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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:07,360 Hello, welcome to chapter 2 this chapter. We're gonna start sculpting out our character, but first we're just gonna adjust some proportions 2 00:00:08,040 --> 00:00:12,640 Across the character. I also want to define some some fingers 3 00:00:13,200 --> 00:00:17,900 On the character just looking at it from the last chapter. I think that would be a that'd be quite good 4 00:00:19,160 --> 00:00:24,320 So the first thing I want to do is actually just group everything now that we have it like this 5 00:00:24,680 --> 00:00:27,640 So I'm gonna select the pelvis here as the last object 6 00:00:28,280 --> 00:00:34,840 and then I'm gonna say ctrl a and hit visual geometry to mesh I think and then 7 00:00:35,680 --> 00:00:40,120 We kind of we can combine everything without the modifiers and track them with each other 8 00:00:40,520 --> 00:00:43,880 then I should be able to go into sculpt mode already and 9 00:00:44,400 --> 00:00:49,360 Then I'm just gonna pull out the the bar here. So I'm in sculpt mode and then turn on 10 00:00:50,040 --> 00:00:52,200 X symmetry there. So now 11 00:00:53,200 --> 00:00:54,599 If I 12 00:00:54,602 --> 00:01:00,080 Sculpt in. Oh, I'm gonna press G. Now if I sculpt in, you know, it's gonna affect these things so we can actually 13 00:01:00,123 --> 00:01:00,001 14 00:01:00,002 --> 00:01:03,560 adjust a lot of the proportional stuff here before we even 15 00:01:05,200 --> 00:01:09,280 You know start merging everything and that could be really really useful and 16 00:01:09,920 --> 00:01:12,360 Powerful and I can get a bit closer to 17 00:01:12,960 --> 00:01:14,960 What I what I need here 18 00:01:16,080 --> 00:01:19,080 Let's see. So maybe I'll pull this up a little bit 19 00:01:20,000 --> 00:01:22,880 Put that up there just bring that in 20 00:01:23,920 --> 00:01:26,960 Like that the head could be a little bit wider there 21 00:01:27,760 --> 00:01:29,760 That's pretty good 22 00:01:30,000 --> 00:01:36,519 Something like that give it a little more bulk there if needed or pull in everything if that's if that's what's needed here 23 00:01:36,522 --> 00:01:38,520 It's like that 24 00:01:38,800 --> 00:01:40,800 And then you can just make these 25 00:01:41,520 --> 00:01:46,720 Changes here. I think that's what's really cool about it. I definitely think that the legs are too short for what I want 26 00:01:46,880 --> 00:01:48,880 So I'm gonna pull up 27 00:01:49,080 --> 00:01:50,959 everything right here 28 00:01:50,962 --> 00:01:58,320 Just pulling that up pulling up the glutes and just stylizing this a bit more to what it is. I would like 29 00:01:59,240 --> 00:02:03,240 And the cool thing with with dumping separated is that we still maintain all those gaps 30 00:02:04,160 --> 00:02:06,160 and stuff and we could even go in and 31 00:02:07,400 --> 00:02:14,040 Pull on individual muscles in an edit mode if if like that and it's just not a flexibility you have 32 00:02:14,600 --> 00:02:21,080 when when everything is merged, so I quite like that I can get to the stage and just make some of these changes and 33 00:02:23,280 --> 00:02:30,480 I always feel like it really helps me down the line. Okay like that maybe something 34 00:02:33,040 --> 00:02:35,040 That 35 00:02:35,480 --> 00:02:41,040 Zooming out to see the portion little stuff here. I could still go a little bit 36 00:02:42,040 --> 00:02:44,040 More here 37 00:02:44,120 --> 00:02:49,359 This it's it's to me. It's like he's too big actually like too muscular 38 00:02:49,362 --> 00:02:53,800 I think I'm gonna bring that in a little bit just so that he's not as 39 00:02:55,000 --> 00:02:58,640 broad and then I don't mind the wide kind of 40 00:02:59,680 --> 00:03:03,320 the wide shoulder region here and that's sticking out as 41 00:03:04,240 --> 00:03:06,240 That much I think that actually 42 00:03:06,640 --> 00:03:08,640 Actually kind of works for the character 43 00:03:09,640 --> 00:03:11,640 Something like that 44 00:03:12,480 --> 00:03:14,119 See here and 45 00:03:14,122 --> 00:03:18,119 You know check out your reference. Just see what what works there 46 00:03:18,122 --> 00:03:22,880 You could also done like a if you're drawing the character itself, or if you're modeling from a concept 47 00:03:23,680 --> 00:03:25,680 then you know you could have found a 48 00:03:26,920 --> 00:03:29,280 model sheet or something like that where where you can 49 00:03:30,360 --> 00:03:35,060 Exactly match the proportions, but I definitely prefer feeling it out in 3d 50 00:03:35,740 --> 00:03:38,220 I think sometimes when you just follow the 2d to 51 00:03:39,260 --> 00:03:47,180 Exactly, then you don't actually get the feeling of the 2d because it behaves differently in 3d and 2d. So some I would much rather 52 00:03:49,100 --> 00:03:55,020 Exaggerate what I need to exaggerate in 3d to get the same feeling as 2d because I think that's that's actually the importance 53 00:03:57,020 --> 00:04:02,659 Just because it's a different dimension right with an extra dimension that everything needs to work in and then stuff just works a little bit 54 00:04:02,662 --> 00:04:04,539 differently 55 00:04:04,542 --> 00:04:06,660 So it can be quite quite valuable 56 00:04:10,540 --> 00:04:12,540 Yeah, this is 57 00:04:12,980 --> 00:04:18,180 Getting closer it is quite in realistic portion territory, so I might 58 00:04:19,340 --> 00:04:21,340 Just bring this up 59 00:04:22,460 --> 00:04:24,540 Just to stylize it a little bit more 60 00:04:25,580 --> 00:04:27,580 like that I 61 00:04:27,740 --> 00:04:30,860 Do have those arms still that are quite 62 00:04:32,060 --> 00:04:34,060 Long, but I think that's fine 63 00:04:34,860 --> 00:04:35,899 I 64 00:04:35,902 --> 00:04:39,460 Do think I want to give this guy a little bit longer legs here, and maybe I can even 65 00:04:40,380 --> 00:04:42,380 Bring this out here 66 00:04:43,060 --> 00:04:50,260 Take that out to get that shape more and a little bit more bulk on this stuff here 67 00:04:52,140 --> 00:04:55,740 Yeah, I think that's that's a bit more what I was what I was hoping for 68 00:04:56,500 --> 00:05:02,140 Great, and we've still got the random colors. We could know we don't accept those anymore because remember everything 69 00:05:03,140 --> 00:05:05,139 Okay 70 00:05:05,142 --> 00:05:09,420 Pretty good, then I think I want to add some fingers to this so 71 00:05:10,940 --> 00:05:13,100 You see here X is still on from 72 00:05:14,500 --> 00:05:19,980 From sculpting there, so if I do make changes like this then it'll affect it. That's 73 00:05:21,380 --> 00:05:23,019 Kind of good 74 00:05:23,022 --> 00:05:28,580 But sometimes it doesn't work super consistently in blender, so don't don't count on it kind of and you can see if I 75 00:05:29,500 --> 00:05:31,740 Do this then it also 76 00:05:33,900 --> 00:05:37,700 It doesn't mirror properly right, so I'm gonna go in and grab a 77 00:05:38,580 --> 00:05:44,179 Cube I think and then that's I'm gonna use that as a base for my for my fingers 78 00:05:44,182 --> 00:05:48,540 And I just want to have the geo there the geometry so I don't have to extrude them out in 79 00:05:49,220 --> 00:05:55,780 Sculpting mode which you can do. It's actually not too bad. I just definitely prefer doing it like like this 80 00:05:55,980 --> 00:05:57,980 Uh-huh like that 81 00:05:58,580 --> 00:06:00,580 like that 82 00:06:00,860 --> 00:06:06,300 That's enough kind of for for the finger there make this one a little bit bigger and thinner 83 00:06:11,580 --> 00:06:13,580 Get that in there 84 00:06:16,580 --> 00:06:18,580 Like that 85 00:06:19,780 --> 00:06:23,220 Like that and pinky right there 86 00:06:26,380 --> 00:06:31,460 That seems pretty good and then the thumb of course 87 00:06:32,180 --> 00:06:34,620 Which will be over here somewhere 88 00:06:42,900 --> 00:06:44,900 Like that 89 00:06:45,700 --> 00:06:47,780 And scale up just for a good measure 90 00:06:49,340 --> 00:06:51,340 So we have that as well 91 00:06:52,340 --> 00:06:53,339 I 92 00:06:53,342 --> 00:06:57,260 And that hand is quite big which maybe isn't the worst thing 93 00:06:58,140 --> 00:07:03,059 If I take this here actually and this one I separate it out by hitting P 94 00:07:03,062 --> 00:07:06,540 I say separate selection, then I'll just delete this one here 95 00:07:07,300 --> 00:07:09,139 and then I'll 96 00:07:09,142 --> 00:07:10,779 Combine these two 97 00:07:10,782 --> 00:07:12,780 Then mirror them over 98 00:07:12,860 --> 00:07:14,499 Then I can 99 00:07:14,502 --> 00:07:16,499 Just adjust the hand size here a little bit 100 00:07:16,502 --> 00:07:21,780 The arms are still quite long, so maybe I'll pull this up here a little bit 101 00:07:24,580 --> 00:07:26,580 Like that 102 00:07:31,580 --> 00:07:33,580 I mean, I think that's 103 00:07:36,180 --> 00:07:39,139 Actually, you know what they're still bothering me a little bit 104 00:07:39,142 --> 00:07:40,339 I think they're a bit too long 105 00:07:40,342 --> 00:07:46,140 So I'm gonna scale this one down make sure that it's still mirrored over there and I can just adjust this still 106 00:07:53,340 --> 00:07:56,140 Yeah, that feels better that feels definitely feels better 107 00:07:57,420 --> 00:07:59,420 Cool, okay. Nice. So 108 00:08:00,260 --> 00:08:02,259 we got that 109 00:08:02,262 --> 00:08:04,260 we got that separated now and 110 00:08:04,740 --> 00:08:06,500 That means that we can 111 00:08:06,580 --> 00:08:12,419 We can move on to the sculpting phase we just need to bring the hands back into to this one 112 00:08:12,422 --> 00:08:17,379 So I'm gonna ctrl a and say visual geometry to mesh so that it applies all the modifiers 113 00:08:17,382 --> 00:08:19,379 I'm gonna join it with the body here 114 00:08:19,382 --> 00:08:24,979 And then now we got this body and then there's a couple of different ways that we could remesh it 115 00:08:24,982 --> 00:08:31,139 So I think one way is to go on to the thing itself and then say add modifier and then we say add 116 00:08:31,142 --> 00:08:36,820 Remesh, right and you can see immediately it becomes this penguin manta ray thing and that's because the resolution 117 00:08:37,620 --> 00:08:41,539 It's not that big. Another thing is just to make sure that your scale is applied 118 00:08:41,542 --> 00:08:45,300 So I hit ctrl a and just hit rotation and scale just so that 119 00:08:46,180 --> 00:08:48,180 The remesh works properly 120 00:08:49,540 --> 00:08:54,900 Then i'm gonna hold and shift here so I can increment this with smaller details and then i'm just gonna pull it down 121 00:08:55,060 --> 00:09:03,060 Until I get closer and closer to what it is exactly that I want here and you can see the the stuff is starting to 122 00:09:05,780 --> 00:09:07,780 To redefine itself here 123 00:09:09,620 --> 00:09:13,160 And now we're at this level we don't quite have this finger separated 124 00:09:15,460 --> 00:09:19,539 But there are multiple ways of dealing with that and then I can just hit ctrl a and say 125 00:09:19,542 --> 00:09:21,540 This finger separated 126 00:09:22,820 --> 00:09:27,060 But there are multiple ways of dealing with that and then I can start seeing where I have the issues 127 00:09:27,780 --> 00:09:31,460 Right, and I can still go into edit mode and adjust these things. So here for example, i'm getting some 128 00:09:32,180 --> 00:09:34,500 holes, so then I could take these and just 129 00:09:35,460 --> 00:09:39,780 You know gap, you know fill the gaps there kind of then we get a more 130 00:09:40,900 --> 00:09:42,900 You know kind of uniform mesh 131 00:09:42,980 --> 00:09:46,100 Looking in there and it's like, okay. There's actually a hole coming through there 132 00:09:46,820 --> 00:09:50,020 Then I got whatever this is use that to just 133 00:09:50,980 --> 00:09:54,580 Fill in that hole and so this remesh method is kind of smart for that 134 00:09:55,300 --> 00:09:58,660 uh, you can also just bring in that stuff there and that should 135 00:09:59,860 --> 00:10:01,102 Be similar the other side. Yep 136 00:10:01,104 --> 00:10:03,627 Subtitled by online-courses.club We compress knowledge for you! 137 00:10:03,628 --> 00:10:05,140 And this stuff is all stuff i'm okay with uh 138 00:10:06,660 --> 00:10:09,380 That's not too deep of a crevice there 139 00:10:10,980 --> 00:10:12,980 I got that stuff 140 00:10:13,460 --> 00:10:15,460 That stuff there 141 00:10:15,700 --> 00:10:19,380 That's pretty good, uh, I do not like how much this one is 142 00:10:20,580 --> 00:10:26,100 Kind of reaching over the clavicle there. That's not super good. So i'm gonna do this instead 143 00:10:29,460 --> 00:10:36,340 Oh, actually it's not mirroring there and why is that I don't know but I can just do that 144 00:10:39,060 --> 00:10:41,060 Like that 145 00:10:41,460 --> 00:10:43,460 Put that down that works 146 00:10:44,420 --> 00:10:46,420 Okay, cool 147 00:10:46,500 --> 00:10:54,100 Uh, but still the fingers are not quite there yet. So let's see. We got 0.05 here. Let's try setting it to two 148 00:10:56,260 --> 00:11:02,340 That gets very detailed it's a little bit too detailed for what I would want is it three here 149 00:11:06,420 --> 00:11:13,060 Let's see that also looks quite it's a bit too much I think I almost liked five than more 150 00:11:13,620 --> 00:11:15,860 Yeah, I think that's the resolution. I kind of want 151 00:11:17,380 --> 00:11:18,499 um 152 00:11:18,502 --> 00:11:21,300 That seems like a pretty good space to to start on 153 00:11:22,100 --> 00:11:26,180 Uh, but the fingers are not really separating out as much as I would like 154 00:11:26,820 --> 00:11:28,499 so maybe I can 155 00:11:28,502 --> 00:11:30,500 Move these out a little bit 156 00:11:30,900 --> 00:11:35,380 Sometimes it's also just worth doing the fingers later. Um, that's uh 157 00:11:38,100 --> 00:11:42,740 They don't work out super well in the beginning but but they're kind of got something that that's working 158 00:11:43,540 --> 00:11:46,660 And I got that separation and it's just so I have that mesh so I can actually 159 00:11:47,220 --> 00:11:51,460 Sculpt on it. Let's see if we go a little bit lower. Uh, if I can get a bit more 160 00:11:52,180 --> 00:11:54,180 Combination here of things that wouldn't be too 161 00:11:55,380 --> 00:11:56,659 Too bad 162 00:11:56,662 --> 00:11:58,660 See how low we actually can 163 00:11:59,220 --> 00:12:01,220 Can go with the other stuff 164 00:12:01,700 --> 00:12:03,700 Is there stuff really merging? 165 00:12:04,980 --> 00:12:06,980 A bit too much actually 166 00:12:10,820 --> 00:12:12,820 I think uh 167 00:12:14,020 --> 00:12:16,020 I 168 00:12:16,340 --> 00:12:18,340 Think five is okay 169 00:12:19,460 --> 00:12:22,740 That actually that's okay and then we got that separation there nice 170 00:12:23,620 --> 00:12:26,020 And now that we got that then we can go over and hit 171 00:12:26,980 --> 00:12:28,179 apply 172 00:12:28,182 --> 00:12:33,060 And now we have our actual mesh, but a good thing before we hit apply. I'm just going to undo here. It's just create a 173 00:12:33,620 --> 00:12:36,900 A duplicate of that thing. Oh, we actually didn't get the feet in 174 00:12:37,940 --> 00:12:43,060 Good thing. So i'm just gonna put that into the thing and then you can see. Okay, so it has a 175 00:12:43,540 --> 00:12:45,540 mirror on it a visual geometry to mesh 176 00:12:46,580 --> 00:12:47,379 and just 177 00:12:47,382 --> 00:12:48,179 uh 178 00:12:48,182 --> 00:12:52,500 Combine that into the thing but i'm going to create a copy of the whole thing just so I have the base 179 00:12:53,300 --> 00:12:55,940 In case something happens, so it's called this base 180 00:12:56,660 --> 00:13:00,340 And then you could always use that for for the future or something like that 181 00:13:00,820 --> 00:13:06,500 I'm gonna hide that then I got my sculpt here. I've got a cube here. I don't know what that is 182 00:13:07,860 --> 00:13:09,860 Empty i'll just remove that 183 00:13:10,820 --> 00:13:16,660 For my sculpt i'm gonna hit ctrl a and visual geometry to mesh and then it should actually be ready to be 184 00:13:17,460 --> 00:13:24,340 To be sculpted on and to start sculpting. I am using a tablet. Um with a pen 185 00:13:24,740 --> 00:13:28,500 um, that's just kind of the best way to sculpt you can of course use the mouse, but I think 186 00:13:29,060 --> 00:13:31,940 Here it's most people just use a tablet, right? Because it 187 00:13:32,900 --> 00:13:35,940 It's a it feels a little bit nicer that you can do it that way 188 00:13:37,300 --> 00:13:38,820 so 189 00:13:38,900 --> 00:13:42,500 Uh, i'm going to jump into sculpt mode here and then we want to start 190 00:13:43,380 --> 00:13:44,339 uh 191 00:13:44,342 --> 00:13:45,299 You know 192 00:13:45,302 --> 00:13:46,979 making things work 193 00:13:46,982 --> 00:13:49,860 um, and where you start there's no right or wrong, but I tend to 194 00:13:50,660 --> 00:13:54,820 Try to get the body working first and then I move my my way out kind of 195 00:13:56,180 --> 00:13:58,180 But hopefully we can do everything in stages 196 00:13:59,060 --> 00:14:02,260 So i'm going to be using a few different tools here. Um 197 00:14:03,060 --> 00:14:09,540 To begin with i'm probably going to be using this clay strips tool and then the smooth tool which I will access on shift 198 00:14:10,260 --> 00:14:12,420 And then the grab tool which i'll access on g 199 00:14:12,980 --> 00:14:16,980 And the grab tool, you know, that's just this shift for smoothing. That's like that 200 00:14:17,620 --> 00:14:19,219 and then the 201 00:14:19,222 --> 00:14:22,100 The clay strips is just the one i'm on so I don't have to shift as much 202 00:14:22,900 --> 00:14:24,900 right 203 00:14:25,460 --> 00:14:27,940 Cool let's see here 204 00:14:28,340 --> 00:14:30,340 So 205 00:14:30,500 --> 00:14:34,660 So we want to start filling out some things here so this stuff here 206 00:14:35,460 --> 00:14:38,760 That can probably blend and then as i'm blending I will be remeshing 207 00:14:39,460 --> 00:14:42,900 Once in a while and you can see right now it's set to 0.1. So if I hit ctrl 208 00:14:43,780 --> 00:14:46,820 R it's going to remesh way too much, right? 209 00:14:47,540 --> 00:14:48,339 or 210 00:14:48,342 --> 00:14:53,460 But I can also use shift r then i'm going to set i'm going to setting the resolution for the actual sculpt here 211 00:14:54,260 --> 00:14:58,740 And then I can hit something a bit closer let's see if I just come out here shift r 212 00:14:59,380 --> 00:15:02,420 Do we get the actual numbers? I think somewhere around 213 00:15:05,460 --> 00:15:07,460 Maybe that works 214 00:15:10,740 --> 00:15:12,740 Uh, that's kind of destroying the fingers 215 00:15:13,620 --> 00:15:15,620 So I think i'm just gonna keep it on 216 00:15:16,660 --> 00:15:18,019 0.5 217 00:15:18,022 --> 00:15:19,379 And then I can 218 00:15:19,382 --> 00:15:22,900 That seems to be destroying them no matter what. Okay, let's ignore the fingers then 219 00:15:24,260 --> 00:15:26,260 And then reconstruct them later on 220 00:15:27,540 --> 00:15:29,540 And but but then I can kind of 221 00:15:30,340 --> 00:15:32,340 Remesh when I need some 222 00:15:32,740 --> 00:15:34,740 Some control again here 223 00:15:34,820 --> 00:15:36,419 We're doing that 224 00:15:36,422 --> 00:15:38,420 Doing that 225 00:15:38,500 --> 00:15:40,259 We're doing this here 226 00:15:40,262 --> 00:15:46,580 Doing that and then I can remesh then I everything gets readjusted and in areas like this where there's a huge gap 227 00:15:46,660 --> 00:15:48,179 And we actually need to fill it out 228 00:15:48,182 --> 00:15:50,180 I tend to just inflate it a little bit 229 00:15:51,140 --> 00:15:53,140 If I can like this 230 00:15:55,460 --> 00:15:57,460 And then maybe use the scope draw tool 231 00:15:59,540 --> 00:16:06,260 Like that and then remesh and then that kind of solves itself a little bit right and you can do the same here 232 00:16:09,060 --> 00:16:11,060 Remesh and then you got that 233 00:16:13,220 --> 00:16:17,540 All right, but you can see how the muscles and stuff we already put down before it's helping us 234 00:16:18,340 --> 00:16:24,340 Get closer to uh to what we need a bit earlier. Okay, so i'm going to bring that in like that 235 00:16:26,820 --> 00:16:29,380 I think maybe i'm going to try to just define the face a little bit 236 00:16:31,780 --> 00:16:38,340 We're not going to be doing a hugely detailed face at all, um, it's uh, it's not that kind of a character but um 237 00:16:39,700 --> 00:16:41,700 But there's still going to be some definition 238 00:16:42,020 --> 00:16:44,500 And this is where you really want to think about, you know, the skull 239 00:16:45,140 --> 00:16:46,739 and like how that 240 00:16:46,742 --> 00:16:49,220 how the head sits i'm gonna be doing like some um 241 00:16:50,740 --> 00:16:52,740 some sockets for the 242 00:16:54,260 --> 00:16:56,260 For the eyes there do a nose 243 00:16:57,540 --> 00:16:59,540 Something like that 244 00:17:01,220 --> 00:17:07,460 And then ctrl r refresh get in a brow here I think I actually had quite a 245 00:17:11,460 --> 00:17:13,460 Quite a head like that 246 00:17:14,260 --> 00:17:18,580 And then bring in some clay strips and then I can start building out some 247 00:17:20,340 --> 00:17:22,340 Uh some of the cheek here 248 00:17:23,380 --> 00:17:25,380 and the masseter 249 00:17:25,540 --> 00:17:30,820 Muscles sitting like that the cheekbone coming in across here 250 00:17:33,940 --> 00:17:36,260 And then building out almost like a skull 251 00:17:38,660 --> 00:17:40,660 Bring underneath there 252 00:17:41,380 --> 00:17:47,540 And then you did have quite a nose I think so i'm going to bring that in so let's see if we can 253 00:17:49,140 --> 00:17:51,140 Get that working then 254 00:17:51,940 --> 00:17:58,100 Have a chin also a lot of just pulling back and forth until we get to a more 255 00:18:01,220 --> 00:18:03,220 Proper stage here 256 00:18:03,780 --> 00:18:05,780 So 257 00:18:05,940 --> 00:18:07,379 Let's see we got that here 258 00:18:07,382 --> 00:18:10,660 Well, I definitely want to get this head shape a little more right and this is you know 259 00:18:10,740 --> 00:18:13,620 look at a skull if you're not super comfortable with 260 00:18:14,260 --> 00:18:16,420 With building this stuff out here, but something 261 00:18:17,380 --> 00:18:19,380 like this 262 00:18:20,740 --> 00:18:26,980 That's pretty good so okay bring the cheekbone down here a bit a bit wider 263 00:18:30,500 --> 00:18:32,500 Cheekbones like that 264 00:18:33,460 --> 00:18:35,460 Building up the masses around here 265 00:18:39,780 --> 00:18:41,780 Like so 266 00:18:43,060 --> 00:18:45,060 And then 267 00:18:48,180 --> 00:18:51,860 Some kind of