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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
Across the character. I also want to define some some fingers
On the character just looking at it from the last chapter. I think that would be a that'd be quite good
So the first thing I want to do is actually just group everything now that we have it like this
So I'm gonna select the pelvis here as the last object
and then I'm gonna say ctrl a and hit visual geometry to mesh I think and then
We kind of we can combine everything without the modifiers and track them with each other
then I should be able to go into sculpt mode already and
Then I'm just gonna pull out the the bar here. So I'm in sculpt mode and then turn on
X symmetry there. So now
If I
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
adjust a lot of the proportional stuff here before we even
You know start merging everything and that could be really really useful and
Powerful and I can get a bit closer to
What I what I need here
Let's see. So maybe I'll pull this up a little bit
Put that up there just bring that in
Like that the head could be a little bit wider there
That's pretty good
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
It's like that
And then you can just make these
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
So I'm gonna pull up
everything right here
Just pulling that up pulling up the glutes and just stylizing this a bit more to what it is. I would like
And the cool thing with with dumping separated is that we still maintain all those gaps
and stuff and we could even go in and
Pull on individual muscles in an edit mode if if like that and it's just not a flexibility you have
when when everything is merged, so I quite like that I can get to the stage and just make some of these changes and
I always feel like it really helps me down the line. Okay like that maybe something
That
Zooming out to see the portion little stuff here. I could still go a little bit
More here
This it's it's to me. It's like he's too big actually like too muscular
I think I'm gonna bring that in a little bit just so that he's not as
broad and then I don't mind the wide kind of
the wide shoulder region here and that's sticking out as
That much I think that actually
Actually kind of works for the character
Something like that
See here and
You know check out your reference. Just see what what works there
You could also done like a if you're drawing the character itself, or if you're modeling from a concept
then you know you could have found a
model sheet or something like that where where you can
Exactly match the proportions, but I definitely prefer feeling it out in 3d
I think sometimes when you just follow the 2d to
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
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
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
differently
So it can be quite quite valuable
Yeah, this is
Getting closer it is quite in realistic portion territory, so I might
Just bring this up
Just to stylize it a little bit more
like that I
Do have those arms still that are quite
Long, but I think that's fine
I
Do think I want to give this guy a little bit longer legs here, and maybe I can even
Bring this out here
Take that out to get that shape more and a little bit more bulk on this stuff here
Yeah, I think that's that's a bit more what I was what I was hoping for
Great, and we've still got the random colors. We could know we don't accept those anymore because remember everything
Okay
Pretty good, then I think I want to add some fingers to this so
You see here X is still on from
From sculpting there, so if I do make changes like this then it'll affect it. That's
Kind of good
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
Do this then it also
It doesn't mirror properly right, so I'm gonna go in and grab a
Cube I think and then that's I'm gonna use that as a base for my for my fingers
And I just want to have the geo there the geometry so I don't have to extrude them out in
Sculpting mode which you can do. It's actually not too bad. I just definitely prefer doing it like like this
Uh-huh like that
like that
That's enough kind of for for the finger there make this one a little bit bigger and thinner
Get that in there
Like that
Like that and pinky right there
That seems pretty good and then the thumb of course
Which will be over here somewhere
Like that
And scale up just for a good measure
So we have that as well
I
And that hand is quite big which maybe isn't the worst thing
If I take this here actually and this one I separate it out by hitting P
I say separate selection, then I'll just delete this one here
and then I'll
Combine these two
Then mirror them over
Then I can
Just adjust the hand size here a little bit
The arms are still quite long, so maybe I'll pull this up here a little bit
Like that
I mean, I think that's
Actually, you know what they're still bothering me a little bit
I think they're a bit too long
So I'm gonna scale this one down make sure that it's still mirrored over there and I can just adjust this still
Yeah, that feels better that feels definitely feels better
Cool, okay. Nice. So
we got that
we got that separated now and
That means that we can
We can move on to the sculpting phase we just need to bring the hands back into to this one
So I'm gonna ctrl a and say visual geometry to mesh so that it applies all the modifiers
I'm gonna join it with the body here
And then now we got this body and then there's a couple of different ways that we could remesh it
So I think one way is to go on to the thing itself and then say add modifier and then we say add
Remesh, right and you can see immediately it becomes this penguin manta ray thing and that's because the resolution
It's not that big. Another thing is just to make sure that your scale is applied
So I hit ctrl a and just hit rotation and scale just so that
The remesh works properly
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
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
To redefine itself here
And now we're at this level we don't quite have this finger separated
But there are multiple ways of dealing with that and then I can just hit ctrl a and say
This finger separated
But there are multiple ways of dealing with that and then I can start seeing where I have the issues
Right, and I can still go into edit mode and adjust these things. So here for example, i'm getting some
holes, so then I could take these and just
You know gap, you know fill the gaps there kind of then we get a more
You know kind of uniform mesh
Looking in there and it's like, okay. There's actually a hole coming through there
Then I got whatever this is use that to just
Fill in that hole and so this remesh method is kind of smart for that
uh, you can also just bring in that stuff there and that should
Be similar the other side. Yep
Subtitled by online-courses.club We compress knowledge for you!
