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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,466 --> 00:00:04,000 In this chapter, I will show you my process of sculpting 2 00:00:04,000 --> 00:00:06,000 the head and body of my Hero character. 3 00:00:07,133 --> 00:00:10,133 What I want to achieve is to have him be more muscled, 4 00:00:10,366 --> 00:00:13,566 like a Viking warrior type of character. 5 00:00:13,566 --> 00:00:15,400 So as a preparatory step, 6 00:00:15,400 --> 00:00:18,533 I started looking at human anatomy models to better understand 7 00:00:18,533 --> 00:00:22,266 where the main body muscles are and which areas I need to sculpt. 8 00:00:24,400 --> 00:00:27,266 I found, for example, these images here by Serge Minhulin 9 00:00:27,666 --> 00:00:30,333 (I'm sorry if I butchered your name mate) :-/ 10 00:00:30,333 --> 00:00:32,900 which I found really helpful for the upper body muscles. 11 00:00:34,166 --> 00:00:35,966 In Blender, I split the screen, 12 00:00:35,966 --> 00:00:39,566 so I always have the reference images present. 13 00:00:39,566 --> 00:00:41,833 And then I joined the head and body together. 14 00:00:41,833 --> 00:00:45,733 Select both objects and press Control-J. 15 00:00:45,766 --> 00:00:48,133 This operation does not change the vertex order by the way. 16 00:00:48,133 --> 00:00:51,933 The vertices at the mesh border are not actually merged together. 17 00:00:54,600 --> 00:00:57,000 Then I created a new shape key for the mesh. 18 00:00:57,600 --> 00:00:59,666 This is optional, but I like to have the option 19 00:00:59,666 --> 00:01:02,700 to see the change between the original and the sculpted geometry, 20 00:01:03,233 --> 00:01:05,566 that the shape keys offer. 21 00:01:07,666 --> 00:01:09,900 I then started sculpting the muscles, 22 00:01:09,900 --> 00:01:13,066 mainly using the inflate and draw brushes. 23 00:01:13,066 --> 00:01:15,800 I am by no means an expert in human anatomy 24 00:01:16,000 --> 00:01:18,433 and probably made a lot of mistakes here and there. 25 00:01:20,066 --> 00:01:22,933 But the important thing for me is to get it approximately right. 26 00:01:23,766 --> 00:01:26,433 And here is where such references are really useful. 27 00:01:29,700 --> 00:01:32,100 As you can see, the vertices at the border of the head 28 00:01:32,100 --> 00:01:35,433 and body mesh kind of separate when you sculpt over that area. 29 00:01:35,966 --> 00:01:38,766 Since those two meshes are not actually merged, this can happen, 30 00:01:39,233 --> 00:01:40,466 but we will fix that later. 31 00:01:43,066 --> 00:01:43,700 After I was done 32 00:01:43,700 --> 00:01:46,800 with the upper body, I looked for other anatomy references, 33 00:01:46,800 --> 00:01:49,300 that also covered the legs. 34 00:01:49,300 --> 00:01:52,333 There are, for example, free images you can download on the 35 00:01:52,333 --> 00:01:54,333 Anatomy360 website (anatomy360.info) 36 00:01:56,900 --> 00:01:59,133 I decided to use the image of this body builder, 37 00:02:00,466 --> 00:02:02,366 and I did another pass on the upper body 38 00:02:02,366 --> 00:02:04,533 and then sculpted some muscles on the legs. 39 00:02:27,766 --> 00:02:30,300 The last thing was to modify the head a little bit. 40 00:02:31,200 --> 00:02:34,500 I emphasized the jawline and other facial features a bit more 41 00:02:35,266 --> 00:02:38,333 and then started to work on some artistic choices. 42 00:02:44,033 --> 00:02:46,366 I wanted the character to have some battle scars, 43 00:02:47,466 --> 00:02:50,600 so maybe the top of his left ear has been cut off in the fight 44 00:02:51,400 --> 00:02:53,433 and he has a few other scars on the face. 45 00:03:09,433 --> 00:03:11,166 Using the slider on the shape key, 46 00:03:11,166 --> 00:03:13,566 you can always see the changes you made to the model. 47 00:03:15,600 --> 00:03:18,233 In the next chapter, I will guide you through the process of actually 48 00:03:18,233 --> 00:03:22,166 applying those changes to our metahuman character inside Unreal Engine. 4219

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