thing like that very good 268 00:18:56,500 --> 00:18:57,859 Okay 269 00:18:57,862 --> 00:19:01,780 Let's see here kind of want to get a bit more definition there 270 00:19:02,660 --> 00:19:06,900 We also don't have to go too far yet because obviously we're still in really low resolution 271 00:19:07,380 --> 00:19:09,380 so don't fight the detail level just 272 00:19:10,020 --> 00:19:11,859 really think 273 00:19:11,862 --> 00:19:13,860 big forms here 274 00:19:14,100 --> 00:19:16,100 big forms 275 00:19:16,260 --> 00:19:21,060 So that's almost like if the eye was closed that's kind of what that feels like at least 276 00:19:24,740 --> 00:19:27,860 We got some cheekbone there i'll bring that a bit higher up 277 00:19:28,660 --> 00:19:33,380 So maybe the brow and i'm looking at kind of the reference on my side here for the actual character 278 00:19:34,100 --> 00:19:36,100 to uh from the concept piece to 279 00:19:37,380 --> 00:19:39,380 Imagine what it'd be like 280 00:19:39,780 --> 00:19:43,860 Um, we also have the ears that'd be good to to get that in so I think i'm just gonna 281 00:19:44,660 --> 00:19:46,900 Put in something like these. Um 282 00:19:48,020 --> 00:19:50,020 These little lumps here like this 283 00:19:50,820 --> 00:19:54,420 And then I can remesh and then I can start pulling out 284 00:19:55,060 --> 00:19:57,380 Like that like that like that 285 00:19:59,060 --> 00:20:01,060 Creating a little bit of an overlap 286 00:20:01,620 --> 00:20:03,620 And then remeshing then 287 00:20:03,860 --> 00:20:08,980 Very quickly, you will start getting something that um that works out and then I draw sharp 288 00:20:09,620 --> 00:20:11,620 And carve in behind the ear here 289 00:20:13,540 --> 00:20:17,060 Like that and then remeshing and then that starts becoming a little bit more 290 00:20:19,700 --> 00:20:21,700 Acceptable see here 291 00:20:24,500 --> 00:20:26,500 Like that 292 00:20:32,260 --> 00:20:35,620 And just carving in here this one also 293 00:20:38,980 --> 00:20:40,980 Like that then we 294 00:20:41,220 --> 00:20:43,220 Kind of have the beginnings of an ear there 295 00:20:44,340 --> 00:20:49,220 At least enough so we can start figuring out the proportional changes and he actually had a little bit of a light bulb head 296 00:20:49,780 --> 00:20:52,500 So he was quite a bit wider on the top there 297 00:20:53,300 --> 00:20:55,300 Then um 298 00:20:56,660 --> 00:20:58,660 Then um 299 00:20:58,820 --> 00:21:01,060 The normal or what's normal, right but 300 00:21:02,980 --> 00:21:06,660 But that was his character at least the nose was 301 00:21:08,420 --> 00:21:10,420 Quite a 302 00:21:10,500 --> 00:21:13,940 It had a crook on it a little bit of a brow 303 00:21:14,340 --> 00:21:16,340 And 304 00:21:16,500 --> 00:21:20,180 Something like that and it's also about finding the feeling of the character just uh 305 00:21:20,900 --> 00:21:26,580 In 3d, right like I mentioned before but it's starting to do something. That's actually not too bad 306 00:21:28,260 --> 00:21:36,260 Cool then we can start building this stuff up here so I can start bridging the trapezius muscles here 307 00:21:38,260 --> 00:21:40,260 And breaking that into a proper 308 00:21:41,220 --> 00:21:45,700 Proper muscle and this area definitely needs a little bit of work here needs to be just 309 00:21:47,220 --> 00:21:49,220 Just a little bit 310 00:21:49,460 --> 00:21:53,380 With the trapezius lying on top here, then there's a scapula underneath there 311 00:21:54,020 --> 00:21:56,020 It'll probably poke out here 312 00:21:56,500 --> 00:21:58,500 a little bit and the trapezius 313 00:21:59,220 --> 00:22:01,460 Sits on top gets squashed in here 314 00:22:02,260 --> 00:22:04,260 And then we have the 315 00:22:06,100 --> 00:22:09,060 The back muscle sitting like this 316 00:22:11,380 --> 00:22:15,780 And what i'm kind of doing with the brush here is that i'm using the clay strips to follow the muscle 317 00:22:16,900 --> 00:22:21,620 Strands, so if you look at actual muscle strands in which direction they go. I literally just use 318 00:22:22,340 --> 00:22:24,339 The brush to go in that direction 319 00:22:24,342 --> 00:22:26,900 And then I'm using the clay strips to follow the muscle 320 00:22:27,700 --> 00:22:29,459 I literally just use 321 00:22:29,462 --> 00:22:31,460 The brush to go in that direction 322 00:22:31,700 --> 00:22:35,860 And it builds up a little bit of texture and I might not need it, but it helps me get the right kind of muscle 323 00:22:36,580 --> 00:22:37,779 um 324 00:22:37,782 --> 00:22:39,780 a lot faster, I think than if I was 325 00:22:40,580 --> 00:22:42,580 Trying to solve it differently 326 00:22:45,300 --> 00:22:52,900 So there using g here to just move stuff around a little bit like that 327 00:22:53,540 --> 00:22:54,579 And 328 00:22:54,582 --> 00:22:57,700 Pulling out some muscles here and there depending on what i'm grabbing 329 00:22:58,820 --> 00:23:00,980 I think the trapezius needs to come out a little bit more 330 00:23:01,540 --> 00:23:03,540 It could be a little bit bigger like that 331 00:23:04,260 --> 00:23:06,260 then we got 332 00:23:07,140 --> 00:23:09,140 I kind of got that as a base there 333 00:23:10,900 --> 00:23:15,140 Um this area I definitely need to work on a little bit, uh 334 00:23:18,820 --> 00:23:21,860 And how it uh intersects with the trapezius here 335 00:23:23,700 --> 00:23:25,700 Or not the trapezius, the triceps 336 00:23:26,980 --> 00:23:28,980 Triceps kind of 337 00:23:30,900 --> 00:23:32,900 A little bit of a muscle like that 338 00:23:33,940 --> 00:23:35,940 Then it comes down to the 339 00:23:37,140 --> 00:23:42,100 To the elbow, so i'm remeshing just once in a while just to give me that 340 00:23:45,220 --> 00:23:51,380 That topology to actually move stuff around then we have the erector spinae here 341 00:23:52,980 --> 00:23:54,979 and 342 00:23:54,982 --> 00:23:57,140 And you really just have to study your anatomy and 343 00:23:57,940 --> 00:23:59,299 and then 344 00:23:59,302 --> 00:24:03,620 Sculpting these things out but in terms of sculpting i'm not doing anything really crazy here. I'm just 345 00:24:05,860 --> 00:24:07,860 Slowly bringing the character to uh 346 00:24:08,900 --> 00:24:10,900 to life 347 00:24:10,980 --> 00:24:17,140 But blocking it out the way we were doing it that it that really helps me at least uh to uh 348 00:24:17,940 --> 00:24:20,180 to get it right, uh, I think here we 349 00:24:20,740 --> 00:24:22,740 Could actually see a little bit of the 350 00:24:24,980 --> 00:24:26,980 The spine 351 00:24:27,220 --> 00:24:29,219 poking out usually 352 00:24:29,222 --> 00:24:31,140 But it depends on how muscular the person is but 353 00:24:32,180 --> 00:24:33,379 They're not 354 00:24:33,382 --> 00:24:35,940 The most muscular person but I mean still strong 355 00:24:36,980 --> 00:24:38,980 But not like a bodybuilder or anything like that 356 00:24:40,340 --> 00:24:43,300 You can see how it kind of affects the trapezius here it 357 00:24:46,500 --> 00:24:48,500 It's uh 358 00:24:51,140 --> 00:24:53,140 It works 359 00:24:53,700 --> 00:24:55,700 Okay, and then 360 00:24:56,420 --> 00:24:58,900 It's kind of just wrapping i'm trying to 361 00:24:59,940 --> 00:25:03,220 Imagine if the scapula was underneath here, it would kind of go there 362 00:25:03,940 --> 00:25:05,379 Go there 363 00:25:05,382 --> 00:25:07,059 And then down there 364 00:25:07,062 --> 00:25:10,500 And then this thing would kind of wrap underneath there. So I think maybe i'm gonna 365 00:25:12,820 --> 00:25:14,419 Put that in 366 00:25:14,422 --> 00:25:17,080 Like so this is the bulging of the scapula underneath 367 00:25:17,640 --> 00:25:20,440 And then i'm kind of wrapping 368 00:25:21,320 --> 00:25:23,320 These things on top here 369 00:25:23,480 --> 00:25:27,720 Just a little bit and it creates a little bit of a bump there probably be a little bit stronger 370 00:25:36,040 --> 00:25:38,040 Like that 371 00:25:40,440 --> 00:25:46,680 And be clear like be clear with your separations of the the muscles a little uh, like more than you than you think 372 00:25:47,560 --> 00:25:49,239 um 373 00:25:49,242 --> 00:25:53,800 Throughout this thing. It'll you can always soften it, but you can't always get them the definition back in 374 00:25:54,680 --> 00:25:56,760 So that's definitely worth. Uh 375 00:25:58,440 --> 00:26:00,760 Trying to to build up 376 00:26:02,520 --> 00:26:04,520 Okay, we got that there 377 00:26:08,280 --> 00:26:13,960 Like like that seems pretty good 378 00:26:17,480 --> 00:26:21,320 And then I can start building up this stuff here actually 379 00:26:22,120 --> 00:26:28,440 You know, i'll jump between things and I think it's just sometimes seeing this in relationship to this just really helps 380 00:26:29,400 --> 00:26:31,480 you can of course sculpt the thing separately, but 381 00:26:32,920 --> 00:26:34,920 Seeing them next to each other just makes me 382 00:26:35,640 --> 00:26:40,279 Rethink them a little bit, you know, you're kind of like, ah, you know now that I see this in combination with this 383 00:26:40,282 --> 00:26:42,280 I don't really like that flow or 384 00:26:42,680 --> 00:26:44,680 or whatever, you know and 385 00:26:45,640 --> 00:26:47,640 It's something to to think about 386 00:26:49,080 --> 00:26:51,080 Kind of want this very 387 00:26:51,640 --> 00:26:53,640 Clear separation there. I quite like that 388 00:26:55,400 --> 00:26:57,960 Then we can get a bit more of a back head 389 00:26:59,000 --> 00:27:03,880 And the top is actually a little bit higher towards the back of the head. So it's something that you can 390 00:27:05,000 --> 00:27:07,000 definitely play with 391 00:27:08,280 --> 00:27:11,240 I also want to figure out if my neck is is too low 392 00:27:11,960 --> 00:27:18,200 Uh, I think actually it needs to be a little bit higher the whole thing i'm gonna pull up the whole head here 393 00:27:19,800 --> 00:27:21,800 Like that 394 00:27:22,840 --> 00:27:24,840 Then I can get a bit more of a separation between 395 00:27:26,360 --> 00:27:28,360 Body and 396 00:27:28,920 --> 00:27:30,679 Stuff here 397 00:27:30,682 --> 00:27:33,320 So this one's also annoying me a little bit. It's a bit too big 398 00:27:34,440 --> 00:27:38,120 What really needs to happen is that the trapezius becomes the big muscle here? 399 00:27:39,000 --> 00:27:41,880 I've seen from the front and then yeah, that's better 400 00:27:43,240 --> 00:27:45,240 Bringing that in and then 401 00:27:47,560 --> 00:27:53,000 The actual clavicles here, they gotta come in and then do something 402 00:27:55,160 --> 00:27:57,160 Kind of like that 403 00:28:00,440 --> 00:28:02,439 Like so 404 00:28:02,442 --> 00:28:04,440 Carving that out a little bit here 405 00:28:05,320 --> 00:28:11,160 Just again for for my sake just making it really clear what it is that i'm doing 406 00:28:15,880 --> 00:28:17,880 Then getting some sharp here 407 00:28:24,200 --> 00:28:26,200 Like that 408 00:28:26,680 --> 00:28:29,320 There'll be a degree of stylization for this character 409 00:28:29,400 --> 00:28:34,200 So sometimes some things will be a little bit inaccurate, but but that's also that's fine 410 00:28:35,320 --> 00:28:38,440 Okay, then we can bring up this here 411 00:28:39,960 --> 00:28:44,840 Cut my clavicles and i'll be stylizing the clavicles probably quite a lot and that's okay 412 00:28:47,400 --> 00:28:49,400 Um, because