And this stuff is all stuff i'm okay with uh
That's not too deep of a crevice there
I got that stuff
That stuff there
That's pretty good, uh, I do not like how much this one is
Kind of reaching over the clavicle there. That's not super good. So i'm gonna do this instead
Oh, actually it's not mirroring there and why is that I don't know but I can just do that
Like that
Put that down that works
Okay, cool
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
That gets very detailed it's a little bit too detailed for what I would want is it three here
Let's see that also looks quite it's a bit too much I think I almost liked five than more
Yeah, I think that's the resolution. I kind of want
um
That seems like a pretty good space to to start on
Uh, but the fingers are not really separating out as much as I would like
so maybe I can
Move these out a little bit
Sometimes it's also just worth doing the fingers later. Um, that's uh
They don't work out super well in the beginning but but they're kind of got something that that's working
And I got that separation and it's just so I have that mesh so I can actually
Sculpt on it. Let's see if we go a little bit lower. Uh, if I can get a bit more
Combination here of things that wouldn't be too
Too bad
See how low we actually can
Can go with the other stuff
Is there stuff really merging?
A bit too much actually
I think uh
I
Think five is okay
That actually that's okay and then we got that separation there nice
And now that we got that then we can go over and hit
apply
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
A duplicate of that thing. Oh, we actually didn't get the feet in
Good thing. So i'm just gonna put that into the thing and then you can see. Okay, so it has a
mirror on it a visual geometry to mesh
and just
uh
Combine that into the thing but i'm going to create a copy of the whole thing just so I have the base
In case something happens, so it's called this base
And then you could always use that for for the future or something like that
I'm gonna hide that then I got my sculpt here. I've got a cube here. I don't know what that is
Empty i'll just remove that
For my sculpt i'm gonna hit ctrl a and visual geometry to mesh and then it should actually be ready to be
To be sculpted on and to start sculpting. I am using a tablet. Um with a pen
um, that's just kind of the best way to sculpt you can of course use the mouse, but I think
Here it's most people just use a tablet, right? Because it
It's a it feels a little bit nicer that you can do it that way
so
Uh, i'm going to jump into sculpt mode here and then we want to start
uh
You know
making things work
um, and where you start there's no right or wrong, but I tend to
Try to get the body working first and then I move my my way out kind of
But hopefully we can do everything in stages
So i'm going to be using a few different tools here. Um
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
And then the grab tool which i'll access on g
And the grab tool, you know, that's just this shift for smoothing. That's like that
and then the
The clay strips is just the one i'm on so I don't have to shift as much
right
Cool let's see here
So
So we want to start filling out some things here so this stuff here
That can probably blend and then as i'm blending I will be remeshing
Once in a while and you can see right now it's set to 0.1. So if I hit ctrl
R it's going to remesh way too much, right?
or
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
And then I can hit something a bit closer let's see if I just come out here shift r
Do we get the actual numbers? I think somewhere around
Maybe that works
Uh, that's kind of destroying the fingers
So I think i'm just gonna keep it on
0.5
And then I can
That seems to be destroying them no matter what. Okay, let's ignore the fingers then
And then reconstruct them later on
And but but then I can kind of
Remesh when I need some
Some control again here
We're doing that
Doing that
We're doing this here
Doing that and then I can remesh then I everything gets readjusted and in areas like this where there's a huge gap
And we actually need to fill it out
I tend to just inflate it a little bit
If I can like this
And then maybe use the scope draw tool
Like that and then remesh and then that kind of solves itself a little bit right and you can do the same here
Remesh and then you got that
All right, but you can see how the muscles and stuff we already put down before it's helping us
Get closer to uh to what we need a bit earlier. Okay, so i'm going to bring that in like that
I think maybe i'm going to try to just define the face a little bit
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
But there's still going to be some definition
And this is where you really want to think about, you know, the skull
and like how that
how the head sits i'm gonna be doing like some um
some sockets for the
For the eyes there do a nose
Something like that
And then ctrl r refresh get in a brow here I think I actually had quite a
Quite a head like that
And then bring in some clay strips and then I can start building out some
Uh some of the cheek here
and the masseter
Muscles sitting like that the cheekbone coming in across here
And then building out almost like a skull
Bring underneath there
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
Get that working then
Have a chin also a lot of just pulling back and forth until we get to a more
Proper stage here
So
Let's see we got that here
Well, I definitely want to get this head shape a little more right and this is you know
look at a skull if you're not super comfortable with
With building this stuff out here, but something
like this
That's pretty good so okay bring the cheekbone down here a bit a bit wider
Cheekbones like that
Building up the masses around here
Like so
And then
