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Hey guys, welcome back to the next part of the series.
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Today, we finally start with the ONI.
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So before we jump into analyzing the concept and explaining all of the things
that we're
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going to be doing, I want to give a big shout out to Max Slavsky.
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He was the creator of this concept.
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I reached out to him, explained to him what we're going to do, and he was more
than happy
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to share it with us.
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So this is a concept that's going to be, of course, available on your source
images or
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your files.
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However, if you want to go into Max's portfolio here in ArtStation, make sure to
leave a like.
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So, yeah, this is it, and I found this character when looking for the ideas for
this course,
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for the Seabrush course, and I think this guy pretty much nails all of the
important
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things that I want to teach.
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We got anatomy, we got props, we got armor, we got cloth, we got hair, we got
cool skin
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colors and things like that.
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So...
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There's a lot of things that we're going to be able to cover.
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And at the end, of course, you're going to see the result in the intro or like
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Subtitled by
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what we saw on the intro video.
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So, um, whenever you're faced with a concept like this, the worst thing you
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can do is just jump straight into ZBrush and try to do it on your own.
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It's going to, it's just going to drive you nuts.
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And it's going to be very, very difficult to understand what we should be doing.
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So in a very similar way to how we did the little arc, uh, or the little
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Tori gate, we're going to quickly, quickly analyze the things that we need.
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And right now I can see, we have a lot of anatomy, the chest, the
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head, the horns, all that stuff.
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We got some armor pieces.
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That's going to be number one.
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Armor pieces is number two.
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We got the cloth.
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It's going to be number three.
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We got the belt, which I am going to count as number four, because it's a lot of
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like, uh, ropes and things like that.
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It's not like just like the normal pants cloth.
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And of course we got the weapons over here, number five.
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So those I would say are the main like attributes that this character has.
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Now, of course, in order to do this, we need to break it down into parts. It's
one of the
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strategies that I always like to teach my students to not try to see this as a
whole,
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not as a whole, don't try to see this as a single project. It's like a lot of
little
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projects that are going to make up this whole character at the end. We also have
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interesting things such as the hair, for instance, that could be number six.
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And of course, the color. So color is going to be, let's say number seven. So
we're going to
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go through the next following chapters. And we're going to be doing all of the
different parts that
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we need for this character. Keep in mind that the amount of poly counts that
we're going to have,
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the amount of soft tools that we're going to have, even the amount of files that
we're going to have
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are going to become bigger and bigger as we push this forward. And there are
certain things this
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way, again, it's important to analyze the concepts, there will be certain things
that
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we might see on the concept and be like, I don't really know how this is
working.
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So I've included also a puber file so that we can analyze how the real like
Samurais look and
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the type of clothing and props that they're wearing. And if we find certain
things on
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this concept that we are not too sure about how to address, we're going to be
doing a little
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bit of artistic choices there to make sure that they look as nice as possible.
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So the first thing that we're going to have to do is create the armature. But
before we do that,
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I want to talk about proportions. Normally, when we're talking about
proportions, we can divide
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characters into different categories. Us as humans, we're normally in a seven
head proportion.
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Okay, meaning that if you see a human, you're going to see seven heads of that
human. That's
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four, five, six, seven. And this is how you would like normally see like the
arms and the legs and
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stuff like that. In games, we usually go for an eight headed figure. However,
this character right
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here, he definitely seems to be on a completely different realm. So here's what
I like to do,
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I'm going to go and create a nice little circle on a new layer here in
Photoshop.
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And I'm going to circle his head right here.
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There we go.
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Now I'm going to move this to the side and I'm going to duplicate this little
circle until we
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get to the base. I'm going to duplicate this as many times as we need until we
get to the
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base of the foot right. So in this case we keep going and that's pretty much it
considering
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perspective. So we got one, two, three, four, five, six, seven, eight, and nine
heads.
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So this character is like uber heroic and I've seen characters like this in
certain games,
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not Kratos from God of War. He's more like the eight headed figure but
especially when you
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start going into the stylized realm, which this character of course is part of,
then you get this
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sort of effect. Now usually even with like eight heads or nine heads, you're
going to see some
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constants. Usually the second head is going to fall right around where the
nipples are. Usually
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the third head is going to be where the navel is and usually the fourth head is
going to be on the
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pelvis. So this type of proportion that you see right here on the, let's say the
upper part of
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the torso, it's going to be very similar. Where things start to change a little
bit as you can
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see right here, it's on the legs. So the base of the character is going to be on
the last head.
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And then right around the middle, like third head right here, that's where
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we're going to find the knees, usually, not always, but usually.
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So you're going to have half of the element right here.
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Half of the lower portion is going to be the upper leg and the other
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half is going to be the lower leg.
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Again, these are just like general proportions that we're taking a look at.
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And the reason why we're doing this is because on the next video,
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we're going to build an armature.
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If I ask you guys to start working on this character from a simple sphere,
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like what we've done before, or from a primitive, like a cube or a cylinder,
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it's going to be pretty much impossible.
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So in the real world, when we're doing like traditional sculpting,
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we use a sculpting armatures.
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And armatures are a great way to do two things.
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They support the clay, of course, because otherwise the clay will just
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fall off the, of the, of the tool or of the table where we're working on.
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And it allows us to keep our proportions in place.
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So if you build an armature that has the proper size, the proper height.
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Then you know that as long as you follow that armature, you're going to be able
to capture
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the proper proportions of your character. And proportions, as we've mentioned
before,
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are really, really, really important on the whole sculpting thing.
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So I'm going to do a list right now. I'm not going to record this because I
don't want to
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bore you with all the elements, but I'm going to do a list of all of the
different props that we
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see here on the character. And this is going to be available for you on the,
what's the word,
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on the files as well. Some people that I've worked with, they like to keep like
an Excel spreadsheet
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or like a Google calc spreadsheet so that they can keep track of all of the
props and see how
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they're doing. Well, in the next video, we're actually going to jump into ZBrush
and we're
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going to be building the armature for our character. So that's it for this one.
Get
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ready because now the true challenge begins. Let's go.
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