I want that 413 00:28:51,160 --> 00:28:53,160 That's only part of it 414 00:28:54,440 --> 00:28:56,440 Okay 415 00:28:57,000 --> 00:29:01,560 Nice but even if you're doing something stylized they can they can help doing something a bit more 416 00:29:02,520 --> 00:29:05,160 Clear to begin with and then simplify the shapes afterwards 417 00:29:07,080 --> 00:29:10,040 Not always but uh, but I definitely I work that way 418 00:29:11,800 --> 00:29:17,639 And it lets me stylize everything a little bit differently each time and that's good if you're doing like a unique character and you're exploring 419 00:29:17,642 --> 00:29:19,720 how to group things, but if you're 420 00:29:20,520 --> 00:29:25,400 Sticking to a style and you want to make sure you stylize the same every time then maybe that's not the best way 421 00:29:26,200 --> 00:29:27,239 um 422 00:29:27,242 --> 00:29:29,960 But for this for me right now, it's probably it's perfect 423 00:29:32,440 --> 00:29:35,080 Okay getting that together there 424 00:29:37,640 --> 00:29:43,000 That is cool and you can kind of see if we bring out the base here next to it 425 00:29:44,440 --> 00:29:46,440 Then you can kind of see how 426 00:29:46,920 --> 00:29:49,800 Uh, oh, there we go. What happens to the base? 427 00:29:51,800 --> 00:29:56,060 Did I delete it by accident, okay, I did apparently somehow 428 00:30:02,120 --> 00:30:09,640 I want to go into sculpt mode, please object mode. There we go. Uh, take the base and then 429 00:30:20,920 --> 00:30:22,920 Ah, it's uh 430 00:30:25,480 --> 00:30:26,840 Okay, there we go 431 00:30:26,920 --> 00:30:29,000 For some reason it's a little bit slow, but that's okay 432 00:30:29,160 --> 00:30:34,600 so you can see how that it transferred from that to uh to the other one like and not that much effort and then we're 433 00:30:34,680 --> 00:30:36,119 already kind of 434 00:30:36,122 --> 00:30:37,719 building up something 435 00:30:37,722 --> 00:30:39,720 kind of 436 00:30:40,340 --> 00:30:44,680 Substantial from from that thing. So that's where the stuff the groupings are really really helping me 437 00:30:45,320 --> 00:30:49,640 To uh to define those areas. So yeah, I just thought that was interesting to look at 438 00:30:50,520 --> 00:30:51,879 Okay 439 00:30:51,882 --> 00:30:53,880 Back to this guy here 440 00:30:54,440 --> 00:30:56,440 Back in sculpting mode 441 00:30:57,800 --> 00:31:04,680 So we can move on and now suddenly it's kind of slow for some reason 442 00:31:09,480 --> 00:31:11,480 Okay, now it's back to normal 443 00:31:13,240 --> 00:31:16,360 Okay, so then we can go down here 444 00:31:17,720 --> 00:31:19,720 Then I can just inflate this a little bit 445 00:31:20,280 --> 00:31:22,280 And 446 00:31:22,440 --> 00:31:28,280 I might need to look at a little bit of a reference here just to make sure that I get this the right way 447 00:31:30,840 --> 00:31:32,840 So i'm looking at some 448 00:31:33,560 --> 00:31:35,479 back muscle stuff 449 00:31:35,482 --> 00:31:37,480 Kind of seeing what's going on over here 450 00:31:38,520 --> 00:31:40,520 We've got this stuff. We've got that stuff 451 00:31:41,080 --> 00:31:44,520 This stuff is bulging. This stuff is bulging quite a lot more than what I would 452 00:31:45,080 --> 00:31:51,880 Think and here we got this stuff. Yes. We've got that trapezius up there lying around there. Then we got that 453 00:31:53,080 --> 00:31:58,600 Uh latissimus the big shoulder muscle and then all this stuff just kind of groups itself together and I think that's 454 00:31:59,880 --> 00:32:02,760 What I can then do next is just group the stuff a little bit more 455 00:32:04,120 --> 00:32:06,440 Looking at it here kind of how it blends together 456 00:32:07,480 --> 00:32:09,480 And how this stuff comes together as well 457 00:32:10,440 --> 00:32:15,240 And actually the extreme angle of this pulling all the way down there 458 00:32:16,920 --> 00:32:21,720 Something that I can uh so that I can replicate we got already got a little bit of an angle coming down 459 00:32:24,440 --> 00:32:26,440 Um 460 00:32:27,400 --> 00:32:29,400 But then I need my 461 00:32:29,480 --> 00:32:32,920 bicep coming up a bit more towards here 462 00:32:34,280 --> 00:32:35,639 then my 463 00:32:35,642 --> 00:32:37,319 this one 464 00:32:37,322 --> 00:32:39,320 Then I can carve this out a little bit 465 00:32:40,040 --> 00:32:42,040 more 466 00:32:43,400 --> 00:32:45,400 Like that 467 00:32:53,320 --> 00:32:59,160 Like that that's quite a hard separation right there now, but that's also okay, uh, it's just so I know 468 00:33:01,000 --> 00:33:03,719 What uh what needs to be done here and then 469 00:33:03,722 --> 00:33:05,720 I'm 470 00:33:05,800 --> 00:33:11,400 Kind of carving that in there. Let's see how that affects it on the back side here 471 00:33:13,800 --> 00:33:19,880 And maybe that means that I can pull my triceps up a little bit there's not a space for it up there 472 00:33:21,480 --> 00:33:25,320 I can bring that up with some mass building here 473 00:33:26,760 --> 00:33:30,120 Arms always take me a really long time to to get right. Um 474 00:33:30,760 --> 00:33:34,120 I think they just they just have that feeling where they 475 00:33:36,520 --> 00:33:38,520 They um 476 00:33:40,440 --> 00:33:44,360 They're kind of flexible because they can move so they look so different in different positions and then 477 00:33:44,920 --> 00:33:46,919 Exactly what position? 478 00:33:46,922 --> 00:33:49,640 Am I making it in in here right and then how that'll just 479 00:33:50,280 --> 00:33:52,280 Constantly shift a little bit 480 00:33:53,160 --> 00:33:59,160 So it always takes me a little bit of extra time to to get them right where where this stuff tends to just 481 00:34:00,520 --> 00:34:05,320 Be a little bit more just in this position, uh with the arms in this area, especially it it really 482 00:34:06,440 --> 00:34:08,680 It really contorts itself, uh quite a lot 483 00:34:11,480 --> 00:34:18,200 Okay, we got this here maybe this one is a bit too poking out there 484 00:34:21,880 --> 00:34:26,200 Like that like that like that and then this one 485 00:34:26,760 --> 00:34:29,240 I need this one to also just 486 00:34:31,800 --> 00:34:33,800 To group itself here a little bit 487 00:34:34,920 --> 00:34:36,920 Like that 488 00:34:37,160 --> 00:34:39,160 So that's pretty good 489 00:34:39,480 --> 00:34:41,480 Yeah, quite like that 490 00:34:42,920 --> 00:34:48,680 That's uh bringing in a little bit of that mass there and i'm gonna inflate it a little bit on the inside here 491 00:34:51,640 --> 00:34:54,680 But uh, you know not not too much it shouldn't be 492 00:34:56,600 --> 00:34:58,600 extreme 493 00:35:03,480 --> 00:35:05,480 Like that, yeah 494 00:35:07,400 --> 00:35:11,880 And on the inside here I can definitely see that it needs some some love 495 00:35:14,840 --> 00:35:16,840 It's uh, it's getting quite 496 00:35:18,360 --> 00:35:20,360 Thin here 497 00:35:21,080 --> 00:35:28,520 So let's build out this this mass of this bicep it's coming down here 498 00:35:30,600 --> 00:35:32,600 Like that 499 00:35:38,200 --> 00:35:42,200 Like that and then probably have some kind of muscle sitting in between here also 500 00:35:45,080 --> 00:35:47,880 And then we get that coming around 501 00:35:48,840 --> 00:35:50,840 Coming around like that 502 00:35:53,000 --> 00:35:55,000 Cool 503 00:35:56,520 --> 00:35:59,640 Like that like that like that like that 504 00:36:06,280 --> 00:36:08,279 Cool 505 00:36:08,282 --> 00:36:11,880 And then this will kind of build into a 506 00:36:13,160 --> 00:36:16,040 kind of squarish structure around the 507 00:36:18,360 --> 00:36:22,760 On the wrist here, so where the ulna and the radius they kind of meet so the arm bones 508 00:36:26,920 --> 00:36:31,240 Then we need some kind of build up of muscle here also 509 00:36:33,240 --> 00:36:35,240 And we have underneath as well 510 00:36:37,080 --> 00:36:39,880 Oh, that's a bit too much we gotta inflate there a little bit 511 00:36:41,700 --> 00:36:43,700 Postentially 512 00:36:44,180 --> 00:36:51,620 So to get that right mass there this one becomes the upper part there 513 00:37:00,420 --> 00:37:02,420 Like that there 514 00:37:03,140 --> 00:37:07,700 Nice, then I can start adjusting the proportions. Oh, we've got a big hole there 515 00:37:08,260 --> 00:37:11,300 So i'm just filling this out so i'm not talking too much right now 516 00:37:11,380 --> 00:37:14,900 There's not so much to say about the sculpting process itself. It's just what's 517 00:37:16,500 --> 00:37:18,500 What's uh, what's happening 518 00:37:20,340 --> 00:37:22,339 And as I 519 00:37:22,342 --> 00:37:24,340 As I go along here 520 00:37:29,860 --> 00:37:35,380 And we got the hand pillows, oh i'm really creating a lot of 521 00:37:36,260 --> 00:37:39,140 Holes like that. So i'm using the inflate just to fix these areas 522 00:37:41,140 --> 00:37:43,800 And that's kind of what happens when we're staying at such a low resolution 523 00:37:47,380 --> 00:37:49,380 Like that 524 00:37:50,500 --> 00:37:52,500 Okay, cool 525 00:37:55,700 --> 00:38:00,980 I'll just have to deal with the hands in some other way because uh, this is not 526 00:38:02,820 --> 00:38:04,820 Working super great 527 00:38:06,340 --> 00:38:08,340 And stuff is getting 528 00:38:08,660 --> 00:38:10,660 Merged in that sense 529 00:38:11,460 --> 00:38:16,260 But that's also okay, I just need to get the rough form of everything 530 00:38:18,420 --> 00:38:21,460 Because we are going to be re-topologizing this character and then 531 00:38:22,100 --> 00:38:26,420 Sculpt further on the re-topologized version and that gives us an opportunity to redo the hands 532 00:38:27,700 --> 00:38:29,459 um 533 00:38:29,462 --> 00:38:30,899 in a 534 00:38:30,902 --> 00:38:36,180 In a more controlled manner, I will then have control of the topology and we won't be remeshing as much all the time 535 00:38:37,380 --> 00:38:38,579 so 536 00:38:38,582 --> 00:38:40,580 so hopefully that'll 537 00:38:40,660 --> 00:38:42,660 That'll work itself out 538 00:38:44,740 --> 00:38:46,740 Like that there 539 00:38:49,460 --> 00:38:54,819 And then we can merge those things there then I can get the 540 00:38:54,822 --> 00:38:56,820 Uh 541 00:38:56,980 --> 00:39:00,420 Keep going on the front here. Then I start putting in some of these 542 00:39:02,500 --> 00:39:05,780 Serratus they're coming around sitting on the 543 00:39:08,180 --> 00:39:09,939 On the 544 00:39:09,942 --> 00:39:15,480 On the back of the ribcage and then they fold in and then they kind of interlock with these abdominal 545 00:39:16,500 --> 00:39:18,500 muscles like this 546 00:39:19,700 --> 00:39:21,700 They kind of come in and then sit 547 00:39:22,660 --> 00:39:24,660 Like that 548 00:39:25,700 --> 00:39:27,700 And fold down 549 00:39:29,060 --> 00:39:33,560 We've got one three, so that's and then the eight pack with the bottom one as well 550 00:39:42,900 --> 00:39:45,780 And this is definitely definitely stuff I would stylize a little bit 551 00:39:47,860 --> 00:39:49,860 Uh 552 00:39:50,500 --> 00:39:52,500 And I want to mark out the 553 00:39:54,100 --> 00:39:56,100 Kind of the ribcage it's sitting 554 00:39:57,300 --> 00:39:59,059 right there 555 00:39:59,062 --> 00:40:00,499 somehow 556 00:40:00,502 --> 00:40:02,500 I'm figuring out exactly how 557 00:40:02,740 --> 00:40:04,740 to blend these shapes 558 