than sorry. Careful there, for instance, this support, that's
a dangerous support. Because if we keep that support, what's going to happen
is when we take it out, we might break the nail. It might be the
end of the world, like it's supposedly
an undead dragon or something, so we're fine. But if we want to keep our sculpture as clean and as close as possible to the one that we sculpted then we just be careful there. That's it. That's the hand and those
are the legs are ready to go into the 3D printing process. The final step before printing this thing is going
into the Slice section. A slice will create the actual
preview that's going to be printed on your printer and this is what you have here. Now, back in the days, we actually had to go
like layer by layer and analyze whether or not there was something floating around. Nowadays there's indicators,
so for instance here, as long as you see everything green, then I know I'm safe. For instance, there I
see a little bit of red, that red shape is what
I told you before, that's like a suction cup. It's a place that's
going to create a little bit more tension. However, I do believe my supports are
going to be strong enough to hold that pressure. There's another bit of
there, another bit there, but other than that, we don't
really see the problem, everything seems to be
building quite nicely. Now, there's a couple of
information here that we need to be aware and that we
need to know what it is. First of all, this is the amount of layers that we're
going to have. That's how many exposures we're going to have
on our screen. Here we have the volume, how much resin we're
going to be using. We have the weight which
is how much it weighs, it's usually very close. Price based on how much
it costs, technically, for me this would cost
only $5 to print based on the fact that my
bottle costs $50. Technically this
base is only $5, but if I were to sell this, I wouldn't sell it at $5
because the time that the printer takes,
electricity, alcohol, gloves and of course the investment for
the printer itself, ZBrush and everything,
that's not what you would charge clients this
is what it costs to you. Down here, this is
the exposure time that each layer
is going to have, 2.5 is perfect, Lift Distance is perfect, Lift Speed is the one that
we're going to change. Let me turn on the camera
again just very quickly. We mentioned that we
have this bill plate and this bill plate is
going to come down, it's going to expose
itself with the bat, and then it's going to pull up. That lift speed is how fast this thing pulls up to go
and do the next layer. The faster the speed the quicker this
thing is going to be. It's going to be like, exposing every single layer. But the problem is, the
faster you take something out and you've
probably done this when you take a Band-Aid, there's more pressure because you're ripping apart the layer. That's another point
where sometimes prints and print jobs
are going to fail. Because when you pull
this out too quickly, there's not enough
time to build up the enough force to really bring all of the exposed pieces back into the build plate. My recommendation is to bring this lift speed down
to something like 40. Yes, this will
increase the time, you can see here
when it was at 80, the print time was
going to be three hours and 49 minutes. If I bring this all
the way down to 40, I'm going to say
50, it's going to be four hours 52 minutes. Yes, it's going to
be a longer time. However, even though
it's a longer time, it's going to give
you a better result, I think it's going to fail less. Here even though I'm going to
go all the way down to 40. I'd rather have one extra hour or 40 more minutes and again, make sure that this thing works. Maybe 45, let's start 45, we get five hours, five
hours of a print job. That's it, we just
saved this file, I'm going to save
this on the STL file. I'm going to save
this GavalaBase+Legs and hit "Save". It
will write the file. The newest Chitubox
I'm using 1.9.2, it's really fast of a couple of versions
ago is really slow. There are other slicers, these are called slicers
and all of them are good. However, again, I'm using Chitubox because that's the one that works the best
with Elegoo Mars. That's it guys, I'm
going to stop the video right here and in the
next one we're going to talk about the supports
for the head and the body. Hang on tight and
I'll see you back on the next one. Bye bye.
58. Main Body Support: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the main body supports, and this is where we left off. The supports are now
ready to be printed. I already saved this file, so I'm just going to
delete these things and import the new
elements that we need, and we need Gavala head, and we need Gavala body. There we go. These two
pieces are a lot bigger, even though they're
a lot less dense. They're not as heavy, we're probably not
going to be using as much elements or ink
or resin, sorry. But they're a little
bit more intricate. We need to be way
more careful with this one than we were
with the other piece. Let's start with
the head. I'm going to move this thing to the side. Well, now actually, let's start with the body first. Since the body is really,
really important, we want to find what
is the best angle to print this without having
to use as many supports. Usually, you want things to be in this triangle fashion, so going from a larger area
or volume to shorter volume. In this case, I
think we can rotate this thing a little
bit like this. That way the hand is pointing
up and this fingers are not going to need
as many supports as the rest of the pieces. Now, the problem here
is that the skull is going to be holding
a lot of the weight, so we're going to have
to be very mindful with the amount of supports
that we have. I think I'm going
to keep this here in the center,
roughly above there. The head is going to be at
this position right here. Now, the head right now, this is not the best
way to print the head. Why? Two reasons. First of all, most of
the weight is up here, and even though we can create a nice scaffolding all
around the character, that's going to
create some problems. Second, we have a lot of empty space here
underneath the head. Technically or
preferably, I would like to print the head the
other way around, like this. Now, this does come with
a couple of issues. The issues here is that
we're going to get the marks of the supports on
the bottom part. We can try both. Now, that I think of it, it might not be a bad idea
to try it the other way around, so like this. Well, you usually want to tilt things back so
that the supports are on the backside
of the character and we don't see them as much, so there we go. Now, let's start with the
supports here with the head. I'm going to click the head and we're going to start right here, all the way down. Unfortunately on this one, we can't do heavy supports because we're going
to break the braid. We're going to
start with medium, or I'm going to start here
with medium supports, I'm going to add one, two and three medium supports. Those are going to be the
basis of the whole thing. You can see that's where the
islands start to appear. Maybe a couple most like
medium supports, to be honest. Now, the cool thing
of this is on the border of the braid, so again, I know that if we
get some marks, we're going to be able
to clean them up a little bit easier. There we go. After that, we're
going to try and do everything with
light supports. Especially here,
the dagger weapon, I'm going to add more supports all the way
throughout the braid. It's our life support,
so you can see the scaffolding building there. There's an island
there. I totally know that there's going
to be an island there. Let's add one there, one more there, one more
there, support like that. Super thin area definitely
needs a support. You can see how it's
building there. I'm going to add
the one there on that flat area again to
stabilize the whole thing. Because since this is
a very flimsy thing, flimsy things also
tend to wobble, and when they wobble, they can lose some details well. You want to try
and support this. You can see those are
small little supports that we can add to the element. Those are easy to get
rid of with pliers. I'm a little bit worried
about that face right there, let's see how it's born. See that? It's a lot of area. Now, the good thing is
since this is tilted, we should be able to insert
a couple of support, they go in an angle, you can see that
angle right there. That should help
the whole thing. I'm tempted to add one
heavy support down here. Again, just for caution, just a couple of
heavy supports there to help me with the loath. There we go. We keep going. Now, this curve, we
don't need as many, but then up here, you can see that we're
going to get more islands. We're going to start
getting some islands there. Here we definitely
want to add supports, create another nice
little scaffolding. As you can see, it's smart enough to go through the object. It's not actually like going
into the object itself, and we're creating
enough support that we should be able to
hold all that weight. Then here we start
seeing some of the the main parts like
that part right there. I'm going to start with
a medium support there, maybe a couple of mediums
should be more than enough. Here's going to get
tricky because I don't really want to go right there on the point because
it might break it. But I guess we're
going to have to. Let's go there and
let's go there. Then boom, see that? We immediately get this
huge part right here. We definitely need supports
there, same for this. Especially on the inside part of things which we're not
going to be seeing as much. Try to add your support so
that we stabilize the pieces, because they're heavy
pieces and they're heavy pieces that don't
have a lot of support. They're just floating
