Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Hey guys, welcome back to the next part of the series.
Today, we finally start with the ONI.
So before we jump into analyzing the concept and explaining all of the things that we're
going to be doing, I want to give a big shout out to Max Slavsky.
He was the creator of this concept.
I reached out to him, explained to him what we're going to do, and he was more than happy
to share it with us.
So this is a concept that's going to be, of course, available on your source images or
your files.
However, if you want to go into Max's portfolio here in ArtStation, make sure to leave a like.
So, yeah, this is it, and I found this character when looking for the ideas for this course,
for the Seabrush course, and I think this guy pretty much nails all of the important
things that I want to teach.
We got anatomy, we got props, we got armor, we got cloth, we got hair, we got cool skin
colors and things like that.
So...
There's a lot of things that we're going to be able to cover.
And at the end, of course, you're going to see the result in the intro or like
Subtitled by online-courses.club We compress knowledge for you!
what we saw on the intro video.
So, um, whenever you're faced with a concept like this, the worst thing you
can do is just jump straight into ZBrush and try to do it on your own.
It's going to, it's just going to drive you nuts.
And it's going to be very, very difficult to understand what we should be doing.
So in a very similar way to how we did the little arc, uh, or the little
Tori gate, we're going to quickly, quickly analyze the things that we need.
And right now I can see, we have a lot of anatomy, the chest, the
head, the horns, all that stuff.
We got some armor pieces.
That's going to be number one.
Armor pieces is number two.
We got the cloth.
It's going to be number three.
We got the belt, which I am going to count as number four, because it's a lot of
like, uh, ropes and things like that.
It's not like just like the normal pants cloth.
And of course we got the weapons over here, number five.
So those I would say are the main like attributes that this character has.
Now, of course, in order to do this, we need to break it down into parts. It's one of the
strategies that I always like to teach my students to not try to see this as a whole,
not as a whole, don't try to see this as a single project. It's like a lot of little
projects that are going to make up this whole character at the end. We also have
interesting things such as the hair, for instance, that could be number six.
And of course, the color. So color is going to be, let's say number seven. So we're going to
go through the next following chapters. And we're going to be doing all of the different parts that
we need for this character. Keep in mind that the amount of poly counts that we're going to have,
the amount of soft tools that we're going to have, even the amount of files that we're going to have
are going to become bigger and bigger as we push this forward. And there are certain things this
way, again, it's important to analyze the concepts, there will be certain things that
we might see on the concept and be like, I don't really know how this is working.
So I've included also a puber file so that we can analyze how the real like Samurais look and
the type of clothing and props that they're wearing. And if we find certain things on
this concept that we are not too sure about how to address, we're going to be doing a little
bit of artistic choices there to make sure that they look as nice as possible.
So the first thing that we're going to have to do is create the armature. But before we do that,
I want to talk about proportions. Normally, when we're talking about proportions, we can divide
characters into different categories. Us as humans, we're normally in a seven head proportion.
Okay, meaning that if you see a human, you're going to see seven heads of that human. That's
four, five, six, seven. And this is how you would like normally see like the arms and the legs and
stuff like that. In games, we usually go for an eight headed figure. However, this character right
here, he definitely seems to be on a completely different realm. So here's what I like to do,
I'm going to go and create a nice little circle on a new layer here in Photoshop.
And I'm going to circle his head right here.
There we go.
Now I'm going to move this to the side and I'm going to duplicate this little circle until we
get to the base. I'm going to duplicate this as many times as we need until we get to the
base of the foot right. So in this case we keep going and that's pretty much it considering
perspective. So we got one, two, three, four, five, six, seven, eight, and nine heads.
So this character is like uber heroic and I've seen characters like this in certain games,
not Kratos from God of War. He's more like the eight headed figure but especially when you
start going into the stylized realm, which this character of course is part of, then you get this
sort of effect. Now usually even with like eight heads or nine heads, you're going to see some
constants. Usually the second head is going to fall right around where the nipples are. Usually
the third head is going to be where the navel is and usually the fourth head is going to be on the
pelvis. So this type of proportion that you see right here on the, let's say the upper part of
the torso, it's going to be very similar. Where things start to change a little bit as you can
see right here, it's on the legs. So the base of the character is going to be on the last head.
And then right around the middle, like third head right here, that's where
we're going to find the knees, usually, not always, but usually.
So you're going to have half of the element right here.
Half of the lower portion is going to be the upper leg and the other
half is going to be the lower leg.
Again, these are just like general proportions that we're taking a look at.
And the reason why we're doing this is because on the next video,
we're going to build an armature.
If I ask you guys to start working on this character from a simple sphere,
like what we've done before, or from a primitive, like a cube or a cylinder,
it's going to be pretty much impossible.
So in the real world, when we're doing like traditional sculpting,
we use a sculpting armatures.
And armatures are a great way to do two things.
They support the clay, of course, because otherwise the clay will just
fall off the, of the, of the tool or of the table where we're working on.
And it allows us to keep our proportions in place.
So if you build an armature that has the proper size, the proper height.
Then you know that as long as you follow that armature, you're going to be able to capture
the proper proportions of your character. And proportions, as we've mentioned before,
are really, really, really important on the whole sculpting thing.
So I'm going to do a list right now. I'm not going to record this because I don't want to
bore you with all the elements, but I'm going to do a list of all of the different props that we
see here on the character. And this is going to be available for you on the, what's the word,
on the files as well. Some people that I've worked with, they like to keep like an Excel spreadsheet
or like a Google calc spreadsheet so that they can keep track of all of the props and see how
they're doing. Well, in the next video, we're actually going to jump into ZBrush and we're
going to be building the armature for our character. So that's it for this one. Get
ready because now the true challenge begins. Let's go.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.