00:40:06,980 --> 00:40:11,720 But again, I want to build out the kind of the correct or the ensemble form first and then simplify 559 00:40:13,140 --> 00:40:14,819 that 560 00:40:14,822 --> 00:40:16,820 I think that works a little bit nicer for me 561 00:40:17,780 --> 00:40:21,620 Um, but I could probably get this one a bit more 562 00:40:24,420 --> 00:40:26,900 Like this, uh the athletic fold kind of 563 00:40:28,820 --> 00:40:30,820 Around this here 564 00:40:47,060 --> 00:40:49,060 I 565 00:40:51,380 --> 00:40:53,380 Like that like that 566 00:40:55,540 --> 00:40:57,540 And then 567 00:40:59,380 --> 00:41:01,380 Just mixing in stuff here and there 568 00:41:12,900 --> 00:41:14,900 Okay 569 00:41:15,860 --> 00:41:17,860 I'm bringing in these and these things 570 00:41:27,620 --> 00:41:29,860 And we don't need the most detailed sculpt in the world 571 00:41:30,900 --> 00:41:31,779 uh 572 00:41:31,782 --> 00:41:35,700 because of the things we're doing but having a detailed sculpt still means that you can 573 00:41:37,460 --> 00:41:39,139 Um 574 00:41:39,142 --> 00:41:41,960 Or having details in some places means that you can kind of emphasize 575 00:41:42,680 --> 00:41:46,360 When then going into simplification and emphasize certain bits and give it that 576 00:41:47,160 --> 00:41:49,160 Characteristic look like maybe 577 00:41:49,560 --> 00:41:53,720 We know that our character will have really emphasized. Uh, these ones the serratus here 578 00:41:54,520 --> 00:41:57,160 Or maybe that's the look of the stylization 579 00:41:57,960 --> 00:42:00,440 So that's something you can kind of decide for yourself 580 00:42:03,960 --> 00:42:05,959 Like that 581 00:42:05,962 --> 00:42:07,960 Um 582 00:42:10,200 --> 00:42:14,840 Let's see here if this is where I want to have a bit more of a 583 00:42:18,760 --> 00:42:20,760 Separation 584 00:42:26,280 --> 00:42:32,360 That could be for sure that's oh that was not the right one 585 00:42:36,920 --> 00:42:38,920 Yeah 586 00:42:39,720 --> 00:42:45,240 Yeah, something like that potentially and here i'm i'm simplifying a little bit 587 00:42:47,080 --> 00:42:49,080 Just bringing in what I want 588 00:42:50,840 --> 00:42:56,120 Creating a little bit of a um separation there 589 00:42:56,920 --> 00:43:00,920 Cutting that in there and then doing something like that 590 00:43:03,080 --> 00:43:06,780 It'll be quite nice to keep everything really separate 591 00:43:12,600 --> 00:43:16,600 Just adjusting bits I think I'm going to pull that out 592 00:43:18,040 --> 00:43:20,039 That becomes separate 593 00:43:20,042 --> 00:43:22,040 Like that like that 594 00:43:26,040 --> 00:43:30,920 Mm-hmm and he's you know, he's not super young this character 595 00:43:33,400 --> 00:43:35,800 So I am going for something a little bit more 596 00:43:37,080 --> 00:43:40,040 Middle-aged so the microphone is a little bit more 597 00:43:41,640 --> 00:43:43,639 You know 598 00:43:43,642 --> 00:43:50,440 Uh, so I am going for something a little bit more middle-aged so there might be some 599 00:43:52,280 --> 00:43:56,920 The body might have collapsed a little bit still strong but it might have collapsed a little bit and some stuff is 600 00:43:57,480 --> 00:44:00,600 merging together because of old skin or 601 00:44:01,480 --> 00:44:03,480 or whatever um 602 00:44:05,400 --> 00:44:10,920 That is something to also consider like how this stuff is going to blend 603 00:44:14,520 --> 00:44:16,520 So 604 00:44:16,760 --> 00:44:18,760 Of course we got that and we got 605 00:44:21,000 --> 00:44:23,000 That one 606 00:44:36,200 --> 00:44:39,800 Well, there might be an interesting stylization there how that looks 607 00:44:40,360 --> 00:44:45,160 Uh, and then maybe even bringing in this a little bit here 608 00:44:50,200 --> 00:44:52,200 I quite like that. You can clearly see that 609 00:44:52,920 --> 00:44:55,900 That the ribcage kind of sits there and intersects 610 00:44:56,920 --> 00:44:59,240 Into the stuff. I think that's a 611 00:45:00,360 --> 00:45:02,360 It's a feature that I like 612 00:45:03,000 --> 00:45:05,000 It's a feature that I like 613 00:45:09,080 --> 00:45:11,740 I'm gonna just carve this out a little bit here 614 00:45:22,840 --> 00:45:26,540 And then maybe this can come out a little bit again 615 00:45:33,080 --> 00:45:35,080 Yeah 616 00:45:35,240 --> 00:45:37,240 Like so 617 00:45:38,040 --> 00:45:40,040 Very nice 618 00:45:40,920 --> 00:45:43,720 Okay, let's continue here a little bit 619 00:45:44,840 --> 00:45:45,879 um 620 00:45:45,882 --> 00:45:48,520 I'm gonna concentrate on the upper body still here 621 00:45:49,640 --> 00:45:53,640 Let's get that working. I think that all this stuff here is a little bit too 622 00:45:55,240 --> 00:46:00,700 Far away from the core body. It could definitely come in a little bit closer 623 00:46:02,920 --> 00:46:04,940 Um and have a little bit more definition 624 00:46:08,200 --> 00:46:10,200 I think stuff like 625 00:46:11,240 --> 00:46:13,240 Like that there 626 00:46:13,720 --> 00:46:15,720 See what we got going on here 627 00:46:17,000 --> 00:46:20,360 We've got our trapezius sitting 628 00:46:21,720 --> 00:46:25,640 There maybe getting that to bulge out a little bit there 629 00:46:27,000 --> 00:46:29,000 on the 630 00:46:29,320 --> 00:46:32,620 The neck thing there maybe overemphasizing the 631 00:46:35,080 --> 00:46:39,800 Um kind of the cut between here a little bit so we got that thing 632 00:46:41,720 --> 00:46:43,720 Coming out like that 633 00:46:45,160 --> 00:46:49,960 Yeah, so the deltoid sounds pretty good and then 634 00:46:51,720 --> 00:46:58,520 We could probably do something a little bit similar here maybe even carry it quite far up 635 00:46:59,960 --> 00:47:03,400 Until there maybe and use the 636 00:47:06,200 --> 00:47:09,720 The strips here to just connect this it kind of has this interesting connection the 637 00:47:10,760 --> 00:47:12,760 the pectorals like 638 00:47:12,840 --> 00:47:14,840 They spring out from here 639 00:47:14,920 --> 00:47:17,640 and then they attach different places, but then they also 640 00:47:18,200 --> 00:47:20,200 attach quite nicely to the 641 00:47:21,800 --> 00:47:23,800 To the collarbone right there 642 00:47:25,080 --> 00:47:27,080 That creates quite a nice transition 643 00:47:28,040 --> 00:47:30,840 Between the bone and muscle there 644 00:47:35,000 --> 00:47:40,840 And i think i'll pull these ones in a little bit it's it's kind of cool that they're so 645 00:47:42,040 --> 00:47:44,040 um 646 00:47:45,320 --> 00:47:48,040 Visible but um, I think it's a little bit too much 647 00:47:49,400 --> 00:47:51,399 Got that there 648 00:47:51,402 --> 00:47:53,399 A little bit of definition there 649 00:47:53,402 --> 00:47:55,400 Yeah 650 00:47:56,040 --> 00:47:58,040 Okay 651 00:47:59,000 --> 00:48:01,000 Still could use a little bit of 652 00:48:04,120 --> 00:48:11,160 That stuff here and the elbow there that's also something to figure out here is like exactly where I want the elbow to 653 00:48:12,600 --> 00:48:15,000 To come into uh to come into place 654 00:48:16,680 --> 00:48:19,800 There's a lot of stuff kind of happening there. Um 655 00:48:20,760 --> 00:48:23,960 And I actually want this muscle so the 656 00:48:25,240 --> 00:48:27,240 tricep kind of has two heads 657 00:48:27,400 --> 00:48:29,400 kind of has one coming up like 658 00:48:30,200 --> 00:48:32,200 like that ish 659 00:48:32,920 --> 00:48:34,920 And then bulging out here 660 00:48:39,160 --> 00:48:41,160 Coming down like that and then 661 00:48:43,160 --> 00:48:46,760 The other one sitting on the side coming and wrapping 662 00:48:47,640 --> 00:48:50,200 Around like 663 00:48:52,920 --> 00:48:56,040 Like that and then there's a separation in between those two things 664 00:48:56,680 --> 00:48:58,439 kind of like 665 00:48:58,442 --> 00:49:02,200 Like that or something. Yeah, I think that feels somewhat right 666 00:49:05,560 --> 00:49:07,560 Cool oh that's a bit too much 667 00:49:10,040 --> 00:49:12,040 Put that there 668 00:49:12,840 --> 00:49:15,560 I think we can inflate this just a little bit again 669 00:49:16,440 --> 00:49:19,320 But again, I don't want too much I want some but not too much 670 00:49:21,880 --> 00:49:24,040 Because it's not going to be all bulky 671 00:49:26,440 --> 00:49:32,460 It's going to be more like um tendons and stuff showing themselves 672 00:49:39,080 --> 00:49:41,080 There we go 673 00:49:41,720 --> 00:49:43,720 So 674 00:49:43,880 --> 00:49:45,880 Ensuring that on the inside there 675 00:49:48,760 --> 00:49:51,880 Maybe the deltoids can use a little bit more mass 676 00:49:53,960 --> 00:49:57,240 They are looking a little bit small and maybe they're just looking a little bit short 677 00:49:59,800 --> 00:50:01,800 We bring them in here like that 678 00:50:03,240 --> 00:50:05,240 And then just giving everything 679 00:50:07,480 --> 00:50:09,480 A pop right there 680 00:50:11,320 --> 00:50:13,319 So 681 00:50:13,322 --> 00:50:15,320 Yeah, I think that's 682 00:50:16,120 --> 00:50:20,680 Pretty good there. I think I want to very emphasize the 683 00:50:22,840 --> 00:50:24,840 Rocky radialis thing here 684 00:50:27,960 --> 00:50:30,360 Like so that's gonna be very clear 685 00:50:31,560 --> 00:50:35,240 I think that'll be a good feature to highlight. I usually highlight it in my 2d as well 686 00:50:36,280 --> 00:50:39,000 so highlighting it in the 3d also just makes 687 00:50:39,400 --> 00:50:41,400 A lot of sense 688 00:50:43,240 --> 00:50:49,160 Having that be one of the characteristic kind of things to to implement as well 689 00:50:51,800 --> 00:50:54,760 Um, I can work on making that a lot more clear but 690 00:50:57,080 --> 00:51:00,380 Yeah, you know it's kind of doing something there 691 00:51:09,960 --> 00:51:15,720 That kind of works that like that nice 692 00:51:19,880 --> 00:51:21,960 Um, maybe this could be a little bit higher up 693 00:51:23,960 --> 00:51:25,960 Um depends on 694 00:51:28,200 --> 00:51:30,200 How this should unfold here 695 00:51:31,400 --> 00:51:34,040 Could also bring this mass in here 696 00:51:35,320 --> 00:51:37,320 So this stuff connects a little bit 697 00:51:39,160 --> 00:51:41,160 So 698 00:51:48,840 --> 00:51:50,840 Okay, I think let's push the 699 00:51:54,120 --> 00:51:56,220 Proportions here a little bit and get in that stylization 700 00:51:58,040 --> 00:52:00,040 We can bring in that 701 00:52:00,760 --> 00:52:02,760 Quite like the v there 702 00:52:03,640 --> 00:52:05,640 Maybe we can actually 703 00:52:06,600 --> 00:52:11,480 Bulk this up a little bit and then get kind of a taper towards the arms 704 00:52:15,080 --> 00:52:18,040 And we haven't been at the face for a while so i'm gonna 705 00:52:18,680 --> 00:52:20,680 Just get in there a little bit 706 00:52:21,320 --> 00:52:25,000 Let's see what we can do. Um, this could probably be raised a little bit 707 00:52:27,240 --> 00:52:29,240 And then 708 00:52:29,720 --> 00:52:31,720 We can get 709 00:52:32,200 --> 00:52:38,840 A little bit more cheek here or what's called like a jaw jaw action right there 710 00:52:44,760 --> 00:52:51,420 We need a little bit more resolution for this thing here so i'm not gonna go crazy on that 711 00:53:01,800 --> 00:53:06,840 I kind of like how the skull feels like the head it's it has the stylization, but it's 712 00:53:08,280 --> 00:53:11,160 It's not too bad. It's it's kind of interesting. Um 