around, there's going to be more wobble. They can get deformed, and that's not what we want. We really want to build this really strong
scaffolding around things. Even if we get some marks there, we can later on again send them, fill them in little bit and
we're going to be fine. Here I see another big
chunk of transition, let's add the supports. Here we start getting
some new islands, let's do one support
right there. Well, that's not the chin is
another piece right there, fairly here or something. See, that's another big
island right there. Let's add a couple of supports. Now, I'm not so afraid of those islands because I know
that these islands are going to immediately or very quickly merge with the rest
of the elements with all of this
overlaps and stuff. All of these pieces
are going to have some support and I don't need to worry too
much about them. But again, the phrase that
I've been saying quite a bit, better safe than, sorry. Again, I rather over support something and waste a
little bit more resting that I have than
not support enough, and I have to start over again. Because when something fails, it's not only that
you're going to have to clean the printer and clean the prints and clean the build plate
and everything, you're also going to
have to go back here, sometimes coming all the
way back to ZBrush and change things to make sure
that they don't fall. This looks good. Now, again, most of the supports are
hidden, which is great. The nose, that's a
little bit aggressive, we might want to add just one light support
there on the nose. That one actually,
I'm a little bit unsure because I don't want to waste or I don't want to affect
the face. Now we're good. There's enough geometry. Now, here we have the crowns, which again you can see
all of the overlap. Right now we're seeing
the overlap again. Fluorescence 3D printing,
I'm not that worried. Sometime on filament
3D printing, you might get some issues, with fluorescence 3D printing
I don't care that much. Now here, since these
are really thin, the crowns are really thin. We definitely need to
add the thin supports and we're going to need quite
a bit of supports here. Especially the problem with
this ones is that they are in pretty much in
the 90 degree angle, so all of the pixels get exposed pretty much
at the same time, like for instance, on
that border right there. We do need a little
bit more help. We're using light supports
on all of those areas. You can also press your
Up key on your keyboard. As this thing starts building
that you're going to see. I hope far apart the
supports are, for instance, this piece is a piece
that could fall, so I'm going to add
one support there. That looks good. But if we want to be safe, maybe one more there. We're going to have
to be very careful, these are really small pieces. Hopefully, they don't fall. Once that support and everything emerges
here together, then I'm not worried,
all that things just fall or get build nicely. Let's go back here
to the front crown, you can see all of
the island they is just popping into existence. For each island, we're going
to need a thin support, maybe even a couple there. There we go. That should be good
for the crown there, let's go back here to
this area right here. Again, just small supports enough so that this things
are not wobbling as much. Try to get them on
the flat areas. That's also going to be helpful. Let's go to the other side. I'm sure there's no red color. There may be just a
little bit more support. That's what angling
things really helps, because things
support each other, and we don't have
as many issues. Actually, this might be obvious now that we're
in this final step. But the reason why I asked
my friend to do a lot of these flat surfaces is because I knew that those were going to be easy to
support as well. From the very beginning,
the design of the character also had a
little bit a couple of choices that made a lot easier to make sure this was
going to be a success. Now I'm going to be a
little bit more aggressive with light supports
here on the hair, just because I like to
stabilize the whole thing. Because again, I know that
this is a heavy thing. I might even be tempted
to go here to the inside, and throw in just a heavy support even
if we don't need it, just to have a big chunk of resin going through the
very center of the object, and that way we shouldn't
be worrying that much. Now, if this fails, well , we're going to
have to do it again. There's no easy solution there. That's the head. Let's save this real quick,
save the project. We're going to call
this GavalaFace+Body. Let's jump now onto the body. The body is going
to be a little bit complicated or a little
bit more difficult. Well, first of all, let's
move this body to the inside. That's a very weird raft. Did I click something? Let's just remove all. There
we go. That's called a raft. Sometimes instead of creating these escapes on the object, we create that raft, not
something that we want. We're going to start
with the skirt. This skirt's going
to be the first thing, and fortunately, this skirt has quite a
nice thickness to it, so it should be
fairly easy to find the initial points of
the skirt like this, and get our supports
right there. Pretty much using the borders, the thickness that we have for
the skin instead of zeros, we're going to start building up the supports for the character. These are not going to
be the main supports. This skirt's going to
have its own supports. But you can see this
like S shape building. Now here, there's
a lot of things. If we place the supports on
the corner of the thing, one thing that's
definitely going to happen here, we're
going to break that. There's no way to
avoid breaking it. Again, I'm not super worried
about that because we can just sand it and make it
look a little bit cleaner, it's just going to be a
millimeter that gets cut, and since we have the
rustic-looking cap, we're good. But just keep in mind that, yes, we're going to break a
little bit of the pieces. That's one of the bad
things about this method, about 3D printing, supports will damage the
structure a little bit. This is where I know
some people like to play with thinner supports or different cone
connections. I respect that. But since this could be one of your first 3D
printing experiences, I'll rather you guys have a successful 3D printing
experience rather than an optimal one. Then as you get
better and better, you guys can start experimenting
with a better effect. As you can see, I'm adding
a lot of supports here to all of the surface, and not because it won't
build on top of itself, but because it's
such a big surface that if we don't
have the support, again, it's going
to be wobbling, and wobbling can
cause deformations, and then things are not
going to match perfectly. Same thing here, let's
just add a couple. As you can see,
I'm adding them on the inside of the element, so that we don't have to
deal with any problems. I know that the skirts, they're going to be built
a nicely over there, all of the supports
and everything. I might add a couple
of supports here, I think that's going to
work perfectly fine, and then the legs. The legs here, definitely, we need some supports, because otherwise, we're
not going to work. Let's go for heavy supports, and that's why this cut here
is also really important. Now for these ones I do recommend getting
inside of the cut. As long as we touch the
geometry, we should be fine, but if you feel unsure, just add some light supports
on the very border. On the first little
polygon, did you see there? Then the medium
support is going to help you, or the big support. Let's set some heavy supports. We don't want to
touch the border, or we want to avoid touching the border
as much as possible, but we do want to have
a really powerful bit. Especially for the
body because even though there's not
a lot of mass, it is a little bit
more complicated. Those I'm not too worried
about. Let's go here as well. Again, very close to the
border, a couple of big ones, and let's add some small ones, especially for the
first few pixels that we catch something, and after that, we can continue
adding some big strong supports right here
for the element. Like that, I can see
an island there. Make sure to catch all of the
islands. That's an island. I sometimes also like
to go from the top, and you can see how islands appears, for instance, there. If you go from the
bottom there is a filter that deletes the support. You can see, so look at that how much like islands we get there. Make sure to add
some support there, because otherwise, the
pixels are going to appear, but there's not going
to be anything to support them and we can get into some issues. There we go. Now at this point, there are a couple of
floating bits and pieces. Definitely, let's work
with the light supports. For instance, that one
is a light support. I'm not too worried
about those pieces, because pretty quickly they're going to be combined with
the rest of the elements. Also, as we've mentioned before, there's a little bit
of light bleeding. The exposure will hit a lot
of polygons at the same time. I'm not too worried
about that problem. Because very quickly they're going to
be joined with the leg, so they're not going to
need as much support. Just to be safe, let's add
one more support right there, and that's it. Let's keep going. Same
on this other leg, let's see if we need it. See how those are immediately
joined to the leg. That means that we
don't need a support, maybe one for that one,
another one there. Let's go back here,
we already have it. There we go. We can see a
couple of things over here. Now, these are a
little bit heavier. So either add more
polygons here. Let's see how they
started building up. This is the hip armor, it seems. We can definitely tell that
this is a floating piece. We need a little
bit more support, so just go here on the side of this whole thing.