Some kind of thing like that very good
Okay
Let's see here kind of want to get a bit more definition there
We also don't have to go too far yet because obviously we're still in really low resolution
so don't fight the detail level just
really think
big forms here
big forms
So that's almost like if the eye was closed that's kind of what that feels like at least
We got some cheekbone there i'll bring that a bit higher up
So maybe the brow and i'm looking at kind of the reference on my side here for the actual character
to uh from the concept piece to
Imagine what it'd be like
Um, we also have the ears that'd be good to to get that in so I think i'm just gonna
Put in something like these. Um
These little lumps here like this
And then I can remesh and then I can start pulling out
Like that like that like that
Creating a little bit of an overlap
And then remeshing then
Very quickly, you will start getting something that um that works out and then I draw sharp
And carve in behind the ear here
Like that and then remeshing and then that starts becoming a little bit more
Acceptable see here
Like that
And just carving in here this one also
Like that then we
Kind of have the beginnings of an ear there
At least enough so we can start figuring out the proportional changes and he actually had a little bit of a light bulb head
So he was quite a bit wider on the top there
Then um
Then um
The normal or what's normal, right but
But that was his character at least the nose was
Quite a
It had a crook on it a little bit of a brow
And
Something like that and it's also about finding the feeling of the character just uh
In 3d, right like I mentioned before but it's starting to do something. That's actually not too bad
Cool then we can start building this stuff up here so I can start bridging the trapezius muscles here
And breaking that into a proper
Proper muscle and this area definitely needs a little bit of work here needs to be just
Just a little bit
With the trapezius lying on top here, then there's a scapula underneath there
It'll probably poke out here
a little bit and the trapezius
Sits on top gets squashed in here
And then we have the
The back muscle sitting like this
And what i'm kind of doing with the brush here is that i'm using the clay strips to follow the muscle
Strands, so if you look at actual muscle strands in which direction they go. I literally just use
The brush to go in that direction
And then I'm using the clay strips to follow the muscle
I literally just use
The brush to go in that direction
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
um
a lot faster, I think than if I was
Trying to solve it differently
So there using g here to just move stuff around a little bit like that
And
Pulling out some muscles here and there depending on what i'm grabbing
I think the trapezius needs to come out a little bit more
It could be a little bit bigger like that
then we got
I kind of got that as a base there
Um this area I definitely need to work on a little bit, uh
And how it uh intersects with the trapezius here
Or not the trapezius, the triceps
Triceps kind of
A little bit of a muscle like that
Then it comes down to the
To the elbow, so i'm remeshing just once in a while just to give me that
That topology to actually move stuff around then we have the erector spinae here
and
And you really just have to study your anatomy and
and then
Sculpting these things out but in terms of sculpting i'm not doing anything really crazy here. I'm just
Slowly bringing the character to uh
to life
But blocking it out the way we were doing it that it that really helps me at least uh to uh
to get it right, uh, I think here we
Could actually see a little bit of the
The spine
poking out usually
But it depends on how muscular the person is but
They're not
The most muscular person but I mean still strong
But not like a bodybuilder or anything like that
You can see how it kind of affects the trapezius here it
It's uh
It works
Okay, and then
It's kind of just wrapping i'm trying to
Imagine if the scapula was underneath here, it would kind of go there
Go there
And then down there
And then this thing would kind of wrap underneath there. So I think maybe i'm gonna
Put that in
Like so this is the bulging of the scapula underneath
And then i'm kind of wrapping
These things on top here
Just a little bit and it creates a little bit of a bump there probably be a little bit stronger
Like that
And be clear like be clear with your separations of the the muscles a little uh, like more than you than you think
um
Throughout this thing. It'll you can always soften it, but you can't always get them the definition back in
So that's definitely worth. Uh
Trying to to build up
Okay, we got that there
Like like that seems pretty good
And then I can start building up this stuff here actually
You know, i'll jump between things and I think it's just sometimes seeing this in relationship to this just really helps
you can of course sculpt the thing separately, but
Seeing them next to each other just makes me
Rethink them a little bit, you know, you're kind of like, ah, you know now that I see this in combination with this
I don't really like that flow or
or whatever, you know and
It's something to to think about
Kind of want this very
Clear separation there. I quite like that
Then we can get a bit more of a back head
And the top is actually a little bit higher towards the back of the head. So it's something that you can
definitely play with
I also want to figure out if my neck is is too low
Uh, I think actually it needs to be a little bit higher the whole thing i'm gonna pull up the whole head here
Like that
Then I can get a bit more of a separation between
Body and
Stuff here
So this one's also annoying me a little bit. It's a bit too big
What really needs to happen is that the trapezius becomes the big muscle here?