713 00:53:15,160 --> 00:53:17,160 It has this 714 00:53:17,240 --> 00:53:19,800 A little bit if you've ever seen that movie megamind he has that 715 00:53:20,440 --> 00:53:21,719 um 716 00:53:21,722 --> 00:53:23,720 light bulb 717 00:53:24,040 --> 00:53:27,560 Kind of skull but I don't think I mind it that much. I actually think I kind of like it 718 00:53:28,120 --> 00:53:30,120 Um 719 00:53:30,840 --> 00:53:32,759 It feels 720 00:53:32,762 --> 00:53:34,759 unique somehow 721 00:53:34,762 --> 00:53:39,880 I'm gonna pull the cheekbones out here a little bit. Just bring that in bring that out a little bit 722 00:53:40,680 --> 00:53:42,680 And bring this in 723 00:53:45,560 --> 00:53:47,800 And then I still have that bulb here 724 00:53:49,080 --> 00:53:53,880 Which I think I which I think matches kind of what the concept was playing 725 00:53:54,120 --> 00:53:56,119 Um 726 00:53:56,122 --> 00:53:59,320 Okay, that is uh kind of the 727 00:54:01,000 --> 00:54:03,000 Upper torso, um 728 00:54:03,480 --> 00:54:09,800 Okay, i'm gonna jump on to the the legs now here. So let's start building those things out. There's some work to be 729 00:54:10,360 --> 00:54:12,359 done for sure 730 00:54:12,362 --> 00:54:16,280 Uh, let's see here. We got this coming down here 731 00:54:18,200 --> 00:54:20,200 I can just start 732 00:54:20,680 --> 00:54:22,680 Um, let's see 733 00:54:23,160 --> 00:54:25,880 Let's get in and fill in these holes here 734 00:54:30,280 --> 00:54:33,720 Like that building out a knee of some sort 735 00:54:36,040 --> 00:54:38,040 Getting that right up there 736 00:54:39,720 --> 00:54:41,720 But then let's see here 737 00:54:46,120 --> 00:54:50,200 Getting this like that building in some 738 00:54:53,080 --> 00:54:56,280 Let's just inflate this a little bit there we get the ankles 739 00:54:59,160 --> 00:55:01,160 Then that 740 00:55:01,400 --> 00:55:04,120 Getting out a toe and really not gonna spend 741 00:55:05,000 --> 00:55:10,920 That much effort on making a really good foot. It's it's just gonna be really simple because we don't need any articulation really 742 00:55:11,400 --> 00:55:13,400 So it's gonna be more like a mass 743 00:55:14,680 --> 00:55:16,680 Um then uh 744 00:55:18,040 --> 00:55:20,040 Then a proper like 745 00:55:20,600 --> 00:55:23,080 You know with with individual toe digits and stuff like that 746 00:55:25,800 --> 00:55:27,800 And we need this here 747 00:55:29,000 --> 00:55:31,000 Heel 748 00:55:31,400 --> 00:55:33,800 Then we can just smooth that out a little bit 749 00:55:35,560 --> 00:55:37,559 And see what we get here 750 00:55:37,562 --> 00:55:39,560 So 751 00:55:44,440 --> 00:55:50,860 Okay, look at that going on there that happening there 752 00:55:58,920 --> 00:56:02,360 And we want the outer one to be higher up than the inner one 753 00:56:03,000 --> 00:56:07,960 So the the inner the outer angle is higher up than the uh, the inner one 754 00:56:08,760 --> 00:56:10,760 Basically, that's the way that 755 00:56:12,440 --> 00:56:14,440 This needs to unfold 756 00:56:16,200 --> 00:56:18,200 Let's see here get some shape 757 00:56:19,320 --> 00:56:21,320 Go on here 758 00:56:21,720 --> 00:56:23,720 Get that toe coming in 759 00:56:24,360 --> 00:56:26,360 It's a little bit of an ankle inwards 760 00:56:27,320 --> 00:56:30,920 Like that, okay, it actually looks like okay we have a quite a big 761 00:56:32,040 --> 00:56:35,000 Hole there. I'm, just gonna fill that out 762 00:56:37,720 --> 00:56:39,720 With our trusty technique 763 00:56:41,240 --> 00:56:43,240 Like that 764 00:56:50,760 --> 00:56:53,480 There's just you know a lot of pushing and pulling back and forth 765 00:56:53,560 --> 00:56:59,420 There's just you know a lot of pushing and pulling back and forth until you get what you what you need here 766 00:57:15,240 --> 00:57:17,980 Let's see here i'm trying to get a little bit of a toe 767 00:57:23,720 --> 00:57:28,360 And you know our character is so low detail we could almost do the same thing for the hand, but I think it's 768 00:57:29,400 --> 00:57:32,120 it's just nicer to have the digits for the hands for 769 00:57:33,400 --> 00:57:35,319 What we might be doing? 770 00:57:35,322 --> 00:57:38,360 um, and you could you know go further with the detail than 771 00:57:39,000 --> 00:57:40,919 than what i'm doing, uh 772 00:57:40,922 --> 00:57:42,439 but I think you're 773 00:57:42,442 --> 00:57:48,280 For demonstration purpose. I think it's better to not go too far because the the principles are the same throughout the process, right? 774 00:57:48,440 --> 00:57:50,440 It's just how much you do them 775 00:57:51,080 --> 00:57:52,600 and 776 00:57:52,680 --> 00:57:56,040 I mostly just want to show you how to go through the steps 777 00:57:57,960 --> 00:57:59,960 So that you can 778 00:58:01,640 --> 00:58:03,159 Figure out how to 779 00:58:03,162 --> 00:58:05,240 Where to reapply them on your own projects, right? 780 00:58:06,280 --> 00:58:08,860 You're also welcome to follow along and do exactly 781 00:58:10,600 --> 00:58:12,600 The level of detail that i'm also doing 782 00:58:15,000 --> 00:58:17,240 That's uh, it's usually the detail i'll bring stuff to 783 00:58:17,960 --> 00:58:23,320 But um, sometimes you need something a little bit more detailed, right and then it it doesn't work 784 00:58:24,920 --> 00:58:28,360 I need something different. Okay, like this here 785 00:58:29,960 --> 00:58:34,680 I'm gonna bring in some shape like that. Just bring in the 786 00:58:35,640 --> 00:58:37,960 The shins they actually have a slight curve 787 00:58:39,000 --> 00:58:40,519 on them 788 00:58:40,522 --> 00:58:42,520 So I want to make sure I get that 789 00:58:42,840 --> 00:58:44,840 And then this upper part here 790 00:58:45,720 --> 00:58:47,720 And then this upper part here 791 00:58:51,800 --> 00:58:53,800 It looks a little bit different 792 00:58:55,640 --> 00:58:57,640 Here we 793 00:58:58,200 --> 00:59:00,200 Kind of have some strands coming down 794 00:59:01,640 --> 00:59:03,640 Like that 795 00:59:04,520 --> 00:59:09,660 And then we got a knee here and the knee is something i'm going to be heavily stylizing 796 00:59:11,240 --> 00:59:13,240 For sure 797 00:59:15,080 --> 00:59:17,079 So 798 00:59:17,082 --> 00:59:19,080 Like so 799 00:59:19,480 --> 00:59:23,400 Like how this whole thing is gonna wrap together there's gonna be some kind of 800 00:59:24,340 --> 00:59:26,340 Stylization, but i'm gonna 801 00:59:26,680 --> 00:59:28,680 Get that in a little a little bit later 802 00:59:30,280 --> 00:59:31,959 Um 803 00:59:31,962 --> 00:59:36,520 Like exactly how I want to simplify everything, but i'm already starting to think about it 804 00:59:38,040 --> 00:59:40,040 Just to uh 805 00:59:41,080 --> 00:59:43,080 To get into the mindset 806 00:59:44,840 --> 00:59:46,839 So 807 00:59:46,842 --> 00:59:52,700 Okay, then here we got these two big kind of back thigh muscles 808 01:00:01,160 --> 01:00:03,660 Are they the hamstrings that's what they're called 809 01:00:15,080 --> 01:00:17,080 We've got this stuff here 810 01:00:30,920 --> 01:00:37,580 Pulling that stuff out there and then start building on the side here 811 01:00:38,220 --> 01:00:40,220 So 812 01:00:40,380 --> 01:00:42,380 Pulling that up as well 813 01:00:43,500 --> 01:00:46,300 Bringing in a little bit of definition there 814 01:00:48,220 --> 01:00:51,900 Just to see how that all comes together like so 815 01:00:55,820 --> 01:00:59,580 Pairing the volume there a little bit then we got these strands down the side 816 01:01:02,220 --> 01:01:06,060 And then these ones will probably connect somewhere around here 817 01:01:08,540 --> 01:01:10,540 Also getting a little bit of that 818 01:01:14,220 --> 01:01:18,620 And then these ones and then here we have these quads and we got 819 01:01:20,620 --> 01:01:25,420 Usually you get you got the three heads, right? So you got one sitting there 820 01:01:27,820 --> 01:01:32,060 Ish then one sitting on the inside here and one sitting on the outside here 821 01:01:32,140 --> 01:01:34,139 So 822 01:01:34,142 --> 01:01:37,980 I think the outside one is the one that's missing the most attention right now 823 01:01:40,300 --> 01:01:46,220 Uh, let's see probably we can build it up here ish 824 01:01:50,300 --> 01:01:55,180 Like that then we can bring in some muscle here 825 01:01:58,380 --> 01:02:00,380 Like that 826 01:02:01,180 --> 01:02:07,099 And we just redefine that again, so it's kind of this thing where you you define something then you break it down 827 01:02:07,102 --> 01:02:09,100 then you define it again slowly just 828 01:02:10,860 --> 01:02:12,860 Getting the right form 829 01:02:14,220 --> 01:02:16,220 Push and pull 830 01:02:17,100 --> 01:02:19,100 Push and pull 831 01:02:27,500 --> 01:02:29,500 Nice yeah 832 01:02:31,020 --> 01:02:33,020 Mm-hmm 833 01:02:33,180 --> 01:02:35,180 We've got that going on there 834 01:02:35,900 --> 01:02:40,860 Then this is quite a sharp transition, but we don't want to forget about the form 835 01:02:41,660 --> 01:02:43,660 That's why we have that reminder. There is that 836 01:02:44,760 --> 01:02:46,760 differentiating factor between 837 01:02:47,660 --> 01:02:53,740 This grouping here and that grouping there we want to keep that as much as possible 838 01:02:54,140 --> 01:02:56,140 So 839 01:02:56,380 --> 01:02:58,380 Even when we're getting everything really soft 840 01:02:58,460 --> 01:03:03,340 It's still an important separation to have for everything to feel right and that becomes important in the stylization also 841 01:03:03,820 --> 01:03:05,820 that we have have that as a 842 01:03:06,940 --> 01:03:08,940 as a factor 843 01:03:13,420 --> 01:03:15,420 Okay the glutes here 844 01:03:19,900 --> 01:03:22,860 So our legs sit like this they're a little bit 845 01:03:24,300 --> 01:03:26,300 Far apart maybe 846 01:03:26,860 --> 01:03:30,940 We could bring in the stuff here a little bit like that 847 01:03:32,860 --> 01:03:34,860 Bring in that somehow 848 01:03:39,900 --> 01:03:43,580 Yeah, bring in this here 849 01:03:46,700 --> 01:03:48,700 Bring that out there 850 01:03:49,420 --> 01:03:52,460 Not gonna have the strongest legs, you know, they're gonna be a bit more 851 01:03:54,700 --> 01:03:56,860 And we slender more slender 852 01:03:58,300 --> 01:04:00,300 Or slender for sure 853 01:04:01,500 --> 01:04:05,740 Um, but we still do want to make sure we get something that feels right and 854 01:04:06,540 --> 01:04:10,140 I think we're getting there. But um, but there's still a little bit of way to go 855 01:04:11,260 --> 01:04:12,779 How exactly? 