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These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:09,984 Ok so we have our references setup and now we are ready to 2 00:00:10,240 --> 00:00:12,032 Start my line or character here 3 00:00:12,544 --> 00:00:14,336 However there is 4 00:00:14,848 --> 00:00:18,688 A couple more organisational small things that I want to do 5 00:00:20,224 --> 00:00:23,808 To keep this organisation to make my work slowly easier 6 00:00:24,320 --> 00:00:27,648 Set alarm going to rename my reference to reference 7 00:00:28,672 --> 00:00:32,256 I'm getting in this collection to Utilities 8 00:00:33,024 --> 00:00:37,376 I like to keep things for the scale references and anything that 9 00:00:37,632 --> 00:00:41,984 Is not actually part of my final piece I like to keep them in separate collections here 10 00:00:43,264 --> 00:00:49,408 Just when you have a lot of objects and you're seeing it makes things all but easier if your references are in the sea 11 00:00:49,664 --> 00:00:50,432 Recollection 12 00:00:51,456 --> 00:00:54,272 In the last thing I want to do is 13 00:00:54,528 --> 00:00:56,832 Make these not selectable so 14 00:00:57,088 --> 00:01:00,269 As I am working I might find myself accidentally selecting 15 00:01:00,271 --> 00:01:02,747 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 16 00:01:02,748 --> 00:01:07,072 Either of these two objects but I don't really want them to move at all in space so I'm going to temporary 17 00:01:07,328 --> 00:01:08,864 Disable selection for days 18 00:01:09,376 --> 00:01:12,960 The way we do that is becoming a into the outliner 19 00:01:13,472 --> 00:01:19,616 Now be so what ability of drugs is not one of these options by default 20 00:01:19,872 --> 00:01:23,200 That does not mean that it does not exist or we have to do is 21 00:01:23,712 --> 00:01:28,832 Enable that in the filter here so it's going to the filter and there's all sorts of filters you can add 22 00:01:29,344 --> 00:01:32,928 This one right here will be 23 00:01:33,184 --> 00:01:33,696 Is 4 24 00:01:33,952 --> 00:01:38,048 Whether or not the omelette is selectable so let's just that icon 25 00:01:38,816 --> 00:01:41,120 And I'll see what we have the selectable 26 00:01:41,376 --> 00:01:47,520 I can't in here in the outline Arsenal I have to do is disable selection on knees and I can 27 00:01:49,568 --> 00:01:55,712 In the 3D viewport I can select the outline our stuff we need to change anything about the settings 28 00:01:55,968 --> 00:01:56,736 We can do that 29 00:01:58,528 --> 00:02:04,672 It will prevent me from accidentally clicking on things when these are not the areas that I'm trying to edit 30 00:02:05,184 --> 00:02:07,744 Tell now we are really ready to start 31 00:02:08,000 --> 00:02:08,768 Marilyn hair 32 00:02:09,024 --> 00:02:12,608 So the way that I like to model at characters 33 00:02:13,632 --> 00:02:14,400 Anything 34 00:02:14,656 --> 00:02:19,008 Creatures or anything like that has sort of a skeleton to it is by using 35 00:02:19,520 --> 00:02:22,080 What is called a skin modifier 36 00:02:22,592 --> 00:02:24,896 So I'm destiny found anymore 37 00:02:25,152 --> 00:02:26,432 With 38 00:02:26,944 --> 00:02:28,224 Just like any of the 39 00:02:28,480 --> 00:02:33,856 Fires that we have used to far so it requires a match to be able to work on so 40 00:02:34,880 --> 00:02:37,952 We are going to start by a present shift 41 00:02:38,208 --> 00:02:40,512 In Ireland do you report adding a 42 00:02:40,768 --> 00:02:41,792 Plain mash 43 00:02:42,304 --> 00:02:48,448 Ok so we are animal cleaners because we actually only need a single