Let's watch that. It does appear a little
bit aggressively. Same thing over here, you can see how it just appears. We just need to fill
all of this in. It's building up, and this
is my favorite moment. When it touches something else, and then I know
that we're going to be safe because once it
touches another piece, all of the things
get merged together. That's like DynaMeshing
themselves. Like this thing, I'm
a little bit worried, but then boom, right there, it touches the leg
and then I know, perfect, we're out of the woods. I'm going to be certain that things are just going
to work from there, because we've managed
to hit the proper part. But before that, I can make sure that there we have the support. There we go. At that point, we just merge everything together. Remember, when we were modeling
things and I mentioned the negative spaces that we
need to be careful about. That's exactly why
these are important, because all of these
negative spaces, they're going to need
way more supports, and not only is the
process is going to be a little slower here
for the preparation, but we also need to make
sure it doesn't fail. Here we go. Again, I'm just waiting for the
magic moment, there we go, where it just merges
with something else, and then I'm confident
that things won't fail. Because once they stick
together, then we're fine. Back here, we have
more wings, it seems. Now see how these wings are
actually like they're being born from something that's
already stuck together. Even though that's happening, I'm still going to add
a couple of supports. Maybe not there,
because that one should work fine, but everywhere else. There we go. We'll
just keep going, and now we're going
to see the arms. But I'm going to stop the
video right here, guys, because we're already going
over the 20-minute mark. You can see that
the support setup can definitely take a
little bit of time. Take your time, and make sure
you don't miss any spot, because this is super crucial for the whole
3D printing processor. That's it for this
one, guys. I'll see you back on the
next one. Bye-bye.
59. Final Supports: Hey guys, welcome back to
our next part of our series. Today we're going
to continue with the final supports of
the body. Let's go. As you can see here, we have
a little bit of tension on the skirt, just a couple of
medium supports there to make sure that
this is not full. Now, this is where
the fun begins, because as you can see up here, we have the arm, like the hand. Most of the fingers are
going to be building on top of themselves.
That's good. We only need to make sure
that the base of the hand here gets most of
the coverage first. I'm going to play with
some medium supports, especially on these
initial areas, because it's a lot
of weight that we need to support
here on the hand. Especially here
on the big areas, we can go for medium supports and then on the small areas, we can grab some small supports, of course, to support all
of these little pieces. For instance, that
crystal right there. That crystal right there, I'm a little bit scared that one because it's floating so it's going to break. I know
this is going to break. Well, unfortunately
we need to get it there otherwise everything
else is going to fall. A couple more supports there. That should be more than enough. Let's start getting
this thing higher-up. Now all of this thing, like all of those places, I'm going to go with medium support. Again just to make
sure that there's enough support on the weight, because the weight of the pieces is also
one of the things that makes things
fall or not fall. So all of that
support is important. One thing I'd like to do is
I'd like to add a couple of light supports on
the sides of things to stabilize because
otherwise we get a very narrow effect
and that's not great. Let's go here to the finger, finger armor and I can
see we're going to need a couple of light support. Let me go with my
trusty arrow keys. We're going to need a couple
of supports here and there. I've seen some people use
super tiny supports as well. You can change the
contact diameter here. I think I'm actually
going to try it here. Let me Control C a
couple of times. You can see here on
the light supports, if we go to the top, the contact shape is none, the contact diameter is 0.5, contact depth 0.3, we
can lower this to 0.25. What's going to happen now
is when we add the supports, they're going to be
slightly smaller. Let's go here as well.
Let's go 0.15 for instance. They're going to be really tiny. That could help, make sure that we don't
break them as much. Just be mindful that since
these are really tiny pieces, like look at the
tiny pieces here. These are definitely
tricky parts. We need to be very
careful to make sure that we're supporting
everything. We don't want to overdo it. Because remember
if we overdo it, then we're just going to
contaminate the piece a lot then it's not
going to look as clean. We could also cut the hands
off and do them separately. That could be another option. Not my favorite option, but it's definitely an option. Again, let's just
take a quick look. I'm trying to define islands
that are not supported, like small pieces of pixels that are going to
get exposed and they're not being caught or
cached by any piece, but so far things seem
to be looking clean. That looks good. Let's
keep going over here. Let me just quickly check
the bandages here again, make sure that there's no, there we go. I can
see it right here. A couple of islands. Make sure you don't
miss any island. If you miss an island,
that thing is not going to get supported
and it's going to fall. You're going to get a flat piece of model there and
that's not what we want. There we go, see that? Boom. Let's go for a medium one. It's in a very hidden
piece or part right there. I'm going to show you a
nice little trick here. If you can't get a support be where you want it to
be just get this one. I get one of them
and then you can go to Edit support and you can just edit this piece and move it to where it's
supposed to be going. Just make sure that, let's go in the middle. For instance, this
one right here, I'm going to go with
the lower diameter. Let's go 0.5 so that we
have this long line. It's tricky but it can work. Now let's go back
to adding supports. Just a couple of supports
right there, small supports. Guess I'm not too worried
about that one because I know that eventually
it should touch the body and merge. There we go. Let's keep going. Keep going. There we go, start seeing
another big support right here. Let's go with middle
or light supports. Just a couple of supports
here and there. Over here. That's another piece of
armor That's going to be supported to its own body. That's fine. Just going to be
for a little brief moment. Here we go. Let's add one more there and then we got those things get
together, so that's fine. I'm just going to
go down here to check if the bandages
are not touching. They don't seem to be touching
so just adding a couple of supports there could be helpful again it's more
stability to the whole thing. Same thing here. If you see
areas that you're like this definitely needs some support
or something just add it. These are really small supports. You're going to see once
we remove them there. They're not that big of a deal. Again, I'll rather have an over supporting model
than a fail model. Looks good. There's
another bandage there that needs a
little bit support. See that one. That's an island. Got to be very careful
with those islands. Make sure to check every single square inch
of your character. Don't rush this part. Because all of the work
that we just did inside of ZBrush could get lost if we forgot to
support certain areas. Since that one is really close
to where I want it to be, but it should be a
little bit lower, so I'm going to edit
this. Just move it down. Definitely, support there. Look at that like super, super thin just floating around like that
thing right there. We definitely need support. I'm having a hard time trying
to find the support there. Let's rotate the camera because it doesn't have any contact. Everything is going across it. This is why I mentioned
that some of these pieces, it might be better
if we print them separately and then just stick
them together at the end. But we're already doing this, so it's going to be a little
bit difficult to go back. Here, we can use the other technique
that I showed you guys, which is find a
support that works, like a place where you
can actually support , in edit sport mode. There we go, so 1, 2, 3. I'm a little bit worried
about that piece. I'm not going to lie
because it's a very, very thin piece that's
literally just floating around. I'm not even worried about
the fact that it's going to break a couple of borders. I'm just worried
about the fact that it's a super-thin piece, and it does take
a while for it to merge with something
else, like right there. Just for the sake of safety, I'm going to add a couple of extra support here
on the inside. Again, for stability sake, even if we need to add
just a couple more there because I definitely
don't want that piece to fail. Then we have the same
piece, but over here. There we go. One little
support there on the arm, another there on the inside. The bandage, I'm not
too worried about it because they're
coming with the body. As you can see there, they're very quickly matching
with the body, so not that much of a problem. Those are the ones
that scare me. These ones, there
and there, there. Those are so tiny. For instance, there's
this piece right there, but it's coming from the body. It's connecting on itself
and self and self. Even though it's really
tiny and really thin, I'm not worried
because everything is just connecting on top of each other, on
top of each piece, here just to again help
me with some stability. We can add just a couple
of elements there because of course
the arm is heavy. Everything there,
I'm not worried, not worried, perfect. Don't add support if you
don't need them of course. There we go. That's what
you're getting some islands. That's perfect. You can see
everything's building nicely on top of each other. Just one there. That's fine. I think that's the pinky finger. Since it's curled up and
looking or pointing down, definitely add a
couple more supports. Even if we break the
little nail, again, I'd rather have that there, there, there. Ninety-degree angles are
the bane of supports. Those are the most tricky
parts of any support, the 90-degree angles because it's such a long flat surface. But yeah, this seems
to be working fine. Let's just check back here. That one right there. That's why spiky things
are always tricky. I think that one we can actually get away
with. Not that one. My best advice for this
part of the process, get yourself your
favorite drink, put your favorite playlist, and just be patient because
it definitely takes some time to get it there. Now I'm not that worried, it's just a couple of pixels
and then we get this, so not the end of the day. This seems to be working fine. I am going to add
just one medium like support in a couple of strategic places
around the arm again, just to make sure that we have enough coverage pretty
much everywhere. Same for the cape down there. I know that's going to
be like a heavy cape, so I'm going to
add just a couple of big supports on the
other side of the cape. At this point, it's time to prepare
this for 3D printing and pray to whatever
God you believe in because at the end of the day, even if you do an amazing
job here with the support, sometimes things are
not going to work. Unfortunately, there's
no easy way to say this, but you're going to have
to just do it again and find where the error was. Hopefully, we don't
get any errors on the printing side of things so that I can show you
the whole process. But if we do, then that's
going to allow me to show you also how to fix the issues. With this, I'm pretty much
showing you guys how to prepare everything in
the best possible way. I'm just going to
slice this thing. Let's wait for the
slice to finish. We're going to
reduce this to 45. Eight hours is going
to be the longest one. It's not a lot of
materials, you can see, it's 51 milliliters, so
it's not a lot of material, but it's going to take quite
a while because it's taller, it's 2,600 layers. It's going to be body lost
face, and that's it, guys. Now the only thing
I'm going to do, every single 3D printer
comes with a USB drive. I'm going to save
this file that I just got from a toolbox. I'm going to save those
files into the USB. We're going to jump onto the
next part of the process, which is the actual hardware
part of the things. I'm going to show
you my workstation. I'm going to tell you
which materials we need, how to prepare 3D
printed everything, and then we're going
to start printing. Hang on tight and I'll see you back on
the next one. Bye-bye.