856 01:04:12,782 --> 01:04:14,780 it feels 857 01:04:15,180 --> 01:04:18,619 I always tend to put more love into the chest area than uh, than the 858 01:04:18,622 --> 01:04:20,620 um 859 01:04:21,660 --> 01:04:23,740 The legs and I think partly it's because 860 01:04:24,220 --> 01:04:30,300 It's more often that if something is kind of naked or revealed, uh on the body, then it will be the chest 861 01:04:31,420 --> 01:04:33,259 uh, so I 862 01:04:33,262 --> 01:04:35,260 You know, I can save some time 863 01:04:35,420 --> 01:04:36,539 by 864 01:04:36,542 --> 01:04:40,620 Not spending that much time because it's a less crucial area on the on the bottom half 865 01:04:41,340 --> 01:04:44,780 And people just tend to look more on the upper half of people's bodies 866 01:04:45,980 --> 01:04:47,980 so the focus is also just 867 01:04:48,940 --> 01:04:51,900 Uh there you can kind of get away with a bit more 868 01:04:52,780 --> 01:04:55,340 looseness or inaccuracies on the legs 869 01:04:56,540 --> 01:05:00,700 Um, and I just know the chest area better and I think it's a bit more fun to sculpt 870 01:05:02,220 --> 01:05:04,059 Uh 871 01:05:04,062 --> 01:05:06,540 Than the legs so I also just feel more confident 872 01:05:07,900 --> 01:05:09,900 on that area 873 01:05:10,460 --> 01:05:14,140 But um, but obviously it's it's good to practice the whole 874 01:05:14,220 --> 01:05:16,219 The whole 875 01:05:16,222 --> 01:05:18,139 The whole section right like 876 01:05:18,142 --> 01:05:23,900 Understand as much of the human body as you as you can this but it's definitely looking a little bit too 877 01:05:25,020 --> 01:05:27,020 Not correct. So let's see if we can 878 01:05:28,220 --> 01:05:30,460 Get that solved somehow here 879 01:05:33,740 --> 01:05:41,740 So I think we need a little bit more mass there and then definitely a lot more mass here like that 880 01:05:44,940 --> 01:05:46,940 And then 881 01:05:48,540 --> 01:05:53,520 Building up the muscle like that and then bringing that in so we get these sides 882 01:05:54,860 --> 01:05:56,379 of the 883 01:05:56,382 --> 01:05:58,380 of the butt cheeks 884 01:06:02,460 --> 01:06:04,460 Like so 885 01:06:05,820 --> 01:06:07,820 Bringing that in 886 01:06:08,300 --> 01:06:10,300 Squeezing that around 887 01:06:10,700 --> 01:06:12,700 Boink boink 888 01:06:13,180 --> 01:06:15,180 Like that 889 01:06:15,820 --> 01:06:18,060 Yeah, that's definitely starting to feel a lot more 890 01:06:19,580 --> 01:06:21,419 How it should feel 891 01:06:21,422 --> 01:06:22,299 um 892 01:06:22,302 --> 01:06:24,460 These are poking out a bit too much 893 01:06:25,180 --> 01:06:27,180 I'm gonna bring those in a little bit 894 01:06:28,140 --> 01:06:29,259 and then 895 01:06:29,262 --> 01:06:33,900 This gap here is also too big. It definitely needs more mass from the torso side 896 01:06:38,300 --> 01:06:40,300 Like that maybe and then some 897 01:06:41,260 --> 01:06:43,660 Uh connecting muscles are kind of happening here 898 01:06:45,340 --> 01:06:51,420 Uh, let's see we can uh, you kind of get this form that looks like like this like a triangle 899 01:06:53,580 --> 01:06:57,180 Uh that sits here between the different bits 900 01:06:59,420 --> 01:07:04,240 And you get one of them that is like really big that sits uh kind of here 901 01:07:10,380 --> 01:07:13,280 And then we just wrap that together 902 01:07:23,260 --> 01:07:26,380 Okay, I could wrap this one around here a little bit 903 01:07:29,260 --> 01:07:36,060 And just get a bit more of a side on that butt there and the shape is not quite 904 01:07:38,220 --> 01:07:40,220 Amazing yet 905 01:07:41,260 --> 01:07:45,900 I think by pushing stuff around we can get it there 906 01:07:48,940 --> 01:07:54,460 Okay, let's see here getting that getting that 907 01:08:01,500 --> 01:08:03,740 And it's important here to have the right 908 01:08:04,460 --> 01:08:05,339 um 909 01:08:05,342 --> 01:08:07,420 break breaking point of the form, so 910 01:08:08,380 --> 01:08:10,380 Seeing this from the silhouette here then 911 01:08:10,540 --> 01:08:13,980 there's more flat here and then suddenly it kind of breaks down there and 912 01:08:14,620 --> 01:08:17,500 Depending on the volume of the body of the butt then 913 01:08:18,140 --> 01:08:19,819 That'll be different 914 01:08:19,822 --> 01:08:22,300 But I think that when the guy is a little bit more 915 01:08:23,900 --> 01:08:30,380 Just just like thin muscles then that flatness will kind of be emphasized and then the 916 01:08:32,140 --> 01:08:36,140 The bulge will sit somewhere else and it also depends a little bit on the individual's anatomy, of course, but 917 01:08:37,100 --> 01:08:39,100 I think 918 01:08:40,380 --> 01:08:42,860 Luckily, we're doing a character from from mine so 919 01:08:44,220 --> 01:08:46,220 You can always say that it's 920 01:08:46,460 --> 01:08:48,460 That specific anatomy, right? 921 01:08:49,260 --> 01:08:51,259 but then 922 01:08:51,262 --> 01:08:55,340 You can get around that problem a little bit. Okay. This one is 923 01:08:57,260 --> 01:09:01,360 It's getting there but it's also not exactly 924 01:09:01,840 --> 01:09:05,600 Exactly I think there's a little bit more of a plane here 925 01:09:08,240 --> 01:09:10,400 But then getting that in there 926 01:09:13,360 --> 01:09:17,520 And then this one kind of connects here a little bit more 927 01:09:19,760 --> 01:09:21,760 Like that 928 01:09:22,320 --> 01:09:24,320 And this one 929 01:09:24,640 --> 01:09:26,399 Which I have that 930 01:09:26,402 --> 01:09:30,960 On the side of the butt there and I think it's just probably because the legs are a bit too far apart 931 01:09:31,520 --> 01:09:33,520 I'm going to give them a bit more mass here 932 01:09:34,800 --> 01:09:36,800 Just so the butt looks a little bit more natural 933 01:09:39,200 --> 01:09:42,000 Let's see the length of the legs here. Yeah, it's not too bad 934 01:09:43,440 --> 01:09:45,440 It's not too bad. It could probably be 935 01:09:46,560 --> 01:09:50,480 Overall, it could maybe be a little bit longer just the whole thing 936 01:09:50,800 --> 01:09:52,799 I 937 01:09:52,802 --> 01:09:54,800 Don't know what's the best way to do that. I think if I 938 01:09:56,000 --> 01:09:58,720 Take this and just pull this down a little bit 939 01:10:00,480 --> 01:10:02,079 Then 940 01:10:02,082 --> 01:10:04,080 I should get that in there 941 01:10:12,160 --> 01:10:14,160 And 942 01:10:14,320 --> 01:10:16,320 Adjusting big proportions here 943 01:10:17,040 --> 01:10:19,040 Then I want to move the entire thing 944 01:10:19,600 --> 01:10:22,880 And how do I do that best I could go over to the move tool here 945 01:10:24,080 --> 01:10:26,080 Just move that 946 01:10:26,640 --> 01:10:28,640 The whole thing up 947 01:10:30,160 --> 01:10:34,160 Like that and then he is approaching two meters, but uh, we can 948 01:10:35,200 --> 01:10:37,280 We can scale them when it when it comes to that 949 01:10:38,000 --> 01:10:40,000 I could actually just scale them here now 950 01:10:41,520 --> 01:10:43,520 Uh 951 01:10:44,400 --> 01:10:46,960 Like that so there's two meters there 952 01:10:49,120 --> 01:10:52,340 Um, let's put them around here 953 01:10:58,720 --> 01:11:00,720 Like that cool 954 01:11:02,160 --> 01:11:04,160 And 955 01:11:06,320 --> 01:11:13,520 Looking a lot at the silhouette kind of and that the silhouette feels right. Uh, we got all these overlaps here. Um, make sure that 956 01:11:14,560 --> 01:11:17,440 That that at least is working the way that you 957 01:11:19,020 --> 01:11:21,020 Intended to 958 01:11:22,320 --> 01:11:24,320 Like that 959 01:11:32,000 --> 01:11:34,000 Let's see 960 01:11:34,320 --> 01:11:36,320 We get a little bit more 961 01:11:36,780 --> 01:11:38,780 Definition happening here 962 01:11:39,600 --> 01:11:42,560 Depending on what exactly we need 963 01:11:44,400 --> 01:11:46,400 So 964 01:11:46,480 --> 01:11:50,080 Like that like that like that 965 01:11:53,760 --> 01:11:56,160 Kind of exaggerated knees is never a bad thing 966 01:11:57,760 --> 01:11:59,760 Having very clear knees 967 01:12:01,600 --> 01:12:05,200 It's better to have a bit too big knees I think than too small knees at least in my 968 01:12:06,000 --> 01:12:06,719 taste 969 01:12:06,722 --> 01:12:07,759 um 970 01:12:07,762 --> 01:12:10,160 see a lot of stylization where the knees are just tiny and 971 01:12:11,120 --> 01:12:13,120 I don't know. I think knees are 972 01:12:14,160 --> 01:12:16,160 They're super cool features. Why would you make them? 973 01:12:17,520 --> 01:12:19,520 Small make them big like they 974 01:12:20,880 --> 01:12:22,880 They have something to say, you know 975 01:12:24,320 --> 01:12:26,320 Why else would they be there 976 01:12:33,040 --> 01:12:35,040 Okay 977 01:12:36,160 --> 01:12:38,160 A bit more of the heel here 978 01:12:40,560 --> 01:12:42,560 Bringing that in 979 01:12:44,960 --> 01:12:48,320 You know, and I don't need to make any of this like uber perfect 980 01:12:49,440 --> 01:12:51,440 um 981 01:12:52,320 --> 01:12:54,720 It's just to a point where it's it's good enough for 982 01:12:58,640 --> 01:13:00,640 For you know 983 01:13:00,880 --> 01:13:01,919 like a 984 01:13:01,922 --> 01:13:05,760 Third-person action or like an action rpg or like a roguelike or something 985 01:13:06,320 --> 01:13:08,079 And we're going to see the character from quite far away 986 01:13:08,082 --> 01:13:10,640 So I just what I really need is like for the big things to be 987 01:13:11,440 --> 01:13:13,359 Where I want them to be 988 01:13:13,362 --> 01:13:15,360 you know and 989 01:13:20,720 --> 01:13:22,720 That's like the most essential 990 01:13:23,280 --> 01:13:26,080 And the detail you can always figure that out once you have the big things 991 01:13:27,280 --> 01:13:29,280 In the position that you want 992 01:13:29,680 --> 01:13:31,680 but all this like 993 01:13:33,020 --> 01:13:35,020 Proportional stuff 994 01:13:35,840 --> 01:13:38,240 Where exactly does what's it that's 995 01:13:38,880 --> 01:13:43,840 This stuff want to figure okay, we are getting pretty close to a good 996 01:13:44,880 --> 01:13:52,080 Measure and i've still been keeping the same resolution, uh throughout just figuring everything out with the with this level of 997 01:13:52,800 --> 01:13:57,760 Of detail. Um, I do need to correct some things here. This distance here is not really 998 01:13:58,480 --> 01:14:00,480 uh working out I think that 999 01:14:01,120 --> 01:14:02,959 overall, I like the 1000 01:14:02,962 --> 01:14:04,799 Longer legs so I can 1001 01:14:04,802 --> 01:14:06,800 I can start doing that a little bit more 1002 01:14:07,760 --> 01:14:09,920 You can bring that up bring these things closer 1003 01:14:11,440 --> 01:14:14,160 Uh figure out exactly what's happening with 1004 01:14:15,280 --> 01:14:19,360 But this one I think the pelvis kind of sticks out here a little bit 1005 01:14:21,360 --> 01:14:25,760 And then this could also just calm down a little bit 1006 01:14:27,760 --> 01:14:29,760 Maybe 1007 01:14:31,280 --> 01:14:33,280 Then we got that 1008 01:14:33,600 --> 01:14:39,760 Yeah, yeah got this stuff here and break that in 1009 01:14:42,000 --> 01:14:48,400 Then quite some interesting areas here and there the legs are definitely not 1010 01:14:50,560 --> 01:14:52,560 Quite there yet. Um 1011 01:14:54,560 --> 01:14:56,880 But it's also not too far away 1012 01:14:57,920 --> 01:15:00,320 Because what's going to happen is that when we have this one? 1013 01:15:00,800 --> 01:15:07,520 Kind of in the proportional range that we want to then we're going to retopo and then continue sculpting after the 1014 01:15:08,560 --> 01:15:10,559 the retopology 1015 01:15:10,562 --> 01:15:11,919 section 1016 01:15:11,922 --> 01:15:13,039 and 1017 01:15:13,042 --> 01:15:15,120 We just got to make sure we have the stuff we need 1018 01:15:15,920 --> 01:15:17,920 To be able to do the retopology 1019 01:15:18,320 --> 01:15:20,560 And we are getting quite close 1020 01:15:21,920 --> 01:15:23,839 To the to that part 1021 01:15:23,842 --> 01:15:25,840 So that is good 1022 01:15:26,480 --> 01:15:27,759 Um 1023 01:15:27,762 --> 01:15:30,560 And I honestly think that because we did that 1024 01:15:32,480 --> 01:15:40,080 That a structural build