I've seen from the front and then yeah, that's better
Bringing that in and then
The actual clavicles here, they gotta come in and then do something
Kind of like that
Like so
Carving that out a little bit here
Just again for for my sake just making it really clear what it is that i'm doing
Then getting some sharp here
Like that
There'll be a degree of stylization for this character
So sometimes some things will be a little bit inaccurate, but but that's also that's fine
Okay, then we can bring up this here
Cut my clavicles and i'll be stylizing the clavicles probably quite a lot and that's okay
Um, because I want that
That's only part of it
Okay
Nice but even if you're doing something stylized they can they can help doing something a bit more
Clear to begin with and then simplify the shapes afterwards
Not always but uh, but I definitely I work that way
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
how to group things, but if you're
Sticking to a style and you want to make sure you stylize the same every time then maybe that's not the best way
um
But for this for me right now, it's probably it's perfect
Okay getting that together there
That is cool and you can kind of see if we bring out the base here next to it
Then you can kind of see how
Uh, oh, there we go. What happens to the base?
Did I delete it by accident, okay, I did apparently somehow
I want to go into sculpt mode, please object mode. There we go. Uh, take the base and then
Ah, it's uh
Okay, there we go
For some reason it's a little bit slow, but that's okay
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
already kind of
building up something
kind of
Substantial from from that thing. So that's where the stuff the groupings are really really helping me
To uh to define those areas. So yeah, I just thought that was interesting to look at
Okay
Back to this guy here
Back in sculpting mode
So we can move on and now suddenly it's kind of slow for some reason
Okay, now it's back to normal
Okay, so then we can go down here
Then I can just inflate this a little bit
And
I might need to look at a little bit of a reference here just to make sure that I get this the right way
So i'm looking at some
back muscle stuff
Kind of seeing what's going on over here
We've got this stuff. We've got that stuff
This stuff is bulging. This stuff is bulging quite a lot more than what I would
Think and here we got this stuff. Yes. We've got that trapezius up there lying around there. Then we got that
Uh latissimus the big shoulder muscle and then all this stuff just kind of groups itself together and I think that's
What I can then do next is just group the stuff a little bit more
Looking at it here kind of how it blends together
And how this stuff comes together as well
And actually the extreme angle of this pulling all the way down there
Something that I can uh so that I can replicate we got already got a little bit of an angle coming down
Um
But then I need my
bicep coming up a bit more towards here
then my
this one
Then I can carve this out a little bit
more
Like that
Like that that's quite a hard separation right there now, but that's also okay, uh, it's just so I know
What uh what needs to be done here and then
I'm
Kind of carving that in there. Let's see how that affects it on the back side here
And maybe that means that I can pull my triceps up a little bit there's not a space for it up there
I can bring that up with some mass building here
Arms always take me a really long time to to get right. Um
I think they just they just have that feeling where they
They um
They're kind of flexible because they can move so they look so different in different positions and then
Exactly what position?
Am I making it in in here right and then how that'll just
Constantly shift a little bit
So it always takes me a little bit of extra time to to get them right where where this stuff tends to just
Be a little bit more just in this position, uh with the arms in this area, especially it it really
It really contorts itself, uh quite a lot
Okay, we got this here maybe this one is a bit too poking out there
Like that like that like that and then this one
I need this one to also just
To group itself here a little bit
Like that
So that's pretty good
Yeah, quite like that
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
But uh, you know not not too much it shouldn't be
extreme
Like that, yeah
And on the inside here I can definitely see that it needs some some love
It's uh, it's getting quite
Thin here
So let's build out this this mass of this bicep it's coming down here
Like that
Like that and then probably have some kind of muscle sitting in between here also
And then we get that coming around
Coming around like that
Cool
Like that like that like that like that
Cool
And then this will kind of build into a
kind of squarish structure around the
On the wrist here, so where the ulna and the radius they kind of meet so the arm bones
Then we need some kind of build up of muscle here also
And we have underneath as well
Oh, that's a bit too much we gotta inflate there a little bit
Postentially
So to get that right mass there this one becomes the upper part there
Like that there
Nice, then I can start adjusting the proportions. Oh, we've got a big hole there
So i'm just filling this out so i'm not talking too much right now
There's not so much to say about the sculpting process itself. It's just what's
What's uh, what's happening
And as I
As I go along here
And we got the hand pillows, oh i'm really creating a lot of
Holes like that. So i'm using the inflate just to fix these areas
And that's kind of what happens when we're staying at such a low resolution
Like that
Okay, cool
I'll just have to deal with the hands in some other way because uh, this is not
Working super great
And stuff is getting
Merged in that sense
But that's also okay, I just need to get the rough form of everything
Because we are going to be re-topologizing this character and then
Sculpt further on the re-topologized version and that gives us an opportunity to redo the hands
um
in a
In a more controlled manner, I will then have control of the topology and we won't be remeshing as much all the time
so
so hopefully that'll