60. Printing Process: Hey guys, welcome to
this new chapter. We're going to start now with the actual 3D printing process
with the whole machine. First of all, I want to go
through the components. If this is your first
time using a 3D printer, you don't need to
know what's going on. First of all, safety, as always. We are going to be
manipulating, a resin, and resin is one of the
things that is toxic. It won't kill you, won't
give you cancer or anything, but if it falls on your skin
and you go out to the sun, it will burn you and
it's a really painful so you don't want to
get it on your skin. I've also read about
some people that are allergic to it and they get skin rashes and stuff
so be careful with that. That's why we always use gloves. Now, you have two
options for gloves. You can use nitrile
gloves which are better for industrial
substances, or you can use latex. I recommend nitrile. Not sure how to pronounce
that one. Yeah, that's it. The camera is going to follow me and this is your 3D printer. It doesn't matter if
you have an elegoo Mars or any cubic photo or any of the other brands
out there on the market. You're going to have
something similar to this. When you remove the cover, you're going to have
your a resin but, which is the little pool of resin where the resin
is going to live. Your build plate,
which is going to be tightened up here and of course your menu and
you're of course going to need your USB drive. Now, if you look closely here in the resin but you're
going to see that the resin right now
is really dark. This is because I haven't used the machine in a
couple of days and the resin needs to be mixed thoroughly for
it to work properly. Never, ever mix the resin
with a metal scraper. You're going to have
two scrapers usually; one of them is going
to be metal and the other one's
going to be plastic. The metal scraper is going
to be to get the prints out of the build plate later on when we
finish the prints, and this one is the one that
we use to mix our stuff. We're going to start
mixing and as you can see, we get a nice gray
color over there. You need to make sure
to mix very thoroughly. There's a lot of chemical
agents, of course, they go inside of the
resin and you want to make sure that your resin
is nicely mixed. This color, this doesn't
work if you try to print with the resin
looking like this, some of the materials
will harden, but not all of them and it's
not going to look nice. Now, well, that thing is there. This is the resin. Now I'm using just a
standard gray polymer resin. If it's on the
button, you of course want to shake your
photo really well, and once you pour it
into the element, you're going to see that we get that nice little gray color. That's the consistency
color that we want to have on our
back right there. I'm going to continue
mixing here. I'm getting this thing
ready for our print. Now, when a print fails we haven't talked
about failed prints. But when they fail, sometimes they're going to get
stuck to the FTP, which is the film that goes between the little poll
here that you're seeing, and the screen, of course. Again, if you need to get
something out of the film, you're going to be using
this plastic scraper. Do not, and I repeat, do not use the metal
scraper because a metal scraper will
damage your screen. It will damage your film
and you're going to have to replace it and
that's not good for us. Now the resin is
thoroughly mixed. That's going to work just fine. Right now here in Mexico, it's really hot weather like
30 or 35 degrees Celsius. You definitely
want to print when the ambient temperature is high. If the temperature is low, the resin tends to fail as well. I've heard people
say that as long as it's under 18 Celsius, you're going to probably
get some failure. You might want to get a personal heater or something to make sure that
the resin is working nice. There we go. Let's go
back a little bit. [NOISE] When you
clean your tools, you are going to be
using something called isopropyl alcohol.
This one right here. This is the one that
we normally use for electronics because it evaporates really quickly and
it's really concentrated. It's like 95 or 99 percent
isopropyl alcohol. Now, pro tip, don't buy this at Amazon or eBay or
stuff like that. Try to look for your local
chemical plant distributor, like the places
where you get all of the chemicals
for the industry, and you can get this
readily very cheap. For instance, this one, well
it's four liters and it cost me 10 bucks so it
was really cheap. [NOISE] Over here, I have
two big bowls of plastic. One of them is what
I call the dirty isopropyl alcohol
and the other one is what they called the
clean isopropyl alcohol. If I want to clean my
little spatula here to get it ready for
another use later on, I'm going to scrape it here
to make sure that we're using as much or recycling as
much resin as possible, and then we just
give it a couple of [NOISE] movements over here
on the isopropyl alcohol. I have this. This is just
like normal kitchen paper. You're going to, of
course, dry it out, and you always want to give it another go with
the clean alcohol. Now, some people are very sensitive to the
smells of the chemicals, either the resin or
the alcohol itself, and if you want,
you can of course, use a mask to just
get rid of that. Make sure you are in a place
with good ventilation. As you can see, I have
a window over here so that helps with others so
it's not asking tense. Now that my resin is ready, now that my build
plate is ready, you're going to have two set up your proper heightened within. I can't really go
over that because that will be only for
my specific machine, but there's a lot of resources
out there so you can check out to make
sure that you get your level properly set up. Once your level is probably
set up you're going to grab your USB stick get it in there and you're going
to turn on your machine. My resin is thoroughly mixed this things nicely tied
up, everything is tied up. We have enough resin, make
sure you have enough resin. That's a very common mistake, especially with big prints. Right now, for instance,
I'm going to go for the, what's the word for the base. For really big
prints, make sure you have enough resin and its not enough to just measure. You guys remember
from our element, we were going for
100 milliliters. It's not enough to just measure 100 milliliters
and get it there. Since the resin is
going to expand throughout the tray you need
to have more than that. So make sure you have enough resin and then
you're going to go to print and in my case, we're going to go for this
GavalaBase plus Legs. We're going to be printing
the base and that's it. We just hit play and this is where the magic
is going to start. If you guys remember, when
we were taking a look at the steps for the
3D printing process, the build plate is going to go down and it's going to
start with the base layers. We have five base layers, and base layers are going to be exposed at 30 seconds each. Once that layer is done, it's going to go up,
wait a little bit, go down again and do
another exposure. After those five
layers are done, then we're going to start
with the small layers. Unfortunately,
we're not going to know whether or not
printed successful until about an hour in or two hours in where we
can actually see this basically go high
enough so that we can see that the material
is being printed on. However, there's one
thing we can do and I'm going to try and see if
we can actually hear it, but when you print and when
the build plate is going up, you're going to have
a little pop when the element gets taken
out of the film. I'm going to see
if we can hear it ring out with the camera. I'm not so sure because the
microphone is not that good. There you can see
the plate going in, and over here on
the little screen you're going to see the
exposure in just one second. There we go, that's it. Those blue dots, those are the pixels that are
getting exposed right now, if you look on this
side of the screen, you're going to see that the
UV light is being activated. It's that purple
light over there. Hopefully, it's being
seen on the video. After 30 seconds, which
shouldn't be that long from now, I'm going to bring the
camera closer to the back. Maybe we can see the pop. Let's wait just a little bit. Just a little bit more. There we go. There you might have been able
