Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:05,082 --> 00:00:10,321
Very well guys, so as mentioned on the previous video, we're going to be using
C-Spheres here
2
00:00:10,324 --> 00:00:15,001
inside of Seabirds and before I show you how to do geometry, I just want to
quickly go
3
00:00:15,004 --> 00:00:17,001
over how C-Spheres work.
4
00:00:17,004 --> 00:00:23,541
So C-Spheres are this very, I won't say old, but it's another method in creating
base meshes
5
00:00:23,544 --> 00:00:24,661
for our characters.
6
00:00:24,664 --> 00:00:28,921
So if you go over here and you click on C-Sphere, you can draw one C-Sphere and
then press the
7
00:00:28,924 --> 00:00:31,401
letter T to go into edit mode.
8
00:00:31,404 --> 00:00:35,361
You can also go to the lightbox and here on the projects, there's going to be a
C-Sphere
9
00:00:35,364 --> 00:00:36,361
right here.
10
00:00:36,364 --> 00:00:38,341
So whichever one you prefer to use, that's fine.
11
00:00:38,344 --> 00:00:40,601
We're just going to have our C-Sphere available right here.
12
00:00:40,604 --> 00:00:44,441
I'm going to turn off dynamic perspective and the way C-Spheres work is they try
to
13
00:00:44,444 --> 00:00:48,581
emulate the armature creation that we normally have in traditional clay
sculpting.
14
00:00:48,584 --> 00:00:53,441
So if you're in a draw mode, which is letter Q, as you guys remember, which by
the way,
15
00:00:53,444 --> 00:00:56,001
let me turn on Karnak real quick, there we go.
16
00:00:56,004 --> 00:00:59,921
So when you have the letter Q, you can just click and drag and that's going to
create
17
00:00:59,924 --> 00:01:00,843
a new C-Sphere on your object.
18
00:01:00,844 --> 00:01:03,123
Subtitled by
online-courses.club
We compress knowledge for you!
19
00:01:03,125 --> 00:01:11,679
You can of course turn on or off symmetry, as you can see if symmetry is turned
on and you go to the center you're going to get that little green line that
indicates that you're going to be creating a C-Sphere on the center of your
character.
20
00:01:11,682 --> 00:01:14,679
So just click, drag and drop and that's going to create a new sphere.
21
00:01:14,682 --> 00:01:16,679
You can click, drag and drop again and there we go.
22
00:01:16,682 --> 00:01:21,679
To eliminate one you just need to press Alt and just click it and that's going
to eliminate one of the C-Spheres.
23
00:01:21,682 --> 00:01:28,679
Now the cool thing about the C-Spheres is that again we can build chains of
these C-Spheres to generate a little base mesh.
24
00:01:28,682 --> 00:01:30,679
For instance, I don't know like a gummy bear or something right here.
25
00:01:30,682 --> 00:01:36,679
That's going to allow us to sculpt something without having to just grab a
sphere and move it around.
26
00:01:36,682 --> 00:01:42,679
Now the way we see whether or not our C-Sphere mesh is working nicely is by
pressing the letter A.
27
00:01:42,682 --> 00:01:50,679
So if I press the letter A, I'm going to get a nice display of how this mesh is
going to be generated once we jump into traditional Dynamesh.
28
00:01:50,682 --> 00:01:52,679
However, right now we're not ready to do that.
29
00:01:52,682 --> 00:01:58,679
Now if we press W, we're going to go to move and the spheres are as any 3D
object they can be moved around.
30
00:01:58,682 --> 00:02:00,511
So if I move this like this for instance.
31
00:02:00,514 --> 00:02:04,831
Or I push this up and I push this down as you can see, we generate a new kind of
armature
32
00:02:04,834 --> 00:02:09,091
that again we can preview by pressing the letter A. It's going to give us the
generated
33
00:02:09,094 --> 00:02:12,871
mesh that we're going to have once we do dynamesh which looks quite nice.
34
00:02:12,874 --> 00:02:17,871
Now as you probably saw right here, there might be a point where if you have two
spheres
35
00:02:17,874 --> 00:02:23,311
really close to each other, you might get like this or like there we go like
that gradient
36
00:02:23,314 --> 00:02:24,311
on the element.
37
00:02:24,314 --> 00:02:29,591
That's ZBrush telling you, hey, I'm not sure I'm going to be able to like
properly solve
38
00:02:29,594 --> 00:02:30,591
that part.
39
00:02:30,594 --> 00:02:34,231
If you press the letter A and you don't see any issues, then you're in good luck
because
40
00:02:34,234 --> 00:02:36,271
you're not going to have to do or change anything.
