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Hello, welcome to chapter 2 this chapter. We're gonna start sculpting out our character, but first we're just gonna adjust some proportions
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Across the character. I also want to define some some fingers
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On the character just looking at it from the last chapter. I think that would be a that'd be quite good
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So the first thing I want to do is actually just group everything now that we have it like this
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So I'm gonna select the pelvis here as the last object
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and then I'm gonna say ctrl a and hit visual geometry to mesh I think and then
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We kind of we can combine everything without the modifiers and track them with each other
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then I should be able to go into sculpt mode already and
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Then I'm just gonna pull out the the bar here. So I'm in sculpt mode and then turn on
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X symmetry there. So now
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If I
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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
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adjust a lot of the proportional stuff here before we even
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You know start merging everything and that could be really really useful and
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Powerful and I can get a bit closer to
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What I what I need here
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Let's see. So maybe I'll pull this up a little bit
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Put that up there just bring that in
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Like that the head could be a little bit wider there
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That's pretty good
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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
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It's like that
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And then you can just make these
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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
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So I'm gonna pull up
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everything right here
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Just pulling that up pulling up the glutes and just stylizing this a bit more to what it is. I would like
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And the cool thing with with dumping separated is that we still maintain all those gaps
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and stuff and we could even go in and
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Pull on individual muscles in an edit mode if if like that and it's just not a flexibility you have
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when when everything is merged, so I quite like that I can get to the stage and just make some of these changes and
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I always feel like it really helps me down the line. Okay like that maybe something
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That
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Zooming out to see the portion little stuff here. I could still go a little bit
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More here
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This it's it's to me. It's like he's too big actually like too muscular
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I think I'm gonna bring that in a little bit just so that he's not as
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broad and then I don't mind the wide kind of
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the wide shoulder region here and that's sticking out as
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That much I think that actually
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Actually kind of works for the character
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Something like that
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See here and
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You know check out your reference. Just see what what works there
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You could also done like a if you're drawing the character itself, or if you're modeling from a concept
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then you know you could have found a
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model sheet or something like that where where you can
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Exactly match the proportions, but I definitely prefer feeling it out in 3d
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I think sometimes when you just follow the 2d to
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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
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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
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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
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differently
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So it can be quite quite valuable
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Yeah, this is
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Getting closer it is quite in realistic portion territory, so I might
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Just bring this up
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Just to stylize it a little bit more
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like that I
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Do have those arms still that are quite
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Long, but I think that's fine
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I
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Do think I want to give this guy a little bit longer legs here, and maybe I can even
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Bring this out here
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Take that out to get that shape more and a little bit more bulk on this stuff here
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Yeah, I think that's that's a bit more what I was what I was hoping for
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Great, and we've still got the random colors. We could know we don't accept those anymore because remember everything
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Okay
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Pretty good, then I think I want to add some fingers to this so
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You see here X is still on from
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From sculpting there, so if I do make changes like this then it'll affect it. That's
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Kind of good
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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
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Do this then it also
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It doesn't mirror properly right, so I'm gonna go in and grab a
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Cube I think and then that's I'm gonna use that as a base for my for my fingers
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And I just want to have the geo there the geometry so I don't have to extrude them out in
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Sculpting mode which you can do. It's actually not too bad. I just definitely prefer doing it like like this
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Uh-huh like that
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like that
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That's enough kind of for for the finger there make this one a little bit bigger and thinner
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Get that in there
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Like that
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Like that and pinky right there
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That seems pretty good and then the thumb of course
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Which will be over here somewhere
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Like that
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And scale up just for a good measure
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So we have that as well
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I
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And that hand is quite big which maybe isn't the worst thing
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If I take this here actually and this one I separate it out by hitting P
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I say separate selection, then I'll just delete this one here
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and then I'll
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Combine these two
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Then mirror them over
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Then I can
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Just adjust the hand size here a little bit
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The arms are still quite long, so maybe I'll pull this up here a little bit
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Like that
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I mean, I think that's
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Actually, you know what they're still bothering me a little bit
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I think they're a bit too long
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So I'm gonna scale this one down make sure that it's still mirrored over there and I can just adjust this still
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Yeah, that feels better that feels definitely feels better
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Cool, okay. Nice. So
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we got that
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we got that separated now and
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That means that we can
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We can move on to the sculpting phase we just need to bring the hands back into to this one
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So I'm gonna ctrl a and say visual geometry to mesh so that it applies all the modifiers
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I'm gonna join it with the body here
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And then now we got this body and then there's a couple of different ways that we could remesh it
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So I think one way is to go on to the thing itself and then say add modifier and then we say add
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Remesh, right and you can see immediately it becomes this penguin manta ray thing and that's because the resolution
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It's not that big. Another thing is just to make sure that your scale is applied
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So I hit ctrl a and just hit rotation and scale just so that
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The remesh works properly
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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
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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
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To redefine itself here
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And now we're at this level we don't quite have this finger separated
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But there are multiple ways of dealing with that and then I can just hit ctrl a and say
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This finger separated
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But there are multiple ways of dealing with that and then I can start seeing where I have the issues
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Right, and I can still go into edit mode and adjust these things. So here for example, i'm getting some
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holes, so then I could take these and just
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You know gap, you know fill the gaps there kind of then we get a more
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You know kind of uniform mesh
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Looking in there and it's like, okay. There's actually a hole coming through there
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Then I got whatever this is use that to just
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Fill in that hole and so this remesh method is kind of smart for that
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uh, you can also just bring in that stuff there and that should
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Be similar the other side. Yep
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Subtitled by
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We compress knowledge for you!