Vertex to work with for the skin mod 44 00:02:49,472 --> 00:02:49,984 So 45 00:02:50,496 --> 00:02:55,360 The first thing I'm going to do is I'm going to come into France for the graphic by pressing one on the keyboard 46 00:02:56,384 --> 00:02:59,456 And actually let me enable my keystroke capture 47 00:03:01,504 --> 00:03:07,648 So when you going to do is I am just in undirected mode going to present g&z 48 00:03:07,904 --> 00:03:08,672 I'm going to remove 49 00:03:09,184 --> 00:03:10,208 This prenup 50 00:03:10,464 --> 00:03:14,304 Until the pivot point of this plane with orange diary here 51 00:03:14,560 --> 00:03:18,656 Is about level with the Hips on my scale proportion die 52 00:03:18,912 --> 00:03:25,056 From here all I need to do is merge these four Points into a single point on this 53 00:03:25,568 --> 00:03:27,616 I'm going to come in to edit mode 54 00:03:28,384 --> 00:03:29,152 I'm going to pray 55 00:03:29,408 --> 00:03:33,248 M with everything selected and just choose merge at Centre 56 00:03:34,016 --> 00:03:40,160 This will make the plane disappear from your report but you can see in the outline or that the object is still 57 00:03:40,416 --> 00:03:41,952 Just reduced down 58 00:03:42,464 --> 00:03:45,536 To a single Vertex which we can't see because it's been 59 00:03:45,792 --> 00:03:48,608 The origin of it is being rented or other time 60 00:03:49,376 --> 00:03:51,168 But don't worry it is still there 61 00:03:51,680 --> 00:03:56,032 The next thing we need to do is the skin modifier it's off so 62 00:03:56,544 --> 00:03:58,848 I was just coming to our modifiers panel 63 00:03:59,104 --> 00:04:00,128 Add modifier 64 00:04:00,896 --> 00:04:03,456 And add the skin modifier 65 00:04:04,736 --> 00:04:08,832 What's done is basically drawn a box around r 66 00:04:11,904 --> 00:04:18,047 So I think the best way to demonstrate the way that the skin my fireworks is just to use it so 67 00:04:18,303 --> 00:04:19,071 Going to 68 00:04:19,583 --> 00:04:24,191 I'm coming to wireframe view so I can see what's going on in the interior because 69 00:04:25,471 --> 00:04:27,519 Your skin monitor will draw 70 00:04:27,775 --> 00:04:31,871 Basically mesh around any area that where you have vertices 71 00:04:32,639 --> 00:04:33,151 Cell 72 00:04:33,407 --> 00:04:38,527 The first thing I'm going to do as I'm just going to make sure that my single point is highlighted by making a selection here 73 00:04:39,295 --> 00:04:41,087 To extrude 74 00:04:41,599 --> 00:04:43,135 And then come straight up 75 00:04:44,415 --> 00:04:49,535 So what has the stand exactly was still have a box here because I have these two points but 76 00:04:50,559 --> 00:04:56,703 Basically where I can do is take me to point in extruded an hour long by the bones 77 00:04:56,959 --> 00:05:00,031 In our model to create a 78 00:05:01,055 --> 00:05:02,335 Form of humour 79 00:05:03,615 --> 00:05:06,431 So and there's a couple more things to know about this 80 00:05:07,455 --> 00:05:08,223 Firstly 81 00:05:08,479 --> 00:05:11,295 This red circle that is being run around my point 82 00:05:12,063 --> 00:05:16,415 Is to indicate what the route of the object if not this has to do with how 83 00:05:18,719 --> 00:05:21,023 Queen's are parents dead and how it smooth 84 00:05:21,535 --> 00:05:27,679 Just know that you always want your route to be around your hips or your pelvic region on 85 00:05:28,703 --> 00:05:31,519 Just a standard way to create model 86 00:05:32,287 --> 00:05:37,407 Because I'm excluded from this point in his actually moved to the root hair which is not what I 87 00:05:37,663 --> 00:05:39,711 So I have to do to