to hear a little pop. I did hear it, so that tells
me that we're doing good. That means that the
things did stick to the build plate and now
it's just a matter of waiting. This is the general process. I'm just going to
go over the things that I recommend you have for your setup before we
close this initial video. After that, I'm going to
let this thing finish. I'm going to print the other one and
then I'm going to see you guys back for the whole clean up and
preparation process. Again, of course, you need your 3D machine
once it's printing, I strongly recommend
you place this back on top so that nothing like particles or anything
fall in there. You're going to have
one plastic bond or one station to clean. They do sell like this
advance at washing station, but if you don't have
money to buy one of those, don't worry, you can get
away with one of these guys. One is going to be
for dirty alcohol. I'm using this black list to remind me that
that's during alcohol. One for the clean alcohol. [NOISE] You want to have your gloves so get
yourself a box of gloves. Nitrile is the one
that you want. Paper to clean stuff up your spatula to scrape
things from the little bat. You melt a spatula to get things out of the build plate
and your pliers. This is going to be
to cut the support. Most of these come
with the machine, but if you don't have them, make sure to get them
as well and of course, do not forget isopropyl
alcohol, super important. This the salts, the
resin really quickly, and this is what we're
going to be using to get everything out. I also have this
little trash can and every single thing that gets touched by resin goes in here because the
resident is toxic. To properly dispose off this, you actually are going
to be exposing this to the sun so that hardens and
then you throw it away. You don't want to throw
it with the rest of the garbage because this
is a toxic material. Yeah, that's it, guys. Now, as you can see
right here we need to wait five hours
until this is done. Make sure to come
back like frequently, check that everything's
in order and in five hours we're going to see whether or not this thing works. Again, as I mentioned, I'm going to make sure
that this prints, I'm going to make sure
that other piece prints and then once you have
both of them ready, I'll show you how
to clean them up. That's it. Thank you
very much, guys. I'll see you back
on the next video.
61. Cleaning Process: Start. Hey, guys. Welcome to the
next part of the series. Today, we're going
to be talking about the whole cleanup
process of our piece. As I mentioned on
yesterday's, yeah, well, it was yesterday because I was
recording yesterday, but in the last video, the base and the legs are nicely printed. I'm going to show them as soon as we're done
with this one. But I'm going to show
you what you need to do once you finish
a printing process, so follow me along
over this side. Of course, first
of all, we need to get a new pair of gloves. Unfortunately, we created
a lot of residue, a lot of garbage when we
were doing this process. There's some people
that I've seen that they recycle their gloves. I don't recommend it because as soon as you get
some resin on them, the risk of getting
that resin on your skin can be quite high. The print is done.
I'm going to turn off the machine just to make
sure everything is safe. If you want, you can unplug
the USB. That's fine. [NOISE] We're going to remove the cover and as you can see, this is how the print
looks once it's finished. All of the supports
are coming from the base and our piece is
right there in the middle. From just this visual right now I can see that pretty much
everything printed nicely. You can see the
little hand there at the bottom and all of the
pieces are working fine. Here's the process. First, I'm going to make sure
my bottles are open. [NOISE] It's a very
common mistake I make sometimes when I forget to open the bottles and then when I try to open them, I get resin all over the
place. You don't want that. [NOISE] We're going to go
with our metal scraper. We're going to be using
this one, very important, and I'm going to unlock
the platform over here, so just soften the little bolt right here and there we go. Be careful with the resin that's still on the plate
because it can fall down, and it can fall on your skin. There you go, look at that, the face is looking amazing. The whole body, everything
is looking fine. Here's where you're
going to immediately see if something's wrong, if you missed a spot or if there's flat
elements or anything. Right now I don't see things. I do see that a
couple of things are really thin, so for instance, the crown over here, it does look a
little bit too thin. Those are the things
that I will correct for other versions
of this piece. But yeah, everything looks nice. Very carefully with our spatula, with of course the sharp side, we're going to go
under the piece. It does require a little bit of more strength to do my thing, and some newer plates
actually are really good, and they hold the
print really nicely. You might need a little bit more force that you're used to, but be careful because we
don't want to break anything, so very careful
here. There we go. The first part goes into our alcohol bath, and
then the second part, which is the head, same thing, just try to find a
nice entrance point because we want to
be very careful. Don't apply too much force
though because you could move the platform itself and that's
going to change the way. There we go. Careful there. Those into that dirty
the alcohol of bath. Now, I'm going to grab a nice piece [NOISE]
of towel over here, and with the clean alcohol, I'm going to dip it in there, and I'm going to
clean the platform. Make sure you clean the platform every single time after you're done with a print job because if you're
starting a new print job, this thing has to
be perfectly clean. Using clean alcohol right here, we're going to make sure to
clean this thing very tough. You guys, remember,
we mentioned this, every single thing
that touched a resin is going to go onto
a vessel garbage can right there because we are not supposed to [NOISE] mix it with normal garbage. Dry it out. Make sure
the platform is nice and dry, and that's it. We're ready for the next print. [NOISE] You just get this
in here, screw it back in. Make sure it's really
tight up here. We don't want any wobbling and we [NOISE] bring that head back. At this point, you can start
a new print job over here. Just plug in the USB again, select the file, and off you go. Now over here, since
this is a big print, I'm going to add a
little bit more alcohol, so we're just going
[NOISE] to fill this bottle with more. I'm also going to add a
little bit more over here. [NOISE] As I've mentioned
in the last video, it's really cheap if
you know where to find $10 for this whole
thing, so pretty good. We're going to close the bar
right here and very softly, we're going to let the
elements soak there. People recommend
about 30 seconds of soaking so that most of the resin gets off of the
elements. Don't shake it. I wouldn't recommend
shaking it heavily unless it's a very solid piece
because it could break. You saw that we have some fragile objects here
on our element, so we want to make sure
that we are very gentle. Usually, the concentration
of alcohol should be more than enough to get
rid of the excess resin. [NOISE] Now that we're ready,
let's start with the head. I'm going to bring
the head here, and we're going to
give it a second bath. But I'm going to start
removing the support. As you can see, we have
all of the supports over there and very carefully, I'm just going to start
peeling them off. For the size of this sculpture,
most of the supports, as you can see here are
going to be peeling very easily to be honest. But if you're working with
really tiny miniatures for Indian stuff like that, you might need to be a
little bit more careful and some people will
recommend using warm water. Warm water will
soften the supports, and it will make
it a lot easier. You can see here.
We got a break. That's fine. I'll show
you how to fix this. This is one of the
problems that we get. As you see here.
it's really thin, so we're going to have
to fix this one later. Let's just keep adding or
removing supports there. Let's remove the supports
over here as well. Very carefully.
[NOISE] There we go. [NOISE] Let's go over here.