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And this stuff is all stuff i'm okay with uh
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That's not too deep of a crevice there
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I got that stuff
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That stuff there
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That's pretty good, uh, I do not like how much this one is
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Kind of reaching over the clavicle there. That's not super good. So i'm gonna do this instead
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Oh, actually it's not mirroring there and why is that I don't know but I can just do that
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Like that
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Put that down that works
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Okay, cool
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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
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That gets very detailed it's a little bit too detailed for what I would want is it three here
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Let's see that also looks quite it's a bit too much I think I almost liked five than more
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Yeah, I think that's the resolution. I kind of want
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um
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That seems like a pretty good space to to start on
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Uh, but the fingers are not really separating out as much as I would like
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so maybe I can
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Move these out a little bit
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Sometimes it's also just worth doing the fingers later. Um, that's uh
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They don't work out super well in the beginning but but they're kind of got something that that's working
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And I got that separation and it's just so I have that mesh so I can actually
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Sculpt on it. Let's see if we go a little bit lower. Uh, if I can get a bit more
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Combination here of things that wouldn't be too
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Too bad
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See how low we actually can
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Can go with the other stuff
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Is there stuff really merging?
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A bit too much actually
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I think uh
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I
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Think five is okay
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That actually that's okay and then we got that separation there nice
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And now that we got that then we can go over and hit
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apply
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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
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A duplicate of that thing. Oh, we actually didn't get the feet in
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Good thing. So i'm just gonna put that into the thing and then you can see. Okay, so it has a
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mirror on it a visual geometry to mesh
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and just
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uh
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Combine that into the thing but i'm going to create a copy of the whole thing just so I have the base
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In case something happens, so it's called this base
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And then you could always use that for for the future or something like that
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I'm gonna hide that then I got my sculpt here. I've got a cube here. I don't know what that is
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Empty i'll just remove that
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For my sculpt i'm gonna hit ctrl a and visual geometry to mesh and then it should actually be ready to be
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To be sculpted on and to start sculpting. I am using a tablet. Um with a pen
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um, that's just kind of the best way to sculpt you can of course use the mouse, but I think
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Here it's most people just use a tablet, right? Because it
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It's a it feels a little bit nicer that you can do it that way
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so
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Uh, i'm going to jump into sculpt mode here and then we want to start
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uh
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You know
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making things work
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um, and where you start there's no right or wrong, but I tend to
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Try to get the body working first and then I move my my way out kind of
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But hopefully we can do everything in stages
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So i'm going to be using a few different tools here. Um
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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
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And then the grab tool which i'll access on g
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And the grab tool, you know, that's just this shift for smoothing. That's like that
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and then the
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The clay strips is just the one i'm on so I don't have to shift as much
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right
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Cool let's see here
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So
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So we want to start filling out some things here so this stuff here
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That can probably blend and then as i'm blending I will be remeshing
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Once in a while and you can see right now it's set to 0.1. So if I hit ctrl
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R it's going to remesh way too much, right?
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or
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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
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And then I can hit something a bit closer let's see if I just come out here shift r
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Do we get the actual numbers? I think somewhere around
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Maybe that works
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Uh, that's kind of destroying the fingers
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So I think i'm just gonna keep it on
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0.5
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And then I can
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That seems to be destroying them no matter what. Okay, let's ignore the fingers then
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And then reconstruct them later on
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And but but then I can kind of
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Remesh when I need some
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Some control again here
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We're doing that
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Doing that
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We're doing this here
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Doing that and then I can remesh then I everything gets readjusted and in areas like this where there's a huge gap
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And we actually need to fill it out
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I tend to just inflate it a little bit
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If I can like this
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And then maybe use the scope draw tool
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Like that and then remesh and then that kind of solves itself a little bit right and you can do the same here
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Remesh and then you got that
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All right, but you can see how the muscles and stuff we already put down before it's helping us
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Get closer to uh to what we need a bit earlier. Okay, so i'm going to bring that in like that
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I think maybe i'm going to try to just define the face a little bit
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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
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But there's still going to be some definition
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And this is where you really want to think about, you know, the skull
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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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