fix that 88 00:05:39,967 --> 00:05:46,111 If you highlight the point that I do want to be there any modifier panel on Hitman micro 89 00:05:47,903 --> 00:05:50,719 This red circle back to where it should be 90 00:05:51,999 --> 00:05:54,559 The next thing and it is obviously 91 00:05:54,815 --> 00:06:00,703 Does MASH has been funded way to fake around certain areas of my mum 92 00:06:01,471 --> 00:06:07,615 For instance I have extruded out this bed here to be the arm but obviously this is much too 93 00:06:07,871 --> 00:06:13,759 We control the radius of the match that's being drawn by the skin modifier 94 00:06:14,015 --> 00:06:15,039 Highlight 95 00:06:16,319 --> 00:06:19,903 Control a on the keyboard and then we can scale it in 96 00:06:24,255 --> 00:06:24,767 Now 97 00:06:25,023 --> 00:06:29,887 The skin modifier can be somewhat tricky in the way that it blends 98 00:06:30,143 --> 00:06:33,471 Together different points and holes in your mesh 99 00:06:33,983 --> 00:06:40,127 It's just a little bit sensitive so water dress this morning if it comes up but just knows 100 00:06:40,639 --> 00:06:46,783 Moving these points around in space will change the way that the smash of danger on 101 00:06:47,039 --> 00:06:48,319 You can see here I have 102 00:06:48,831 --> 00:06:51,647 Like this edge here if I move it down 103 00:06:51,903 --> 00:06:53,951 Well this entire Edge loop has been 104 00:06:54,207 --> 00:06:54,975 Delete 105 00:06:55,231 --> 00:06:59,071 Trying to draw the best shaper can figure out 106 00:06:59,583 --> 00:07:02,655 Based on your skeleton 107 00:07:04,959 --> 00:07:07,775 So the general raw 108 00:07:08,287 --> 00:07:12,127 For creating a match with a skin modifier is that you want 109 00:07:12,639 --> 00:07:18,527 There to be at least enough vertices to create a skeleton so there should be a point 110 00:07:18,783 --> 00:07:19,295 Each 111 00:07:19,807 --> 00:07:20,831 Joint Adventures 112 00:07:22,367 --> 00:07:28,511 This age system here that we are using to create a mesh will not be our final skeleton 113 00:07:28,767 --> 00:07:32,607 So don't worry about matching these exactly to what the bone should be 114 00:07:32,863 --> 00:07:38,239 I'm not going to go about ringing in a different way later on we are just trying to get the shape 115 00:07:38,495 --> 00:07:39,519 Of the match here 116 00:07:42,079 --> 00:07:47,455 I'm going to keep extruding m out until I have basically base form 117 00:07:47,711 --> 00:07:52,831 That resembles his proportions but before I do that I want to add a new modifier 118 00:07:53,087 --> 00:07:55,135 I'm working half essential 119 00:07:55,647 --> 00:07:58,975 I'm going to come to the fire stick and I'm just going to add a modify 120 00:08:00,511 --> 00:08:05,375 This arm hasn't been married over to the other side but there is a problem here 121 00:08:06,143 --> 00:08:11,775 Because the skin modifier is above the mirror modifier in our static here 122 00:08:12,287 --> 00:08:18,431 It is created this for the L-shaped and then just made that but we want the chest area to not 123 00:08:19,455 --> 00:08:25,599 Two separate sheets that are stacked on top of each other we want us to B1 form because right now if 124 00:08:27,391 --> 00:08:30,463 You can see how is their intersecting and it is not free 125 00:08:31,487 --> 00:08:35,839 To fix this all we have to do is change the order of a modifier stack 126 00:08:37,119 --> 00:08:40,191 I mentioned this briefly in a previous video 127 00:08:40,703 --> 00:08:42,239 Because of the 128 00:08:42,495 --> 00:08:48,639 Monitors we were using a couldn't demonstrate really clearly what I meant and this is