Let's keep this piece. I'm going to place this piece, the one that broke on
the clean alcohol, so really thin, like a film which I'm actually surprised that we were able to print it. When things are really thin, sometimes they don't even print, but in this case, it worked. I'm happy there, I'm
not happy that it broke, but that's again, the thing that we need to prototype and see whether
or not they're working, that tells me that the
initial sculpture inside of ZBrush was really thin, and we will need to, of
course, modify that. Let's keep going here. Now you can see here,
the little hair tail is trapped behind supports. That's where the
pliers come into play. Because you don't want
to accidentally break something that it's
really fragile, so we're going to break
the supports right there. [NOISE] Again with
my pliers get that out and that way I can remove this whole section without
damaging the hair. Got to be very careful. Right now this
resin, by the way, it's not completely hardened, it's not completely cured, so we need to do another extra
process before we're done. There we go. I'm going to break all of this
big pillars right here. [NOISE] It's a little bit easier to get them out of
the inside of the face. There we go. [NOISE] The
face is looking great. Look at that. Beautiful.
Really nice detail, really nice proportions,
everything's looking good. There's just a couple of support here and
there and you can see one there in the
center of the hair, maybe. A little bit difficult to focus, so just go there with
pliers, break it down. Now, this whole thing goes into our bottle. Let's
go for the body. [NOISE] You can just give it a nice wipe
there on the alcohol, and we can start
removing things. Again, as I mentioned,
most of the supports, especially the big ones, they come out fairly easy. Just be very gentle with
this whole process. [NOISE] Especially
in the fingers, we want to be very careful
because things get really bad. That's it now. On the base here, on the skirt, those are
relatively easy to get out. You can see how we're getting some nice little dots there, well, not nice. Those are the supports
marks that I've mentioned. We can fill them in later
on with a little bit of pressing, there's no problem. Careful there on the hand, there's lots of
support on the hand, so we very gently
we remove them. With just your fingers, should be more than enough. [NOISE] Now this one's, the ones on the bottom,
they're definitely a lot tougher because those
are the heavy ones. I've seen some people,
and we've mentioned this when we were doing
to support process. We've got a little bit of
a break there as well. See that? Too many supports in that little
triangle right there, so we got a little
bit of the armor. I think we can leave
them like that. It's going to battle
damage or something. But that tells me
that those pieces were a little bit
too thin as well. You can see my
[LAUGHTER] globe broke, supports are really spiky, so we can get that stuff happen. Just be careful. As
I mentioned before, resin is not going to kill you, but it might irritate
your skin a little bit. Now the legs there are floating, so I know that we can just be a little bit more aggressive
here or if we need [NOISE] just break this
with [NOISE] the pliers. [NOISE] There we go. That's the key. Remember, we did this key
inside of ZBrush. Just clean the key, make sure that
there's no garbage inside there for all
of the supports, and [NOISE] that's it. That's pretty much it. Look at the level of detail
that we were able to get. There's still a
couple of supports and a couple of marks
that we need to clean. Now, how are you
going to clean those? Well, if you need to
clean those elements, you can use a really
smooth sandpaper to sand those all things off. Be very careful with pliers. We don't want to damage the resins scope because
as I've mentioned, this is not completely
cured just yet. What could happen is that
you scratch it and stuff. Now usually paint will fix those scratches once
we paint the model. But again, just
want to be as clean as possible. That's it. Let's just remove some of
the extra supports that we got here and there and
things are looking great. Those marks right there,
those are supports again, just a little bit of sanding, and we're going to be good. Very carefully get that
into the alcohol bath. Give it a second alcohol
bath right here. This is the clean alcohol, so we are ready to finish this. Now, one quick test
that we can do here is the fit of the head, so we get this head right
there. Perfect fit. That's again the key
points that we did. You can see that
the neck lands very nicely on the whole character,
and we're ready to go. Now the camera is going to wait here while
I get a little thing, just give me one second. [NOISE] There we go. As I've mentioned,
resin needs to cure. There's two ways
you can do this. You can grab these pieces
and go outside to where the sun is and just leave it on the sun for a couple of hours, and that's more than enough, or you can get one of
these things right here. This's a UV lamp. They
use them for nails, on nail salons, and you can use this one
to just give two minutes each piece on different
sides and that's going to bring the
whole element together. Yeah, that's pretty
much it, guys. Our element is ready,
our pieces are ready. The head is looking really good. I'm just going to do a
little more clean up, a little bit more adjustments. I definitely need
to paste this back. How are we going to paste it? Once this is cured, we're just going to use a
little bit of superglue, and we'll just get
this right there so that it's there with a fulcrum. Thank you very much, guys.
This is it for this video. I'll see you back on
the next one. Bye-bye.
62. Polish Process: Hey guys, welcome back to
the next part of our series. Today, we're going to go with just a very quick video and you're going to see
me here full screen. I just want to show you the
final result. Here we go. This is [inaudible] . This is the final result that we have for our 3D printing course. Now I know that it was a relatively short chapter compared to all of
the other ones. Printing is not that difficult. I don't think it's
that difficult. But all of the things
that you need to consider to make
sure your print is successful that's a lot of information that we cover
throughout the whole course. Just a couple of notes here. I was able to fix most
of the stuff here with [inaudible] . Super glue is going
to be your friend. I don't have my little
bottle right here it's over there on the working table. Let me see if I can focus
her a little bit more there. I've been having
some issues with the autofocus thing
here. Is it working? Sometimes it's like it
wants to follow my face and it's just doesn't
find this culture, no it's not working. I'm sorry. You've probably seen
the photos as well. One of the things that
you might realize it's a little bit difficult to
see, but here on the legs, there's this little white line, white banding and my keys
were a little bit too small. Remember when we talked
about the keys right here, like the little
square thing that was going to join the legs and
the rest of the elements. They were a little
bit too short. When it came time to get them
there, to place them there, what happened was that
they didn't fit perfectly. Even with superglue,
there was still a little bit of a
gap right there. Now, what's the easiest way to fix that gap? Super simple. You're going to grab a toothpick and you are going to grab
a little bit of resin. You grab a little bit of resin, and you use a toothpick to get the resin on
those little gaps. After you do that, you
use a UV light or you go out to the sun and you
wait for the resin to harden, it's going to leave a
little bit the full lump that's very common, but at that point, the whole figure is
like stuck together. Actually, a lot of
people recommend like pasting the different
parts of the character, not with superglue but
with actual resin. It's way, way more resistant. At certain parts, I
don't like doing that, but others say it's
really helpful. Once that's done, you are
going to grab a sandpaper. You're going to start
with a high or low grit sandpaper like something like a 100 grit and
you're going to sand it down a little bit and then
you're going to go to 200, 300, all the way to a 1000, I would say will give
you the best result. Make sure to use sum, like a mask when
you do this because there's a lot of little
tiny dust of a resident that gets like sanded
out and that could be potentially harmful so just be careful there and that's it. Now, this base right here, this is just a wooden base. I bought it on a craft store. It cost me like 40
Pascals, which is $2. I spray-painted them with black to get those like a
very, very nice base. As you can see, we have
our 20 centimeters figure. It's really close as you can
see to an action figure. I actually think it's the
right proportion just as this is female and this is
like a male action figure. This is a perfectly
fine collectible piece for selling or for collection or for whatever
you want to do with it. I mean, the whole detail. I'm going to of course
be uploading photos on the description of the final
result of this character. It's just really,
really, really good. Now, what would be the
things that I will change? Because you always want to ask yourself that question like, are there things that I would change when doing another one, to make sure that we improve? First of all, I will
go a little bit thicker on certain areas, like you saw how there's a
little part of the crown broke when we were taking
these supports out. I will definitely make
those a little bit thicker. I would probably
change the position of the connections of the legs
either higher or lower so that it's easier to match
them and make sure that we don't have to sand down
and do all that stuff. But that's how you
learn. That's how you learn how which things are going to be working
and which things you need to improve. The next step for this
girl right here is to be painted as you would spray painted with some
black primer or white primer depending on the colors that
you're going to use. I really like using
this technique. I encourage you
guys to look it up. It's called zenithal priming, where you prime the
whole figure black, and then coming from the
top, you prime it the white. It's like a painting
light with just a primer. That brings out the colors a
little bit better once you start adding the actual
colors and the bowl. Yeah, that's it, guys.