41
00:02:36,274 --> 00:02:40,871
However, if you see that and you press A and things look wrong, that's because
the C spheres
42
00:02:40,874 --> 00:02:43,271
are overlapping too close to each other.
43
00:02:43,274 --> 00:02:48,191
So you need to move them, you need to press E for instance to scale them even
and just
44
00:02:48,194 --> 00:02:51,471
modify the C spheres so that you get a better result.
45
00:02:51,474 --> 00:02:54,871
Another cool thing about C spheres is that once you have a chain of spheres like
this
46
00:02:54,874 --> 00:02:59,432
one right here, you can press the letter Q again and add more C spheres in
between.
47
00:02:59,712 --> 00:03:03,112
And then use those to generate a slightly different like silhouette.
48
00:03:03,392 --> 00:03:06,391
So you can add or remove as many C spheres as you want.
49
00:03:06,394 --> 00:03:10,992
Remember to remove is on Q again, and then alt and click to remove one C sphere.
50
00:03:11,312 --> 00:03:13,591
So if you don't like the C spheres, you just do this.
51
00:03:13,594 --> 00:03:17,272
Now, very, very, very important rule of thumb when working with C spheres.
52
00:03:17,512 --> 00:03:19,472
Let's say I want to create more C spheres down here.
53
00:03:19,592 --> 00:03:23,871
If I start, if I start drawing up here and then I immediately jump and draw over
54
00:03:23,874 --> 00:03:29,471
here, sometimes a weird connection happens where this sphere thinks that it's
somehow
55
00:03:29,474 --> 00:03:30,832
linked to this upper sphere.
56
00:03:31,112 --> 00:03:34,151
Right now it's not really happening, but it has happened to me sometimes.
57
00:03:34,154 --> 00:03:37,351
And to a lot of my students, it's like a little bug that we have here instead of
58
00:03:37,354 --> 00:03:37,752
C brush.
59
00:03:37,912 --> 00:03:42,591
So the best rule of thumb is you draw a sphere and then you click outside of the
60
00:03:42,594 --> 00:03:45,952
box or outside of your object so that you have a clean mesh now.
61
00:03:46,312 --> 00:03:46,712
Okay.
62
00:03:46,992 --> 00:03:51,151
So again, we draw a sphere, click outside, draw another sphere, click outside,
and
63
00:03:51,154 --> 00:03:53,032
you can keep drawing anywhere you want.
64
00:03:53,264 --> 00:03:56,863
So imagine we had to create like a caterpillar or like an octopus or
65
00:03:56,866 --> 00:03:57,544
something like that.
66
00:03:57,664 --> 00:04:01,943
We can use C-spheres to create the very basic base mesh and then jump into
67
00:04:01,946 --> 00:04:04,584
Dynamesh to generate the final object.
68
00:04:05,184 --> 00:04:05,464
Okay.
69
00:04:05,624 --> 00:04:07,623
I'm going to, I'm going to just go to Lightbox.
70
00:04:07,626 --> 00:04:10,263
I'm going to start over from the very beginning and I'm going to show you now
71
00:04:10,266 --> 00:04:12,984
how to create an armature for our character right here.
72
00:04:13,384 --> 00:04:16,144
So I'm going to bring my pure ref file right around here.
73
00:04:16,824 --> 00:04:18,864
I'm going to right click on this and I'm going to say mode.
74
00:04:19,104 --> 00:04:20,983
I'm going to say, I'm going to remove always on top.
75
00:04:20,986 --> 00:04:23,703
So now when I click on C brush, the pure ref file is of course
76
00:04:23,706 --> 00:04:25,064
going to go to the backside.
77
00:04:25,304 --> 00:04:28,423
And then we can go up here to the see-through option and we can bring
78
00:04:28,426 --> 00:04:31,384
the see-through a little bit up so that we can see the silhouette of the
character.
79
00:04:31,704 --> 00:04:33,344
I'm going to turn off dynamic perspective.
80
00:04:33,544 --> 00:04:37,023
And over here, what I'm going to do is I'm going to find the center of
81
00:04:37,026 --> 00:04:38,103
the character right there.
82
00:04:38,106 --> 00:04:40,584
So the core, the abdomen of the character.
83
00:04:41,144 --> 00:04:44,943
With my letter Q, I'm going to draw the chest, which is going to be a
84
00:04:44,946 --> 00:04:46,464
sphere is going to be here on the top.
85
00:04:46,784 --> 00:04:50,543
You can press a shift to snap the scale of your object to the same as
86
00:04:50,546 --> 00:04:52,384
the last sphere.