up the the block out then some areas just work naturally on their own without 1025 01:15:41,360 --> 01:15:42,719 um 1026 01:15:42,722 --> 01:15:47,519 Much effort, right because they they just stuff just kind of overlaps and then you got these sections works 1027 01:15:47,522 --> 01:15:50,080 we don't even have to sculpt that they just we know that they kind of 1028 01:15:50,880 --> 01:15:52,880 that they kind of work and uh 1029 01:15:53,680 --> 01:15:55,680 That's what's I think that's quite nice 1030 01:15:58,240 --> 01:16:01,040 Okay, and then the stuff here 1031 01:16:03,600 --> 01:16:06,080 Maybe something along these lines here 1032 01:16:07,680 --> 01:16:09,680 Let's see what we got there actually 1033 01:16:10,640 --> 01:16:12,239 I think 1034 01:16:12,242 --> 01:16:17,360 There's this kind of this double layer thing here, which is incorrect. Uh, I don't really 1035 01:16:18,720 --> 01:16:20,720 like that 1036 01:16:21,120 --> 01:16:26,320 So maybe I can bring up some of these muscles instead and just 1037 01:16:28,560 --> 01:16:30,960 Uh kill this area a little bit more 1038 01:16:32,480 --> 01:16:36,560 And then say okay, you know what these muscles are going to be the ones that 1039 01:16:38,940 --> 01:16:41,120 Intersect with the stuff here 1040 01:16:44,000 --> 01:16:48,000 And this one can come in a little bit more 1041 01:16:50,240 --> 01:16:52,560 And this can come out a little bit more 1042 01:16:55,120 --> 01:16:57,120 Make sure to check your balance here 1043 01:16:57,840 --> 01:16:59,359 heel 1044 01:16:59,362 --> 01:17:01,039 head 1045 01:17:01,042 --> 01:17:03,040 All this stuff here 1046 01:17:03,840 --> 01:17:05,840 Make sure all that stuff works 1047 01:17:07,600 --> 01:17:09,600 Grab the whole thing 1048 01:17:10,640 --> 01:17:12,640 Like that 1049 01:17:18,160 --> 01:17:20,160 Very cool 1050 01:17:22,800 --> 01:17:26,320 Yeah, that looks good here and there 1051 01:17:28,720 --> 01:17:33,680 Okay, and just last thing is I want to I think I want to fix 1052 01:17:34,320 --> 01:17:38,000 That area because it's still bothering me a little bit and actually I think we can raise the knees 1053 01:17:39,040 --> 01:17:41,039 Just a little bit there 1054 01:17:41,042 --> 01:17:43,040 And get a bit of a better 1055 01:17:43,440 --> 01:17:45,680 I think this one collapsed a little bit the 1056 01:17:47,280 --> 01:17:49,280 It kind of lost a bit of its 1057 01:17:50,480 --> 01:17:53,360 Mass there and this one can come down a little bit here 1058 01:17:58,240 --> 01:18:03,280 And I just want to get that bend in there 1059 01:18:06,160 --> 01:18:10,720 Yeah, I think that feels right but it might be a little bit too 1060 01:18:15,360 --> 01:18:17,199 Yeah, something like that 1061 01:18:17,202 --> 01:18:22,240 Uh, but then this area here i'm not that's not really working completely yet 1062 01:18:23,520 --> 01:18:25,520 To get that 1063 01:18:25,840 --> 01:18:27,840 Need to get that fixed a little bit 1064 01:18:29,600 --> 01:18:35,120 I think we just kind of fill out the mass here some muscle strands like that 1065 01:18:38,160 --> 01:18:40,160 So that it has a purpose 1066 01:18:41,360 --> 01:18:43,360 And maybe even 1067 01:18:44,080 --> 01:18:51,200 It's like I have to bring it in and out constantly. Uh, maybe I just need to bring the whole thigh part out a lot more 1068 01:18:52,080 --> 01:18:56,000 And then bring that out there the thighs are a very big 1069 01:18:56,800 --> 01:19:02,160 uh area of muscle on the body like the whole leg structure just needs to hold up so much more than 1070 01:19:03,440 --> 01:19:05,439 than 1071 01:19:05,442 --> 01:19:08,240 Than the rest so don't underestimate it 1072 01:19:10,160 --> 01:19:11,679 How much 1073 01:19:11,682 --> 01:19:13,519 It actually takes up 1074 01:19:13,522 --> 01:19:17,280 Okay, then we got that thing in here. It's kind of coming down 1075 01:19:17,360 --> 01:19:20,240 That thing in here it's kind of coming down 1076 01:19:21,680 --> 01:19:25,200 It is it kind of does have this like under 1077 01:19:26,720 --> 01:19:28,720 Side a little bit 1078 01:19:29,600 --> 01:19:31,600 The muscle maybe it's something 1079 01:19:32,800 --> 01:19:34,800 Like that that needs to happen 1080 01:19:34,960 --> 01:19:39,920 So we got that overlay there a little bit too harsh, but it can work 1081 01:19:41,280 --> 01:19:43,440 And then the clay strips on top 1082 01:19:44,160 --> 01:19:48,239 But i'm really not using any super fancy techniques with sculpting 1083 01:19:48,242 --> 01:19:51,840 I just also just I like keeping it simple, but I also want to keep it simple for you guys 1084 01:19:52,880 --> 01:19:54,479 just so that 1085 01:19:54,482 --> 01:19:56,480 we can all 1086 01:19:57,280 --> 01:19:59,280 Follow along 1087 01:20:03,280 --> 01:20:05,280 Okay 1088 01:20:05,360 --> 01:20:08,320 And then maybe building up the inside a little bit more here 1089 01:20:09,760 --> 01:20:10,800 Yeah 1090 01:20:10,880 --> 01:20:13,600 I don't know what the point of whispering is, but it sort of just happens 1091 01:20:14,240 --> 01:20:18,400 you know, i'm very focused on trying to give you guys a good result and then also 1092 01:20:18,960 --> 01:20:20,960 Explain there isn't that much to explain. So 1093 01:20:22,240 --> 01:20:27,760 It'll definitely come later when we're doing some of the more technical stuff. This is just sculpting, you know, it's uh 1094 01:20:29,440 --> 01:20:31,440 It has its own 1095 01:20:32,560 --> 01:20:34,560 Process 1096 01:20:36,000 --> 01:20:38,000 Like that 1097 01:20:38,160 --> 01:20:40,159 So 1098 01:20:40,162 --> 01:20:42,640 Just redefining a few things there and there 1099 01:20:44,720 --> 01:20:51,680 Cool, uh, and I think this actually the quads here kind of collapsed a little bit as we were 1100 01:20:53,760 --> 01:20:55,760 Moving between them 1101 01:21:08,800 --> 01:21:10,799 Okay 1102 01:21:10,802 --> 01:21:12,800 and let's just 1103 01:21:12,880 --> 01:21:14,879 Smooth this out a little bit 1104 01:21:14,882 --> 01:21:18,480 I don't necessarily smooth out but just bring the stuff a little bit closer 1105 01:21:19,360 --> 01:21:21,760 And I could almost use a little bit of an inflate here 1106 01:21:23,040 --> 01:21:24,879 I inflate the butt 1107 01:21:24,882 --> 01:21:28,320 but uh, no genuinely I think actually it might help a little bit with 1108 01:21:29,280 --> 01:21:31,280 how this area feels and then just 1109 01:21:31,520 --> 01:21:33,520 Bring it together like that. Yeah 1110 01:21:34,160 --> 01:21:35,759 and then 1111 01:21:35,762 --> 01:21:37,760 Just take another good look at it 1112 01:21:38,960 --> 01:21:40,960 And say 1113 01:21:42,800 --> 01:21:44,800 Wrap it around here 1114 01:21:45,120 --> 01:21:47,120 Something's going on there 1115 01:21:47,840 --> 01:21:49,840 And then something is happening 1116 01:21:51,680 --> 01:21:53,680 Possibly here 1117 01:21:56,080 --> 01:22:02,640 Bring it out again bring it in just a lot of pushing and pulling back and forth until you get 1118 01:22:04,960 --> 01:22:06,960 To the right spot here 1119 01:22:08,000 --> 01:22:11,440 Okay there and then this just needs to be inflated a little bit 1120 01:22:14,480 --> 01:22:16,480 Like that 1121 01:22:18,140 --> 01:22:22,080 Connecting these and then I can get this connection here 1122 01:22:25,040 --> 01:22:27,040 And separation just with the 1123 01:22:29,040 --> 01:22:32,480 Stuff there there's something happening here 1124 01:22:32,640 --> 01:22:34,640 There 1125 01:22:37,040 --> 01:22:39,440 So, let's just move everything in again 1126 01:22:40,640 --> 01:22:41,759 that can happen if you 1127 01:22:41,762 --> 01:22:45,280 sculpt some details and then it it ruins the silhouette a little bit and then you 1128 01:22:45,600 --> 01:22:47,600 go back and then you go back and then you 1129 01:22:48,220 --> 01:22:50,220 constantly 1130 01:22:51,600 --> 01:22:57,200 Pushing and pulling the stuff until it fits the silhouette. Yeah, I think that's good. I definitely like that. Um, 1131 01:22:58,640 --> 01:23:00,640 The chest here is a bit further out 1132 01:23:01,520 --> 01:23:04,000 Then and the rest 1133 01:23:07,040 --> 01:23:10,720 Didn't actually spend that much time on the pectorals, but I think they kind of just 1134 01:23:13,200 --> 01:23:18,399 Exist in the way that that I want them to to exist. Um, some stuff that's not working too 1135 01:23:18,402 --> 01:23:20,400 Well, it's like how this stuff is 1136 01:23:20,880 --> 01:23:22,880 Closing itself off. Uh 1137 01:23:23,440 --> 01:23:25,439 That definitely oh 1138 01:23:25,442 --> 01:23:27,279 Okay, I think I just 1139 01:23:27,282 --> 01:23:29,280 Ruined that a little bit 1140 01:23:29,360 --> 01:23:31,360 Gotta bring that back 1141 01:23:33,520 --> 01:23:35,520 And then 1142 01:23:35,920 --> 01:23:38,240 The stuff here needs to connect that way 1143 01:23:41,280 --> 01:23:43,280 There we go 1144 01:23:44,480 --> 01:23:46,480 And then digging into this a little bit 1145 01:23:48,400 --> 01:23:50,400 And bringing this out 1146 01:23:52,560 --> 01:23:55,840 Yep, that's more like it 1147 01:23:56,320 --> 01:24:00,960 This hip area is a little bit small here we could bring that out also 1148 01:24:02,000 --> 01:24:03,599 If need be but 1149 01:24:03,602 --> 01:24:05,600 Stylization, right? That's what 1150 01:24:08,400 --> 01:24:10,400 It's dictating that 1151 01:24:15,920 --> 01:24:17,920 Yeah, yeah 1152 01:24:18,720 --> 01:24:20,719 Yeah, we're getting a pretty good 1153 01:24:20,722 --> 01:24:26,240 Yeah, we're getting a pretty good base here for doing everything the hands, um 1154 01:24:27,360 --> 01:24:31,280 I think i'm really gonna wait with that until we can do a proper mesh for them 1155 01:24:31,920 --> 01:24:35,300 Uh, but we got something going on right now in terms of proportions 1156 01:24:36,560 --> 01:24:41,200 Uh, but i'm gonna wait with that until we do the retopology because they're just gonna be a lot easier to do 1157 01:24:41,760 --> 01:24:43,279 Uh that way 1158 01:24:43,282 --> 01:24:45,280 But maybe this flow 1159 01:24:48,000 --> 01:24:50,000 That seems better 1160 01:24:51,280 --> 01:24:55,440 You know, this stuff is not great yet, um 1161 01:24:57,920 --> 01:25:02,640 But I also figured it out after we do the retopo now at least we have a base to 1162 01:25:04,960 --> 01:25:08,160 To define everything on and get the most important sections 1163 01:25:09,680 --> 01:25:11,680 Sculpt it out 1164 01:25:11,760 --> 01:25:13,760 and that is 1165 01:25:14,080 --> 01:25:16,080 pretty much the whole 1166 01:25:16,400 --> 01:25:18,400 point of all this stuff here 1167 01:25:18,720 --> 01:25:22,560 And it is a little bit of a long chapter and some of the other chapters also going to be a little bit long but 1168 01:25:23,760 --> 01:25:25,760 I think 1169 01:25:26,400 --> 01:25:28,400 It's needed 1170 01:25:28,800 --> 01:25:30,800 It's needed 1171 01:25:31,440 --> 01:25:33,440 Okay 1172 01:25:34,400 --> 01:25:36,400 Cool 1173 01:25:37,520 --> 01:25:39,919 Let's see here got that we got that 1174 01:25:39,922 --> 01:25:41,920 Great 1175 01:25:43,920 --> 01:25:45,119 Great 1176 01:25:45,122 --> 01:25:50,800 Yeah, i'm gonna end the this chapter here and then we're going to move on to the next chapter where we're going to start 1177 01:25:51,520 --> 01:25:56,020 Retopologizing the the character. So yeah, that's it for now 92652

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