what I mean my modifier 129 00:08:49,151 --> 00:08:49,919 Is that 130 00:08:50,175 --> 00:08:51,199 The star 131 00:08:51,455 --> 00:08:52,735 Will be evaluated 132 00:08:53,247 --> 00:08:57,599 From the top down to the skin modifier and then it's mirroring 133 00:08:58,111 --> 00:09:01,695 What we want is to first apply mirror modifier 134 00:09:01,951 --> 00:09:04,767 And then skinhead so that we have the 135 00:09:05,023 --> 00:09:07,071 Structure essentially 136 00:09:09,119 --> 00:09:15,263 The structure about the Nerf modifiers based on which is just eat edges and vertices we want to hear that 137 00:09:15,519 --> 00:09:19,871 And then apply the skin around it so that in the centre we have just a single form 138 00:09:20,895 --> 00:09:21,407 Set alarm 139 00:09:21,919 --> 00:09:24,735 That is a good way to demonstrate why 140 00:09:25,247 --> 00:09:27,551 Modifier order is so important 141 00:09:28,319 --> 00:09:29,343 Self ban 142 00:09:29,599 --> 00:09:34,975 With that all being said let's just go ahead and continue 143 00:09:35,487 --> 00:09:37,535 To a dump without so 144 00:09:38,047 --> 00:09:43,935 A excluded out of single point for the entire length of the arm but I am missing you too my joints here 145 00:09:44,447 --> 00:09:47,007 In order for this to work properly so I'm just going to say 146 00:09:48,031 --> 00:09:54,175 This point hair and ships like out here in the hand and going to right click and hit some divide 2 add 8 147 00:09:54,431 --> 00:09:56,479 New pointer at here at the elbow 148 00:09:58,271 --> 00:10:01,100 Ctrl-a and skeleton down to about the 149 00:10:01,101 --> 00:10:03,273 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 150 00:10:03,274 --> 00:10:03,135 Of the arm 151 00:10:03,391 --> 00:10:03,903 Based on 152 00:10:04,159 --> 00:10:04,927 Proportion guide 153 00:10:05,951 --> 00:10:07,743 We also need a joint for the shoulder 154 00:10:07,999 --> 00:10:09,535 This again 155 00:10:10,815 --> 00:10:15,167 And I just want to be careful about scaling and moving repoint around 156 00:10:15,935 --> 00:10:16,703 Cell 157 00:10:17,215 --> 00:10:22,079 The skin modifier dries the mash I don't 158 00:10:23,359 --> 00:10:25,151 Now you will not be able to get 159 00:10:25,663 --> 00:10:31,551 Exactly the form you want with the skin modifier the skin modifier just give you a good jumping off point 160 00:10:32,063 --> 00:10:33,599 Forgetting me piece of started 161 00:10:33,855 --> 00:10:36,415 Ctrl-a and scale in the 162 00:10:36,671 --> 00:10:38,207 To adapt the width of the Hips here 163 00:10:39,999 --> 00:10:41,023 And 164 00:10:42,303 --> 00:10:43,071 Point here 165 00:10:43,327 --> 00:10:45,631 What's on again know the style 166 00:10:48,447 --> 00:10:51,519 Scale this one a little bit up to indicate the hand 167 00:10:52,799 --> 00:10:55,359 Before I get too far 168 00:10:55,871 --> 00:10:57,663 A good way to form 169 00:10:57,919 --> 00:11:04,063 Countermeasures is to give each other joint a slight bend into them it will help one cancel 170 00:11:05,855 --> 00:11:11,999 Funny things to be read properly if we can easily determine where all the joints are 171 00:11:12,255 --> 00:11:13,791 Bending the mesh 172 00:11:15,583 --> 00:11:19,679 Ok so I'm going to grab this chest point herein hit you to extrude up from it 173 00:11:20,959 --> 00:11:23,519 I'm going to press control a scale down for the neck 174 00:11:24,543 --> 00:11:26,591 I think I'm going to learn little little bit 175 00:11:27,615 --> 00:11:31,455 And do another extrusion point because we have a very thin neck right here 176 00:11:33,247 --> 00:11:39,391 I'm going other thing is that