87
00:04:52,464 --> 00:05:00,463
So if I just drag and drop, I can go any size I want, but if I want to have the
exact same size, I can start drawing and then press shift to snap it.
88
00:05:00,466 --> 00:05:05,463
And then I'm going to do one more down here, which is going to be like the hips,
as you can see right there.
89
00:05:05,466 --> 00:05:11,463
Of course, this one right here, which is the chest area, I'm going to scale. I'm
going to press the letter E to scale.
90
00:05:11,466 --> 00:05:14,463
Just click on this and I'm going to scale it up a little bit.
91
00:05:14,466 --> 00:05:19,463
I might even press the letter W and move it up a little bit so that we match
most of the model.
92
00:05:19,466 --> 00:05:22,463
Now, you don't want to really capture all the muscles.
93
00:05:22,466 --> 00:05:27,463
We want to capture the inside of the structure, the main volumes of the
character.
94
00:05:27,466 --> 00:05:29,463
Now I'm going to press the letter Q again.
95
00:05:29,466 --> 00:05:34,463
I'm going to go to the side and we're going to draw one shoulder right there.
96
00:05:34,466 --> 00:05:36,463
Quite big because this guy is quite big.
97
00:05:36,466 --> 00:05:37,463
So something like this.
98
00:05:37,466 --> 00:05:39,463
Now, when we see it from the side, this is very important.
99
00:05:39,466 --> 00:05:46,463
The human or the human body is usually placed in a way that there's a balance
going between the different shapes.
100
00:05:46,466 --> 00:05:50,464
So the chest is usually tilted back and the pelvis is usually tilted forward.
101
00:05:51,232 --> 00:05:56,831
So in this case, we're going to change that by moving this thing back like this
and this guy
102
00:05:56,834 --> 00:06:01,311
like this. See that's just kind of like a like a little bean that we have right
here. Now I'm
103
00:06:01,314 --> 00:06:06,991
going to press Q again. I'm going to draw another sphere for the arms and with W
I'm going to move
104
00:06:06,994 --> 00:06:11,631
the arms right down there. I'm going to press E to scale them. I'm going to
scale them down
105
00:06:11,634 --> 00:06:16,992
because they're not as thick and then with Q I'm going to add one sphere right
there on the center.
106
00:06:17,552 --> 00:06:22,031
Usually when we see the arms from the side, the forearm is actually pushing a
little bit forward
107
00:06:22,034 --> 00:06:27,231
like this. The arm is usually very straight so we're going to keep it really
straight right there
108
00:06:27,234 --> 00:06:31,231
and this is where the forearm is going to be. Of course we're missing the hand.
I'm just going to
109
00:06:31,234 --> 00:06:36,111
add one more sphere for the hand and the hand is usually like this a little bit
relaxed as well.
110
00:06:36,114 --> 00:06:41,631
It's usually facing inwards something like that and again as you can see the
main idea right now
111
00:06:41,634 --> 00:06:46,111
is to capture most of the volume but we're not worried about the muscles because
we're going to
112
00:06:46,114 --> 00:06:48,912
be doing the muscles ourselves.
113
00:06:49,088 --> 00:06:54,087
I'm going to press the letter E to scale this a little bit more so that we can
build the muscles a little bit better later.
114
00:06:54,090 --> 00:06:56,087
So, there we go.
115
00:06:56,090 --> 00:06:59,087
On the top part, I'm going to draw another sphere. It's going to be the neck.
116
00:06:59,090 --> 00:07:02,087
And then I'm going to draw another sphere which is going to be the head.
117
00:07:02,090 --> 00:07:10,087
Again, if we try to match this as close as possible, I should be able to push
the head up and just give it a little bit more size right now.
118
00:07:10,090 --> 00:07:11,087
Something like this.
119
00:07:11,090 --> 00:07:16,087
We're going to remove and modify the head again so that we have our nine heads
as we had originally on our concept.
120
00:07:16,090 --> 00:07:18,087
So, there you go.
121
00:07:18,090 --> 00:07:23,087
I do think he's a little bit wider so I'm going to push these guys out a little
bit more like this.
122
00:07:23,090 --> 00:07:25,087
And now I'm going to go to the legs.
123
00:07:25,090 --> 00:07:28,087
I'm going to add two on the side right here which are like the hips.
124
00:07:28,090 --> 00:07:32,087
Okay, you can see that the proportions there matching quite nicely.
125
00:07:32,090 --> 00:07:36,087
And then from the hips, we're going to go all the way down to the fingers.
126
00:07:36,090 --> 00:07:37,087
Careful there.