This is the final polish. This is your final result if
you've made it this far and you were able to print your
stuff then congratulations. Now some of you might wonder, well, if I don't have a 3D
printer, what can I do? There's usually a
lot of services. A lot of people own a 3D printers and they offer the service
to print them out. Get some quotes, make
sure you get a nice, cheap one with good quality, of course, resonance is the best as you can see
here because we can get just such an
amazing result overall. That's it for now guys. I'm going to have where I'm
going to add one more video. This is going to be or is going to have to
do with rendering. Then after that, we'll be
almost done with your course. Thank you very much and I'll see you back
on the next one.
63. Rendering a Final Image: Hey guys, welcome back to
the next part of our series. Today we're going
to take a look at rendering a final image. This is an important step
that I think a lot of people overlook when
presenting their art work. They will do amazing
sculptures inside of Cbrush. But it's always good to get a
nice clean render outset of other softwares as
well to just make sure everything shows in
the best possible way. Once you're inside the Blender to see a new scene
and I'm going to grab all of the objects here and I'm going to scale her down. Because if you remember, when we were doing the
proper skills and stuff, she was really, really big to make
sure that she, the box read it properly. But we don't need her
to be super big here. I'm going to press G and C to bring her up
into the ground. If we jump here into the camera, this is what the camera
is currently seeing. If we were to render, this is what we will be seeing, but note, this is
not what we want. I don't like the movements here inside of a
blender as much, I'm a little bit
more just to Maya. I'm using Blender again
because it's free and I don't want you guys to be buying
anything else right now. I'm going to go into View. I'm going to press the
letter N and going to View. I'm going to change this option
which is Camera to view. Now when we're
navigating inside of the camera by pressing this
little icon right here, if we move normally like
on a Viewport View, we're going to be seeing
the whole thing. That's it. As you can see, we can
modify it and then find the perfect balance
for this object. I want to have a little
bit of wiggling room. There we go. I'm going
to press this button again and we can actually
select the camera. If we go G, we can just move it
forward a little bit more. Just because I want to have
more views of the character. Now I'm going to select
the whole character here. What I'm actually going
to do is I'm going to say right-click and
we're going to join. All of them are going to be
a single object that's going to just make it
easier to modify. I'm going to Control D
to duplicate this or just over here just
copy and paste. Then this new one, I'm going to press a
G and I'm going to press X to move
it in the x-axis, and then G and Y to
move it on the y-axis. Let's keep it G and X. Let's keep it right there. I'm going to Control
C, Control V again and G X to move
it to the other side, we want three copies of Gaval. Now, what we're going do is
we're going to modify or move our camera a
little bit so we can see all of the copies. What we're going to do is we're going to grab the main copy. Let's go select box,
this one right here. I'm going to make it slightly bigger because I want
this one to be the main shocked if you wish. So she's going to
be slightly bigger. Actually no, rather than
making her slightly bigger, I'm going to press G and Y just to push her
forward a little bit. This is the composition
that we're going to go for. We want to see the
whole things like this. This one right here
we're going to hit R, which is rotation on
the c-axis and we're going to rotate her so
that she's facing forward, like on a side view like this. Then this one, we're going to do the same thing G, sorry, R and C. We're going to
rotate her to the other side. I think maybe this one is
going to be to the back. Let's go back to G and C. Sorry, R and C, something like this. I'm tempted to move this guy a little bit more to the side, same for this one, G, X to move them to the
side and that's it. This is the composition
that we're going to have, this is our final render, one of the final renders
that we're going to get, we can get the multiple renders. Now we need to set up
the lighting scenario. Again, there's a lot
of ways to do it. I love using something
called HDRIs. We're going to go to a
place called Poly Haven. Here at Poly Haven
we're going to browse our HDRIs and I'm going to
go to the studio setup. I want a really clean, nice, soft studio setup. We're going to go with
this studio small. We're going to download
this file called an EXR. EXR are really important, so if you've done render before then this is not anything
new to you guys. But they're really,
really important, it's because there are
going to allow us to work with light information
inside of the image. Right here, it's on
the reference folder. What we need to do
is we need to go to the World setup and under Color, we're going to insert
an Environment Texture. On the Environment Texture
we're going to open. If we go to our reference here, we're going to have this
studio small and hit "Open." Now what's going to happen is we have the studio right there. If we jump to this
option which is Viewport Shading
or even this one which is the Main Shader, you guys are going to see
that we're now inside of the studio and
the statutes are receiving light as if
they were right there. I'm going to delete
the light that it originally comes
with. There we go. Let's go back to normal shading and let's create an
infinite background. This is going to be
very important to cast some nice shadow. I'm going to press Shift A, Mesh, I'm going to
create a plane. The cursor is right there. I'm going to press
Shift C that's going to bring the cursor back to
the center of the grid. Now when we create something,
Shift A and create a plane we get the
plane on the ground. Perfect. Let's make
this plane quite big. Something like this. I'm going to press Tab key
to jump into components. I'm going to press Number
2 to jump into edge mode. To select this edge, I'm
going to press E and C to extrude this edge
on the c-axis like this. Then I'm going to
select this edge again. I'm going to press B
to bevel it, sorry, Shift B, sorry control
B to bevel it. Once the bevel is done, I'm going to change how
many segments I want to get a round
effect for the grid. I'm going to press Tab again
to go into Object Mode, S to bring this closer. Then we can press S and X, for instance, to
create more of a wall. What I want to see here is when we look
through the camera, I only want to see the
background like this. Maybe when the camera is
slightly up there we go. Now on this guy, I'm
going to right-click. I'm going to say Shade
Smooth so that we don't see the border back there. Now, if we hit render as you can see we're inside of the object, we're not seeing
the shadows though. In order for us to
see the shadows, we need to get the
proper render. If I say Render and
we go Render Image, what's going to happen
is we're going to be rendering the actual image. Now this is what
we're going to get. The first thing I'm
noticing is that we have a lot of light
on the scene and that's of course killing some of the shadows that we
would expect to get. Another thing that we can
do is we can go here to the Options and right now
we're rendering with Eevee. Eevee is good but this is good
for a real-time rendering. We're going to change
this to Cycles, which is the pro-version. Under Device, I'm going
to change this to GPU Compute so that
it uses my GPU. Now if I hit "Render" and
render the image again, since Cycles is a
ray-tracing render, it will actually give us the proper shadows and
the proper effect. Look at this, beautiful. Look at the amazing
detail that we're getting that's
really, really cool. Now there's a couple of
settings that we can change to get a cleaner image of course. One of them is the light. I think the lights
right now it's a little bit too bright. I'm going to go back to the
World and on the Strength, I'm going to change this
to something like 0.7. Now if we render again, there's not going to
be as much light and therefore we might get a
little bit more contrast. That looks quite nice. We have a very nice soft light
coming from the side. It looks like this, it's
made out of some clay. Now the material, I don't love the material,
I'm going to stop this one. Let's close this real quick. There's a couple of
things I want to change on the Render settings actually. The first thing I want to change is I'm going
to change the time. On the time limit I'm
going to say 20 seconds. I just want this thing
to render for 20 seconds or until it hits this thing
called the Noise Threshold, that it's at 0.01 right now. I also want to
activate the Denoise. I'm going to activate
Denoise right here. It's going to be
automatic Denoiser. Now, again, when
we render image, not only will we get a faster render
because it's only going to take 20 seconds. But eventually
there's going to be something called the
Denoiser that's going to kick in and it's
going to clean all of this dirty noise that we
have all over our scene. Let's just wait for this to
finish shouldn't take long. Once it's done right
there, there we go. A couple of seconds later
the Denoiser should kick in, there you can see how
clean it looks now. This is what we're going for, this is what we're looking for. This is very nice, clean render. I'm going to go back here. There's a couple of things
that I want to change. First of all, I want to