I do not have clipping turned on so you can see I can push this straight through the 177 00:11:39,647 --> 00:11:45,791 And I'm getting offered to strange errors in my mash so you won't make sure that clipping is turned on for 178 00:11:46,047 --> 00:11:49,119 Are near modifier at least what we are doing 179 00:11:49,631 --> 00:11:51,167 The central line 180 00:11:52,703 --> 00:11:58,591 So I'm going to bring my central line back to the centre with cutting turn on which will make it 181 00:11:58,847 --> 00:12:01,407 Search marriage into a single point here 182 00:12:02,431 --> 00:12:06,527 Use my mixer all the point along the line of symmetry are doing that as well 183 00:12:10,623 --> 00:12:12,927 Essex Street 11 184 00:12:13,183 --> 00:12:14,975 Add up for the head here 185 00:12:17,279 --> 00:12:18,559 Subdivide this 186 00:12:20,351 --> 00:12:23,679 And then I'm going to grab the middle point here and get control A2 187 00:12:23,935 --> 00:12:24,959 Scaling out 188 00:12:25,471 --> 00:12:27,519 More volume for the head 189 00:12:29,567 --> 00:12:30,847 What to do the same thing up here 190 00:12:34,175 --> 00:12:40,319 So this is kind of what I mean by trying to get the shape of the Nash rather than worrying too much 191 00:12:40,575 --> 00:12:41,855 About the bone structure 192 00:12:42,367 --> 00:12:44,159 I'm obviously the head it's 193 00:12:44,927 --> 00:12:50,303 For an armature for animation would be a single Bond but here I have one two three 194 00:12:50,559 --> 00:12:54,655 And this is just to get the shape of the head roughly match 195 00:12:55,423 --> 00:12:57,983 And I'm going to worry more about 196 00:12:58,495 --> 00:13:00,031 The pound later on 197 00:13:02,591 --> 00:13:05,919 I also want you to think something like this one 198 00:13:13,599 --> 00:13:17,951 Ok so I'm going to try and slipping off at the moment because I need to extrude out from these 199 00:13:18,207 --> 00:13:24,351 Stuff on the Waze and if I have clipping turned on I will not be able to move it away from the central line 200 00:13:27,679 --> 00:13:32,031 And has moved my route out with me which is not what I want so let's 201 00:13:32,287 --> 00:13:34,847 Hips again and it's Margaret 202 00:13:36,383 --> 00:13:38,943 Control a little 203 00:13:40,223 --> 00:13:43,039 And bring the sense I'm going to come out at night 204 00:13:43,295 --> 00:13:47,135 An angle here and come down for the legs that if you look at 205 00:13:47,647 --> 00:13:48,927 Structure of 206 00:13:49,439 --> 00:13:50,463 Human health 207 00:13:50,975 --> 00:13:53,023 The the legs don't come 208 00:13:53,279 --> 00:13:57,119 Straight out from the Centre Point you have that sort of hip bone here and then straight down 209 00:14:04,287 --> 00:14:07,359 Little bit more now that we have a little bit more work with 210 00:14:12,991 --> 00:14:13,503 Feet 211 00:14:16,063 --> 00:14:17,599 Put them straight out 212 00:14:27,327 --> 00:14:31,935 And then in the save you hear any right or the graphic I'm just going to make sure that they're meeting 213 00:14:32,959 --> 00:14:34,495 I don't want my character to end up 214 00:14:35,263 --> 00:14:35,775 Flooding 215 00:14:38,079 --> 00:14:40,127 Ok so this is the 216 00:14:40,383 --> 00:14:42,943 Most basic level of 217 00:14:43,455 --> 00:14:47,295 Using a skin modifier to create your character 218 00:14:47,807 --> 00:14:53,951 In there some find dimensions going on especially in the head region 219 00:14:54,463 --> 00:14:57,535 This is the first step 220 00:14:58,559 --> 00:15:03,423 Continue on at refining this in the next video 18620

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