That'll work itself out
Like that there
And then we can merge those things there then I can get the
Uh
Keep going on the front here. Then I start putting in some of these
Serratus they're coming around sitting on the
On the
On the back of the ribcage and then they fold in and then they kind of interlock with these abdominal
muscles like this
They kind of come in and then sit
Like that
And fold down
We've got one three, so that's and then the eight pack with the bottom one as well
And this is definitely definitely stuff I would stylize a little bit
Uh
And I want to mark out the
Kind of the ribcage it's sitting
right there
somehow
I'm figuring out exactly how
to blend these shapes
But again, I want to build out the kind of the correct or the ensemble form first and then simplify
that
I think that works a little bit nicer for me
Um, but I could probably get this one a bit more
Like this, uh the athletic fold kind of
Around this here
I
Like that like that
And then
Just mixing in stuff here and there
Okay
I'm bringing in these and these things
And we don't need the most detailed sculpt in the world
uh
because of the things we're doing but having a detailed sculpt still means that you can
Um
Or having details in some places means that you can kind of emphasize
When then going into simplification and emphasize certain bits and give it that
Characteristic look like maybe
We know that our character will have really emphasized. Uh, these ones the serratus here
Or maybe that's the look of the stylization
So that's something you can kind of decide for yourself
Like that
Um
Let's see here if this is where I want to have a bit more of a
Separation
That could be for sure that's oh that was not the right one
Yeah
Yeah, something like that potentially and here i'm i'm simplifying a little bit
Just bringing in what I want
Creating a little bit of a um separation there
Cutting that in there and then doing something like that
It'll be quite nice to keep everything really separate
Just adjusting bits I think I'm going to pull that out
That becomes separate
Like that like that
Mm-hmm and he's you know, he's not super young this character
So I am going for something a little bit more
Middle-aged so the microphone is a little bit more
You know
Uh, so I am going for something a little bit more middle-aged so there might be some
The body might have collapsed a little bit still strong but it might have collapsed a little bit and some stuff is
merging together because of old skin or
or whatever um
That is something to also consider like how this stuff is going to blend
So
Of course we got that and we got
That one
Well, there might be an interesting stylization there how that looks
Uh, and then maybe even bringing in this a little bit here
I quite like that. You can clearly see that
That the ribcage kind of sits there and intersects
Into the stuff. I think that's a
It's a feature that I like
It's a feature that I like
I'm gonna just carve this out a little bit here
And then maybe this can come out a little bit again
Yeah
Like so
Very nice
Okay, let's continue here a little bit
um
I'm gonna concentrate on the upper body still here
Let's get that working. I think that all this stuff here is a little bit too
Far away from the core body. It could definitely come in a little bit closer
Um and have a little bit more definition
I think stuff like
Like that there
See what we got going on here
We've got our trapezius sitting
There maybe getting that to bulge out a little bit there
on the
The neck thing there maybe overemphasizing the
Um kind of the cut between here a little bit so we got that thing
Coming out like that
Yeah, so the deltoid sounds pretty good and then
We could probably do something a little bit similar here maybe even carry it quite far up
Until there maybe and use the
The strips here to just connect this it kind of has this interesting connection the
the pectorals like
They spring out from here
and then they attach different places, but then they also
attach quite nicely to the
To the collarbone right there
That creates quite a nice transition
Between the bone and muscle there
And i think i'll pull these ones in a little bit it's it's kind of cool that they're so
um
Visible but um, I think it's a little bit too much
Got that there
A little bit of definition there
Yeah
Okay
Still could use a little bit of
That stuff here and the elbow there that's also something to figure out here is like exactly where I want the elbow to
To come into uh to come into place
There's a lot of stuff kind of happening there. Um
And I actually want this muscle so the
tricep kind of has two heads
kind of has one coming up like
like that ish
And then bulging out here
Coming down like that and then
The other one sitting on the side coming and wrapping
Around like
Like that and then there's a separation in between those two things
kind of like
Like that or something. Yeah, I think that feels somewhat right
Cool oh that's a bit too much
Put that there
I think we can inflate this just a little bit again
But again, I don't want too much I want some but not too much
Because it's not going to be all bulky
It's going to be more like um tendons and stuff showing themselves
There we go
So
Ensuring that on the inside there
Maybe the deltoids can use a little bit more mass
They are looking a little bit small and maybe they're just looking a little bit short
We bring them in here like that
And then just giving everything
A pop right there
So
Yeah, I think that's
Pretty good there. I think I want to very emphasize the
Rocky radialis thing here
Like so that's gonna be very clear
I think that'll be a good feature to highlight. I usually highlight it in my 2d as well
so highlighting it in the 3d also just makes
A lot of sense
Having that be one of the characteristic kind of things to to implement as well
Um, I can work on making that a lot more clear but
Yeah, you know it's kind of doing something there
That kind of works that like that nice
Um, maybe this could be a little bit higher up
Um depends on
How this should unfold here
Could also bring this mass in here
So this stuff connects a little bit
So
Okay, I think let's push the
Proportions here a little bit and get in that stylization