change the material. I'm going to go down here
to the material setups and I'm going to
create a new material. I don't want to use white as a material because
white tends to be very flat right on our colors. We're going to go for
a middle gray color. I always like to add a
little bit of color. I personally like this
reddish clay-like material. That's it. Now, if we go to
the objects here, we can go into the
materials that we have and assign the material that
we just created right there. Go here and assign the material, go here and assign the material. Right now we're not going
to see the material, but if we go for
instance to this one, you're going to see that
everything changes. Now on the original plane, I don't want that material so I'm going to delete that one. Actually, I'm going to
create the new material for the floor but let's go for a mid gray as
well. There we go. Now, if we go back to
the original material 001 we have a little bit of specularity and a
little bit of roughness. If we want this thing
to be really shiny, we're going to bring
the roughness down. That's going to
give us a specular, wet material which is going to be a little bit closer
to marble or something. Let's render the image. As you can see, this is
what we get. Look at that. Now, since we have a little
bit of a darker material, we can appreciate the
details way more and we're going to get really
nice effect. Look at that. Even the little
glossiness that we added, I think it really helps sell all of the
details because we're picking up the detail on
the advantages and on the different parts
of our character. That's the denoiser kicking
in, and as you can see, a lot of our detail
gets resolved, and we get this
very cool effect. Now one of the main things that I always tell my students
about rendering, is you always want to push it a little bit more
than you think. What do I mean by this? Right now, yes, we're using an HDR and it's giving
us a nice result. But if we add our own lights, that's also going to give
us a really cool result, and it's going to
allow us to again, push the object in a better way. I'm going to press
Shift A, I'm going to add a new light. I'm going to say
this is spotlight, and I'm going to press "G" and "C" to move this spotlight up, and then a G and Y to move
it forward like this. Maybe a little bit more because
this is the centerpiece, the main piece that
we want to get. Now technically,
we can go here to this option and
it's going to give us a real-time rendering. If your computer
is strong enough, you can actually get
a really nice result. For instance, here
I'm going to increase the power to something
like a 1000. We should start seeing
maybe a little bit more. Let's increase the radius. I'm actually going
to go to eve right here just to play
around with the things. This is the size of the
light. That one looks good. Let's see what else. The cone angle? No, the cone angle seems fine. Let's go back to rendering here and maybe we do
need a little bit more. Let's try 10,000
watts. There we go. That's what I wanted to go for. As you can see, now we have this very nice light going
in the anterior character. I'm going to increase the
cone angle so that we hit a little bit
of the other ones, just a little bit like this, and then the radius, again, it's going to be
the softness of the shell. We have a really low radius, the shells are going
to be really harsh, and if I increase the radius, the shells are going to
be a little bit softer. I'm going to increase
the radius a little bit. There we go. Let's go back to if
preview right here, and then now we
render our image. Our render is going
to look a little bit nicer because we have an extra light that's
giving you this very nice, intense look. Look at that. Beautiful effect on
the whole statutes. I really like that
one. Looks very nice. Again, after 20 seconds, the render is going to stop and the denoiser is
going to kick in. Now then the cleaner your image, the nicer the denoiser
is going to do its job. Right now you can
see the denoiser is really smart and it cleans the scene quite a
bit and it gives us a super cool result. But if we want to really get or let this render
do a good job, we can go here to
the render options, we are using GPU
to compute this. I mentioned we're using
the lowest threshold, but here on the time limit, we can say, "You know
what, give me 60 seconds." Go all the way to one minute and sample this as much as you can to get the best
possible random. I'm going to go back to
the light. I think we can increase the
intensity a little bit. I'm going to go to the
light options right here, and let's say
1,500. There we go. What? No. Just render and
render the image. Now the delight is going
to be a little bit more intense and we're going to get a really cool effect right here. Like a spotlight, you can
see the soft shadows there. Again, since we're
letting this thing run for up to a minute, we're going to get a
really nice clean image. Again, the longer
we let this run, the cleaner the whole
image is going to be. Let's just give this a couple of more seconds and
I'll show you how to save this image
for other uses. We can bring this image into
Photoshop, for instance, and play around with some
other elements as well. Let's just wait a
little bit more. I'm going to pause real quick
while this thing finishes. There we go. This is the
final rendered image. As you can see, it
looks really good. You're never going to see
the image at this distance. This is a full HD image, so this is probably
the distance at which we're going to be
seeing our render. Now the only thing I need to do, is I need to go to image
and we're going to Save As. I'm going to save
this guys for you, I'm going to call
this a GavalaRender. Save the image and that's it. Now one final thing
that I'd like to do, and you can actually do
this instead of Blender, but I like using
Photoshop quite a bit. You can bring this
into Photoshop and play around with other
objects or other things. Right now I think a Levels,
is going to be really cool. I'm going to add
over here a Levels. It is going to allow me
to push certain things, for instance, the dark tones. We can push the dark
tones a little bit there and create a little
bit more contrast. That way our image is
going to look way more intense and it's definitely going to help the overall
tone of the thing. Yeah, feel free to go
here, for instance, and everything, we can use a little bit of color balance. We can go to the
shadows and let's go for some cool shadows. I'm going to push the blues, and then we can go
to the highlights. We're going to push the warm
colors and the highlights, and then this one, let's bring
this down to 20 percent. As you can see, we're
doing a little bit of color correction there to
give it the more punch, more life to the whole
image. That's it. Now this is what I would
call one of the renders. We can do multiple renders. You can see that due to the way they created the
little seem here, you don't even see it.
That's great for us. But we can go back to
Blender and what I can do is I can go to the camera for instance and I'm
going to right-click, and I'm going to insert keyframe on the location and rotation. Now on Frame 1, we have a keyframe
for that camera. If we go to Frame 2, I can jump into the
camera, and for instance, I can go for a different render, maybe a close-up of the face
and of the head like this. Let's go out. I'm going
to select the camera, right-click, Insert Keyframe,
location, and rotation, and that way we want to go back, we can go back to
the first frame and the camera is going to be
back here for our main shot. Then on Frame 2, we're
going to have this one. If we hit Render and if we
have rendered this image, we are now in Frame 2. That means that we're
going to be seeing the render of the face. You can get as many
renders as you need for the presentation of your
character, and of course, this is going to be a
really good way to sell your product and make sure
people like it and buy it. Yeah, that's it, guys. I'm going to stop
the video right here and I'll see you back
on the next one. Bye.
64. Final Words: Hey guys, welcome back to
the next part of this video. Let me jump onto, there we go. I just want to thank you
guys for all of your support and for watching this whole
course or following along. Hopefully, you've learned a lot of important things
throughout the way. I'd like to call the course or I like to think if
this course also has a character creation or
characters culture course so you'll learn a lot about props and the other mean
proportion is all of the things that you need to
create a cool character. This one was of course meant
to be 3D printed so we went away from a couple of traditional production
pipeline techniques. I have with all of the
techniques that you've learned so far can be applied to film, to gain characters to like
3D printing characters. At the end, as you can see, you can get a really
cool 3D printed piece, and believe me guys are one of the most amazing
things of the career that we study is once you see
something that's physical, it's not only in the computer,
but it's actually here. I don't know there's
a very cool feeling as well to see your
work fully realized and for what was it
like 10 or 12 hours for sculpting and not
bad of a character. Yeah, that's it for now, guys. Thank you very much for
being part of this course. Thank you very
much for following along make sure to practice. Don't stop practicing
because that's what's going to get
you to the next level, to the place where
you want to be and it's going to
get you closer to the goals and closer to the dream job that you
might be looking for. Thank you very much
guys, and I'll see you back in the next
series. Bye-bye.