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These are the user uploaded subtitles that are being translated: 1 00:00:05,658 --> 00:00:08,897 Hey guys, welcome back to the next part of the series. 2 00:00:08,900 --> 00:00:11,517 Today, we finally start with the ONI. 3 00:00:11,520 --> 00:00:14,817 So before we jump into analyzing the concept and explaining all of the things that we're 4 00:00:14,820 --> 00:00:19,177 going to be doing, I want to give a big shout out to Max Slavsky. 5 00:00:19,180 --> 00:00:20,777 He was the creator of this concept. 6 00:00:20,780 --> 00:00:24,297 I reached out to him, explained to him what we're going to do, and he was more than happy 7 00:00:24,300 --> 00:00:25,577 to share it with us. 8 00:00:25,580 --> 00:00:29,577 So this is a concept that's going to be, of course, available on your source images or 9 00:00:29,580 --> 00:00:30,577 your files. 10 00:00:30,580 --> 00:00:35,298 However, if you want to go into Max's portfolio here in ArtStation, make sure to leave a like. 11 00:00:35,438 --> 00:00:41,277 So, yeah, this is it, and I found this character when looking for the ideas for this course, 12 00:00:41,280 --> 00:00:46,537 for the Seabrush course, and I think this guy pretty much nails all of the important 13 00:00:46,540 --> 00:00:47,857 things that I want to teach. 14 00:00:47,860 --> 00:00:53,917 We got anatomy, we got props, we got armor, we got cloth, we got hair, we got cool skin 15 00:00:53,920 --> 00:00:55,257 colors and things like that. 16 00:00:55,260 --> 00:00:55,680 So... 17 00:00:55,760 --> 00:00:58,319 There's a lot of things that we're going to be able to cover. 18 00:00:58,322 --> 00:01:01,281 And at the end, of course, you're going to see the result in the intro or like 19 00:01:01,283 --> 00:01:03,503 Subtitled by online-courses.club We compress knowledge for you! 20 00:01:03,504 --> 00:01:03,920 what we saw on the intro video. 21 00:01:04,240 --> 00:01:08,439 So, um, whenever you're faced with a concept like this, the worst thing you 22 00:01:08,442 --> 00:01:12,279 can do is just jump straight into ZBrush and try to do it on your own. 23 00:01:12,282 --> 00:01:14,279 It's going to, it's just going to drive you nuts. 24 00:01:14,282 --> 00:01:17,680 And it's going to be very, very difficult to understand what we should be doing. 25 00:01:18,320 --> 00:01:22,759 So in a very similar way to how we did the little arc, uh, or the little 26 00:01:22,762 --> 00:01:26,640 Tori gate, we're going to quickly, quickly analyze the things that we need. 27 00:01:26,680 --> 00:01:29,759 And right now I can see, we have a lot of anatomy, the chest, the 28 00:01:29,762 --> 00:01:31,920 head, the horns, all that stuff. 29 00:01:32,120 --> 00:01:33,599 We got some armor pieces. 30 00:01:33,602 --> 00:01:34,600 That's going to be number one. 31 00:01:34,880 --> 00:01:36,120 Armor pieces is number two. 32 00:01:36,360 --> 00:01:37,399 We got the cloth. 33 00:01:37,402 --> 00:01:38,480 It's going to be number three. 34 00:01:38,560 --> 00:01:42,039 We got the belt, which I am going to count as number four, because it's a lot of 35 00:01:42,042 --> 00:01:43,799 like, uh, ropes and things like that. 36 00:01:43,802 --> 00:01:46,360 It's not like just like the normal pants cloth. 37 00:01:46,680 --> 00:01:49,959 And of course we got the weapons over here, number five. 38 00:01:49,962 --> 00:01:54,600 So those I would say are the main like attributes that this character has. 39 00:01:54,752 --> 00:01:58,831 Now, of course, in order to do this, we need to break it down into parts. It's one of the 40 00:01:58,834 --> 00:02:03,312 strategies that I always like to teach my students to not try to see this as a whole, 41 00:02:04,112 --> 00:02:08,031 not as a whole, don't try to see this as a single project. It's like a lot of little 42 00:02:08,034 --> 00:02:12,431 projects that are going to make up this whole character at the end. We also have 43 00:02:12,434 --> 00:02:15,632 interesting things such as the hair, for instance, that could be number six. 44 00:02:17,072 --> 00:02:21,391 And of course, the color. So color is going to be, let's say number seven. So we're going to 45 00:02:21,394 --> 00:02:25,231 go through the next following chapters. And we're going to be doing all of the different parts that 46 00:02:25,234 --> 00:02:29,391 we need for this character. Keep in mind that the amount of poly counts that we're going to have, 47 00:02:29,394 --> 00:02:32,991 the amount of soft tools that we're going to have, even the amount of files that we're going to have 48 00:02:32,994 --> 00:02:37,631 are going to become bigger and bigger as we push this forward. And there are certain things this 49 00:02:37,634 --> 00:02:41,311 way, again, it's important to analyze the concepts, there will be certain things that 50 00:02:41,314 --> 00:02:45,551 we might see on the concept and be like, I don't really know how this is working. 51 00:02:45,554 --> 00:02:52,272 So I've included also a puber file so that we can analyze how the real like Samurais look and 52 00:02:52,432 --> 00:02:56,191 the type of clothing and props that they're wearing. And if we find certain things on 53 00:02:56,194 --> 00:03:00,991 this concept that we are not too sure about how to address, we're going to be doing a little 54 00:03:00,994 --> 00:03:04,751 bit of artistic choices there to make sure that they look as nice as possible. 55 00:03:04,754 --> 00:03:09,471 So the first thing that we're going to have to do is create the armature. But before we do that, 56 00:03:09,474 --> 00:03:15,231 I want to talk about proportions. Normally, when we're talking about proportions, we can divide 57 00:03:15,234 --> 00:03:20,911 characters into different categories. Us as humans, we're normally in a seven head proportion. 