We can bring in that
Quite like the v there
Maybe we can actually
Bulk this up a little bit and then get kind of a taper towards the arms
And we haven't been at the face for a while so i'm gonna
Just get in there a little bit
Let's see what we can do. Um, this could probably be raised a little bit
And then
We can get
A little bit more cheek here or what's called like a jaw jaw action right there
We need a little bit more resolution for this thing here so i'm not gonna go crazy on that
I kind of like how the skull feels like the head it's it has the stylization, but it's
It's not too bad. It's it's kind of interesting. Um
It has this
A little bit if you've ever seen that movie megamind he has that
um
light bulb
Kind of skull but I don't think I mind it that much. I actually think I kind of like it
Um
It feels
unique somehow
I'm gonna pull the cheekbones out here a little bit. Just bring that in bring that out a little bit
And bring this in
And then I still have that bulb here
Which I think I which I think matches kind of what the concept was playing
Um
Okay, that is uh kind of the
Upper torso, um
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
done for sure
Uh, let's see here. We got this coming down here
I can just start
Um, let's see
Let's get in and fill in these holes here
Like that building out a knee of some sort
Getting that right up there
But then let's see here
Getting this like that building in some
Let's just inflate this a little bit there we get the ankles
Then that
Getting out a toe and really not gonna spend
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
So it's gonna be more like a mass
Um then uh
Then a proper like
You know with with individual toe digits and stuff like that
And we need this here
Heel
Then we can just smooth that out a little bit
And see what we get here
So
Okay, look at that going on there that happening there
And we want the outer one to be higher up than the inner one
So the the inner the outer angle is higher up than the uh, the inner one
Basically, that's the way that
This needs to unfold
Let's see here get some shape
Go on here
Get that toe coming in
It's a little bit of an ankle inwards
Like that, okay, it actually looks like okay we have a quite a big
Hole there. I'm, just gonna fill that out
With our trusty technique
Like that
There's just you know a lot of pushing and pulling back and forth
There's just you know a lot of pushing and pulling back and forth until you get what you what you need here
Let's see here i'm trying to get a little bit of a toe
And you know our character is so low detail we could almost do the same thing for the hand, but I think it's
it's just nicer to have the digits for the hands for
What we might be doing?
um, and you could you know go further with the detail than
than what i'm doing, uh
but I think you're
For demonstration purpose. I think it's better to not go too far because the the principles are the same throughout the process, right?
It's just how much you do them
and
I mostly just want to show you how to go through the steps
So that you can
Figure out how to
Where to reapply them on your own projects, right?
You're also welcome to follow along and do exactly
The level of detail that i'm also doing
That's uh, it's usually the detail i'll bring stuff to
But um, sometimes you need something a little bit more detailed, right and then it it doesn't work
I need something different. Okay, like this here
I'm gonna bring in some shape like that. Just bring in the
The shins they actually have a slight curve
on them
So I want to make sure I get that
And then this upper part here
And then this upper part here
It looks a little bit different
Here we
Kind of have some strands coming down
Like that
And then we got a knee here and the knee is something i'm going to be heavily stylizing
For sure
So
Like so
Like how this whole thing is gonna wrap together there's gonna be some kind of
Stylization, but i'm gonna
Get that in a little a little bit later
Um
Like exactly how I want to simplify everything, but i'm already starting to think about it
Just to uh
To get into the mindset
So
Okay, then here we got these two big kind of back thigh muscles
Are they the hamstrings that's what they're called
We've got this stuff here
Pulling that stuff out there and then start building on the side here
So
Pulling that up as well
Bringing in a little bit of definition there
Just to see how that all comes together like so
Pairing the volume there a little bit then we got these strands down the side
And then these ones will probably connect somewhere around here
Also getting a little bit of that
And then these ones and then here we have these quads and we got
Usually you get you got the three heads, right? So you got one sitting there
Ish then one sitting on the inside here and one sitting on the outside here
So
I think the outside one is the one that's missing the most attention right now
Uh, let's see probably we can build it up here ish
Like that then we can bring in some muscle here
Like that
And we just redefine that again, so it's kind of this thing where you you define something then you break it down
then you define it again slowly just
Getting the right form
Push and pull
Push and pull
Nice yeah
Mm-hmm
We've got that going on there
Then this is quite a sharp transition, but we don't want to forget about the form
That's why we have that reminder. There is that
differentiating factor between
This grouping here and that grouping there we want to keep that as much as possible
So
Even when we're getting everything really soft
It's still an important separation to have for everything to feel right and that becomes important in the stylization also
that we have have that as a
as a factor
Okay the glutes here
So our legs sit like this they're a little bit
Far apart maybe
We could bring in the stuff here a little bit like that
Bring in that somehow
Yeah, bring in this here
Bring that out there
Not gonna have the strongest legs, you know, they're gonna be a bit more
And we slender more slender
Or slender for sure
Um, but we still do want to make sure we get something that feels right and
I think we're getting there. But um, but there's still a little bit of way to go
How exactly?