127
00:07:37,090 --> 00:07:38,087
Let's go to the front view.
128
00:07:38,090 --> 00:07:42,087
And again, just keep the legs separated a little bit.
129
00:07:42,090 --> 00:07:45,087
You can see here that it's a little bit too far back.
130
00:07:45,090 --> 00:07:48,088
So, with W, I'm just going to move them forward.
131
00:07:48,272 --> 00:07:53,731
I'm going to add one with Q right there on where the knee would be, and then I'm
going
132
00:07:53,734 --> 00:07:58,651
to add two little ones right here, which are going to represent the feet.
133
00:07:58,654 --> 00:08:00,491
We're going to change the feet and the hands later on.
134
00:08:00,494 --> 00:08:04,611
Right now it's just a very, very basic construction of what we want.
135
00:08:04,614 --> 00:08:07,851
I do think the hands are a little bit big, so I'm going to go to scale and just
make
136
00:08:07,854 --> 00:08:09,491
it a little bit smaller.
137
00:08:09,494 --> 00:08:11,731
That way he's going to look way, way bigger.
138
00:08:11,734 --> 00:08:17,191
Now, I know I mentioned that we don't want to capture the muscles, but I do want
to capture
139
00:08:17,194 --> 00:08:19,671
a little bit of the volume of what the muscles represent.
140
00:08:19,674 --> 00:08:22,831
So, for instance, here on the legs, I'm going to add another one right here.
141
00:08:22,834 --> 00:08:26,551
I'm going to make it a little bit bigger, representing the quad muscles right
around
142
00:08:26,554 --> 00:08:31,231
there, and I'm going to add another one right here, make it bigger, and push it
back with
143
00:08:31,234 --> 00:08:36,791
W to generate what would be the calf muscles.
144
00:08:36,794 --> 00:08:41,351
I'm going to do the E here to scale this up, and as you can see, we get a
really, really
145
00:08:41,354 --> 00:08:44,392
nice proportion of how the character is supposed to look.
146
00:08:44,736 --> 00:08:50,175
Usually you want the lower legs and the forearms to be slightly longer than the
arms and the upper legs
147
00:08:50,178 --> 00:08:55,056
So I'm gonna grab my knees here and just gonna push them a little bit up just a
tad bit not too much
148
00:08:56,656 --> 00:09:00,815
On the upper side things look things look good. So yeah, there you go
149
00:09:00,818 --> 00:09:05,735
let's get rid of the see-through for just a second and if we press the letter a
as you can see we're gonna get this a
150
00:09:05,738 --> 00:09:11,216
Very nice sort of like a gumball or is it gum gum? What was the name of that
little guy?
151
00:09:11,336 --> 00:09:14,335
We get this just like very basic clay element
152
00:09:14,338 --> 00:09:15,975
It's gonna be a great
153
00:09:15,978 --> 00:09:21,816
Against starting point a great base mesh so that we can start adding the forms
of proportions and all of the things that we need
154
00:09:22,096 --> 00:09:27,136
So the next thing that we need to do here is save this. So I'm gonna save this.
Let's go to our
155
00:09:27,776 --> 00:09:29,776
Our main project right here
156
00:09:30,136 --> 00:09:32,615
And one of the reasons what's important to save imagine again?
157
00:09:32,618 --> 00:09:36,776
We're doing a game and maybe there's like three or four demons that are very
similar to this guy
158
00:09:37,136 --> 00:09:41,536
Then one of the things that we could do is we could save this so that anytime we
need to start a new one
159
00:09:41,696 --> 00:09:44,096
We don't have to start from scratch. I'm going to save this in
160
00:09:45,136 --> 00:09:48,656
Um in c tools and this is going to be called only
161
00:09:50,016 --> 00:09:52,015
c sphere
162
00:09:52,018 --> 00:09:54,016
Start so if you guys are having issues
163
00:09:54,736 --> 00:09:59,936
With the c spheres you can always go to this one and start right here. Now.
There's a couple of things I want to do
164
00:10:00,345 --> 00:10:02,305
Subtitled by
online-courses.club
We compress knowledge for you!