58 00:03:20,914 --> 00:03:25,551 Okay, meaning that if you see a human, you're going to see seven heads of that human. That's 59 00:03:25,554 --> 00:03:31,391 four, five, six, seven. And this is how you would like normally see like the arms and the legs and 60 00:03:31,394 --> 00:03:36,831 stuff like that. In games, we usually go for an eight headed figure. However, this character right 61 00:03:36,834 --> 00:03:41,631 here, he definitely seems to be on a completely different realm. So here's what I like to do, 62 00:03:41,634 --> 00:03:45,312 I'm going to go and create a nice little circle on a new layer here in Photoshop. 63 00:03:46,032 --> 00:03:47,951 And I'm going to circle his head right here. 64 00:03:47,954 --> 00:03:50,432 There we go. 65 00:03:50,864 --> 00:03:55,343 Now I'm going to move this to the side and I'm going to duplicate this little circle until we 66 00:03:55,346 --> 00:04:00,543 get to the base. I'm going to duplicate this as many times as we need until we get to the 67 00:04:00,546 --> 00:04:05,023 base of the foot right. So in this case we keep going and that's pretty much it considering 68 00:04:05,026 --> 00:04:09,023 perspective. So we got one, two, three, four, five, six, seven, eight, and nine heads. 69 00:04:09,026 --> 00:04:13,823 So this character is like uber heroic and I've seen characters like this in certain games, 70 00:04:13,826 --> 00:04:18,223 not Kratos from God of War. He's more like the eight headed figure but especially when you 71 00:04:18,226 --> 00:04:22,943 start going into the stylized realm, which this character of course is part of, then you get this 72 00:04:22,946 --> 00:04:27,423 sort of effect. Now usually even with like eight heads or nine heads, you're going to see some 73 00:04:27,426 --> 00:04:32,303 constants. Usually the second head is going to fall right around where the nipples are. Usually 74 00:04:32,306 --> 00:04:36,703 the third head is going to be where the navel is and usually the fourth head is going to be on the 75 00:04:36,706 --> 00:04:41,183 pelvis. So this type of proportion that you see right here on the, let's say the upper part of 76 00:04:41,186 --> 00:04:45,023 the torso, it's going to be very similar. Where things start to change a little bit as you can 77 00:04:45,026 --> 00:04:49,104 see right here, it's on the legs. So the base of the character is going to be on the last head. 78 00:04:49,472 --> 00:04:53,451 And then right around the middle, like third head right here, that's where 79 00:04:53,454 --> 00:04:56,992 we're going to find the knees, usually, not always, but usually. 80 00:04:57,192 --> 00:04:59,591 So you're going to have half of the element right here. 81 00:04:59,594 --> 00:05:02,871 Half of the lower portion is going to be the upper leg and the other 82 00:05:02,874 --> 00:05:05,072 half is going to be the lower leg. 83 00:05:05,552 --> 00:05:08,952 Again, these are just like general proportions that we're taking a look at. 84 00:05:09,072 --> 00:05:11,391 And the reason why we're doing this is because on the next video, 85 00:05:11,394 --> 00:05:12,712 we're going to build an armature. 86 00:05:13,032 --> 00:05:16,391 If I ask you guys to start working on this character from a simple sphere, 87 00:05:16,394 --> 00:05:19,472 like what we've done before, or from a primitive, like a cube or a cylinder, 88 00:05:19,672 --> 00:05:21,112 it's going to be pretty much impossible. 89 00:05:21,232 --> 00:05:24,632 So in the real world, when we're doing like traditional sculpting, 90 00:05:24,872 --> 00:05:26,712 we use a sculpting armatures. 91 00:05:27,832 --> 00:05:31,831 And armatures are a great way to do two things. 92 00:05:31,834 --> 00:05:34,551 They support the clay, of course, because otherwise the clay will just 93 00:05:34,554 --> 00:05:40,152 fall off the, of the, of the tool or of the table where we're working on. 94 00:05:40,392 --> 00:05:43,191 And it allows us to keep our proportions in place. 95 00:05:43,194 --> 00:05:46,672 So if you build an armature that has the proper size, the proper height. 96 00:05:46,784 --> 00:05:51,103 Then you know that as long as you follow that armature, you're going to be able to capture 97 00:05:51,106 --> 00:05:54,703 the proper proportions of your character. And proportions, as we've mentioned before, 98 00:05:54,706 --> 00:05:58,143 are really, really, really important on the whole sculpting thing. 99 00:05:58,146 --> 00:06:01,823 So I'm going to do a list right now. I'm not going to record this because I don't want to 100 00:06:01,826 --> 00:06:05,903 bore you with all the elements, but I'm going to do a list of all of the different props that we 101 00:06:05,906 --> 00:06:11,103 see here on the character. And this is going to be available for you on the, what's the word, 102 00:06:11,106 --> 00:06:15,183 on the files as well. Some people that I've worked with, they like to keep like an Excel spreadsheet 103 00:06:15,186 --> 00:06:20,463 or like a Google calc spreadsheet so that they can keep track of all of the props and see how 104 00:06:20,466 --> 00:06:23,823 they're doing. Well, in the next video, we're actually going to jump into ZBrush and we're 105 00:06:23,826 --> 00:06:27,423 going to be building the armature for our character. So that's it for this one. Get 106 00:06:27,426 --> 00:06:30,864 ready because now the true challenge begins. Let's go. 11210

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