it feels
I always tend to put more love into the chest area than uh, than the
um
The legs and I think partly it's because
It's more often that if something is kind of naked or revealed, uh on the body, then it will be the chest
uh, so I
You know, I can save some time
by
Not spending that much time because it's a less crucial area on the on the bottom half
And people just tend to look more on the upper half of people's bodies
so the focus is also just
Uh there you can kind of get away with a bit more
looseness or inaccuracies on the legs
Um, and I just know the chest area better and I think it's a bit more fun to sculpt
Uh
Than the legs so I also just feel more confident
on that area
But um, but obviously it's it's good to practice the whole
The whole
The whole section right like
Understand as much of the human body as you as you can this but it's definitely looking a little bit too
Not correct. So let's see if we can
Get that solved somehow here
So I think we need a little bit more mass there and then definitely a lot more mass here like that
And then
Building up the muscle like that and then bringing that in so we get these sides
of the
of the butt cheeks
Like so
Bringing that in
Squeezing that around
Boink boink
Like that
Yeah, that's definitely starting to feel a lot more
How it should feel
um
These are poking out a bit too much
I'm gonna bring those in a little bit
and then
This gap here is also too big. It definitely needs more mass from the torso side
Like that maybe and then some
Uh connecting muscles are kind of happening here
Uh, let's see we can uh, you kind of get this form that looks like like this like a triangle
Uh that sits here between the different bits
And you get one of them that is like really big that sits uh kind of here
And then we just wrap that together
Okay, I could wrap this one around here a little bit
And just get a bit more of a side on that butt there and the shape is not quite
Amazing yet
I think by pushing stuff around we can get it there
Okay, let's see here getting that getting that
And it's important here to have the right
um
break breaking point of the form, so
Seeing this from the silhouette here then
there's more flat here and then suddenly it kind of breaks down there and
Depending on the volume of the body of the butt then
That'll be different
But I think that when the guy is a little bit more
Just just like thin muscles then that flatness will kind of be emphasized and then the
The bulge will sit somewhere else and it also depends a little bit on the individual's anatomy, of course, but
I think
Luckily, we're doing a character from from mine so
You can always say that it's
That specific anatomy, right?
but then
You can get around that problem a little bit. Okay. This one is
It's getting there but it's also not exactly
Exactly I think there's a little bit more of a plane here
But then getting that in there
And then this one kind of connects here a little bit more
Like that
And this one
Which I have that
On the side of the butt there and I think it's just probably because the legs are a bit too far apart
I'm going to give them a bit more mass here
Just so the butt looks a little bit more natural
Let's see the length of the legs here. Yeah, it's not too bad
It's not too bad. It could probably be
Overall, it could maybe be a little bit longer just the whole thing
I
Don't know what's the best way to do that. I think if I
Take this and just pull this down a little bit
Then
I should get that in there
And
Adjusting big proportions here
Then I want to move the entire thing
And how do I do that best I could go over to the move tool here
Just move that
The whole thing up
Like that and then he is approaching two meters, but uh, we can
We can scale them when it when it comes to that
I could actually just scale them here now
Uh
Like that so there's two meters there
Um, let's put them around here
Like that cool
And
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
That that at least is working the way that you
Intended to
Like that
Let's see
We get a little bit more
Definition happening here
Depending on what exactly we need
So
Like that like that like that
Kind of exaggerated knees is never a bad thing
Having very clear knees
It's better to have a bit too big knees I think than too small knees at least in my
taste
um
see a lot of stylization where the knees are just tiny and
I don't know. I think knees are
They're super cool features. Why would you make them?
Small make them big like they
They have something to say, you know
Why else would they be there
Okay
A bit more of the heel here
Bringing that in
You know, and I don't need to make any of this like uber perfect
um
It's just to a point where it's it's good enough for
For you know
like a
Third-person action or like an action rpg or like a roguelike or something
And we're going to see the character from quite far away
So I just what I really need is like for the big things to be
Where I want them to be
you know and
That's like the most essential
And the detail you can always figure that out once you have the big things
In the position that you want
but all this like
Proportional stuff
Where exactly does what's it that's
This stuff want to figure okay, we are getting pretty close to a good
Measure and i've still been keeping the same resolution, uh throughout just figuring everything out with the with this level of
Of detail. Um, I do need to correct some things here. This distance here is not really
uh working out I think that
overall, I like the
Longer legs so I can
I can start doing that a little bit more
You can bring that up bring these things closer
Uh figure out exactly what's happening with
But this one I think the pelvis kind of sticks out here a little bit
And then this could also just calm down a little bit
Maybe
Then we got that
Yeah, yeah got this stuff here and break that in
Then quite some interesting areas here and there the legs are definitely not
Quite there yet. Um
But it's also not too far away
Because what's going to happen is that when we have this one?