165
00:10:02,306 --> 00:10:00,575
um
166
00:10:00,578 --> 00:10:03,696
Usually when we sculpt the character we want to have a pose
167
00:10:04,016 --> 00:10:08,656
That allows us to work on all of the areas without like overlapping too much
later on
168
00:10:08,736 --> 00:10:12,416
We're going to pose the character so that he fits and looks exactly like he does
in the concept
169
00:10:12,576 --> 00:10:16,096
But right now one of the things that I want to do is I want to push the arms out
a little bit
170
00:10:16,416 --> 00:10:22,015
There are two poses usually a t pose which is straight like this and then
there's a pose or b pose
171
00:10:22,018 --> 00:10:26,335
Which is like this like a 45 degree angle. However, since this guy is really
really bulky
172
00:10:26,338 --> 00:10:28,816
I'm actually going to go a little bit higher than 45 degrees
173
00:10:28,976 --> 00:10:31,935
So that we can work on the armpit and on the inside of the arms
174
00:10:31,938 --> 00:10:35,076
So i'm gonna go to this sphere right here i'm gonna press the letter r
175
00:10:35,328 --> 00:10:39,647
and what you can do is you can actually click on the bone which is this little
triangle right here
176
00:10:39,650 --> 00:10:44,927
and use that bone to rotate the object so we can rotate this up like this and
that way we're going
177
00:10:44,930 --> 00:10:49,807
to have enough room to work on the inside of the arm right there i'm going to
bring the head back
178
00:10:49,810 --> 00:10:53,167
a little bit and even the neck back a little bit there's a lot of adjustments
that we're going to
179
00:10:53,170 --> 00:10:58,127
have to do very very soon but right now the more we can or the closer we can get
to the concept
180
00:10:58,130 --> 00:11:03,087
the the easier our work is going to be once we start like a like like generating
all of the
181
00:11:03,090 --> 00:11:09,247
different elements so yeah for the legs again some people like to work with very
straight legs when
182
00:11:09,250 --> 00:11:13,407
i'm sculpting i also like to split the legs a little bit more so i'm going to go
to the hips
183
00:11:13,410 --> 00:11:18,367
and with r i'm also going to move this out just a tad but later on we're going
to bring them back
184
00:11:18,370 --> 00:11:22,047
so that he it looks like he's standing a little bit better but this is going to
allow us to work
185
00:11:22,050 --> 00:11:27,407
on this inner side of the legs with way more precision so this is our new like c
sphere again
186
00:11:27,410 --> 00:11:32,207
i'm just going to save this real quick so that we have the basics and that's
pretty much it the next
187
00:11:32,210 --> 00:11:33,168
thing we need to do
188
00:11:33,296 --> 00:11:37,855
to make this into a usable base mesh that we can start sculpting it because a
very very common
189
00:11:37,858 --> 00:11:41,535
mistake people will just press the letter a and they think that they're ready to
start working
190
00:11:41,538 --> 00:11:46,815
and they'll just start working and sculpting no you need to convert this into a
usable mesh
191
00:11:46,818 --> 00:11:51,695
so go out of c-sphere make it a mesh and then you can start working on it so for
this particular
192
00:11:51,698 --> 00:11:56,575
character i'm going to go to this side right here i'm going to go to where it
says adaptive skin
193
00:11:56,578 --> 00:12:00,495
as you can see this is the preview that we've been turning on and on the
adaptive skin we have
194
00:12:00,498 --> 00:12:06,255
a density of five a dyna mesh resolution of 256 um i think it's a little bit
high to be honest
195
00:12:06,258 --> 00:12:10,815
so i'm going to bring this down to 128 and if we preview it should give us a
little bit less
196
00:12:10,818 --> 00:12:17,775
points so around 1000 or 100 000 points and uh yeah once we're ready we just say
make adaptive
197
00:12:17,778 --> 00:12:21,935
skin and what's going to happen is over here on the sub tool menu or the tool
menu we're going to
198
00:12:21,938 --> 00:12:27,695
get a new tool called skin only c-sphere i'm going to go here and i'm going to
change the name i'm
199
00:12:27,698 --> 00:12:30,896
going to rename this let's just name it uh skin only
200
00:12:31,136 --> 00:12:36,415
we don't need a whole like a sea sphere subtitle and that's it we're going to
save this and we're
201
00:12:36,418 --> 00:12:44,895
going to call this only start so if you already have the sea spheres and you or
you just want to
202
00:12:44,898 --> 00:12:48,335
jump straight into the character this is another one of the tools that you're
going to be able to
203
00:12:48,338 --> 00:12:53,375
use once we have this now we're ready to jump and start working on the general
proportions of
204
00:12:53,378 --> 00:12:57,535
the character the general shape of the face the general like again silhouette of
the character
205
00:12:57,538 --> 00:13:01,855
not worrying about the muscles we're going to have whole chapters dedicated to
the anatomy and
206
00:13:01,858 --> 00:13:06,735
how to properly construct it so make sure to get to this point my friend and
i'll be seeing you
207
00:13:06,738 --> 00:13:07,936
back on the next video
22327
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.