Kind of in the proportional range that we want to then we're going to retopo and then continue sculpting after the
the retopology
section
and
We just got to make sure we have the stuff we need
To be able to do the retopology
And we are getting quite close
To the to that part
So that is good
Um
And I honestly think that because we did that
That a structural build up the the block out then some areas just work naturally on their own without
um
Much effort, right because they they just stuff just kind of overlaps and then you got these sections works
we don't even have to sculpt that they just we know that they kind of
that they kind of work and uh
That's what's I think that's quite nice
Okay, and then the stuff here
Maybe something along these lines here
Let's see what we got there actually
I think
There's this kind of this double layer thing here, which is incorrect. Uh, I don't really
like that
So maybe I can bring up some of these muscles instead and just
Uh kill this area a little bit more
And then say okay, you know what these muscles are going to be the ones that
Intersect with the stuff here
And this one can come in a little bit more
And this can come out a little bit more
Make sure to check your balance here
heel
head
All this stuff here
Make sure all that stuff works
Grab the whole thing
Like that
Very cool
Yeah, that looks good here and there
Okay, and just last thing is I want to I think I want to fix
That area because it's still bothering me a little bit and actually I think we can raise the knees
Just a little bit there
And get a bit of a better
I think this one collapsed a little bit the
It kind of lost a bit of its
Mass there and this one can come down a little bit here
And I just want to get that bend in there
Yeah, I think that feels right but it might be a little bit too
Yeah, something like that
Uh, but then this area here i'm not that's not really working completely yet
To get that
Need to get that fixed a little bit
I think we just kind of fill out the mass here some muscle strands like that
So that it has a purpose
And maybe even
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
And then bring that out there the thighs are a very big
uh area of muscle on the body like the whole leg structure just needs to hold up so much more than
than
Than the rest so don't underestimate it
How much
It actually takes up
Okay, then we got that thing in here. It's kind of coming down
That thing in here it's kind of coming down
It is it kind of does have this like under
Side a little bit
The muscle maybe it's something
Like that that needs to happen
So we got that overlay there a little bit too harsh, but it can work
And then the clay strips on top
But i'm really not using any super fancy techniques with sculpting
I just also just I like keeping it simple, but I also want to keep it simple for you guys
just so that
we can all
Follow along
Okay
And then maybe building up the inside a little bit more here
Yeah
I don't know what the point of whispering is, but it sort of just happens
you know, i'm very focused on trying to give you guys a good result and then also
Explain there isn't that much to explain. So
It'll definitely come later when we're doing some of the more technical stuff. This is just sculpting, you know, it's uh
It has its own
Process
Like that
So
Just redefining a few things there and there
Cool, uh, and I think this actually the quads here kind of collapsed a little bit as we were
Moving between them
Okay
and let's just
Smooth this out a little bit
I don't necessarily smooth out but just bring the stuff a little bit closer
And I could almost use a little bit of an inflate here
I inflate the butt
but uh, no genuinely I think actually it might help a little bit with
how this area feels and then just
Bring it together like that. Yeah
and then
Just take another good look at it
And say
Wrap it around here
Something's going on there
And then something is happening
Possibly here
Bring it out again bring it in just a lot of pushing and pulling back and forth until you get
To the right spot here
Okay there and then this just needs to be inflated a little bit
Like that
Connecting these and then I can get this connection here
And separation just with the
Stuff there there's something happening here
There
So, let's just move everything in again
that can happen if you
sculpt some details and then it it ruins the silhouette a little bit and then you
go back and then you go back and then you
constantly
Pushing and pulling the stuff until it fits the silhouette. Yeah, I think that's good. I definitely like that. Um,
The chest here is a bit further out
Then and the rest
Didn't actually spend that much time on the pectorals, but I think they kind of just
Exist in the way that that I want them to to exist. Um, some stuff that's not working too
Well, it's like how this stuff is
Closing itself off. Uh
That definitely oh
Okay, I think I just
Ruined that a little bit
Gotta bring that back
And then
The stuff here needs to connect that way
There we go
And then digging into this a little bit
And bringing this out
Yep, that's more like it
This hip area is a little bit small here we could bring that out also
If need be but
Stylization, right? That's what
It's dictating that
Yeah, yeah
Yeah, we're getting a pretty good
Yeah, we're getting a pretty good base here for doing everything the hands, um
I think i'm really gonna wait with that until we can do a proper mesh for them
Uh, but we got something going on right now in terms of proportions
Uh, but i'm gonna wait with that until we do the retopology because they're just gonna be a lot easier to do
Uh that way
But maybe this flow
That seems better
You know, this stuff is not great yet, um
But I also figured it out after we do the retopo now at least we have a base to
To define everything on and get the most important sections
Sculpt it out
and that is
pretty much the whole
point of all this stuff here
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
I think
It's needed
It's needed
Okay
Cool
Let's see here got that we got that
Great
Great
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
Retopologizing the the character. So yeah, that's it for now
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