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
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
Very well guys, so as mentioned on the previous video, we're going to be using C-Spheres here
inside of Seabirds and before I show you how to do geometry, I just want to quickly go
over how C-Spheres work.
So C-Spheres are this very, I won't say old, but it's another method in creating base meshes
for our characters.
So if you go over here and you click on C-Sphere, you can draw one C-Sphere and then press the
letter T to go into edit mode.
You can also go to the lightbox and here on the projects, there's going to be a C-Sphere
right here.
So whichever one you prefer to use, that's fine.
We're just going to have our C-Sphere available right here.
I'm going to turn off dynamic perspective and the way C-Spheres work is they try to
emulate the armature creation that we normally have in traditional clay sculpting.
So if you're in a draw mode, which is letter Q, as you guys remember, which by the way,
let me turn on Karnak real quick, there we go.
So when you have the letter Q, you can just click and drag and that's going to create
a new C-Sphere on your object.
Subtitled by online-courses.club We compress knowledge for you!
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.
So just click, drag and drop and that's going to create a new sphere.
You can click, drag and drop again and there we go.
To eliminate one you just need to press Alt and just click it and that's going to eliminate one of the C-Spheres.
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.
For instance, I don't know like a gummy bear or something right here.
That's going to allow us to sculpt something without having to just grab a sphere and move it around.
Now the way we see whether or not our C-Sphere mesh is working nicely is by pressing the letter A.
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.
However, right now we're not ready to do that.
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.
So if I move this like this for instance.
Or I push this up and I push this down as you can see, we generate a new kind of armature
that again we can preview by pressing the letter A. It's going to give us the generated
mesh that we're going to have once we do dynamesh which looks quite nice.
Now as you probably saw right here, there might be a point where if you have two spheres
really close to each other, you might get like this or like there we go like that gradient
on the element.
That's ZBrush telling you, hey, I'm not sure I'm going to be able to like properly solve
that part.
If you press the letter A and you don't see any issues, then you're in good luck because
you're not going to have to do or change anything.
However, if you see that and you press A and things look wrong, that's because the C spheres
are overlapping too close to each other.
So you need to move them, you need to press E for instance to scale them even and just
modify the C spheres so that you get a better result.
Another cool thing about C spheres is that once you have a chain of spheres like this
one right here, you can press the letter Q again and add more C spheres in between.
And then use those to generate a slightly different like silhouette.
So you can add or remove as many C spheres as you want.
Remember to remove is on Q again, and then alt and click to remove one C sphere.
So if you don't like the C spheres, you just do this.
Now, very, very, very important rule of thumb when working with C spheres.
Let's say I want to create more C spheres down here.
If I start, if I start drawing up here and then I immediately jump and draw over
here, sometimes a weird connection happens where this sphere thinks that it's somehow
linked to this upper sphere.
Right now it's not really happening, but it has happened to me sometimes.
And to a lot of my students, it's like a little bug that we have here instead of
C brush.
So the best rule of thumb is you draw a sphere and then you click outside of the
box or outside of your object so that you have a clean mesh now.
Okay.
So again, we draw a sphere, click outside, draw another sphere, click outside, and
you can keep drawing anywhere you want.
So imagine we had to create like a caterpillar or like an octopus or
something like that.
We can use C-spheres to create the very basic base mesh and then jump into
Dynamesh to generate the final object.
Okay.
I'm going to, I'm going to just go to Lightbox.
I'm going to start over from the very beginning and I'm going to show you now
how to create an armature for our character right here.
So I'm going to bring my pure ref file right around here.
I'm going to right click on this and I'm going to say mode.
I'm going to say, I'm going to remove always on top.
So now when I click on C brush, the pure ref file is of course
going to go to the backside.
And then we can go up here to the see-through option and we can bring
the see-through a little bit up so that we can see the silhouette of the character.
I'm going to turn off dynamic perspective.
And over here, what I'm going to do is I'm going to find the center of
the character right there.
So the core, the abdomen of the character.
With my letter Q, I'm going to draw the chest, which is going to be a
sphere is going to be here on the top.
You can press a shift to snap the scale of your object to the same as
the last sphere.
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.
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.
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.
Just click on this and I'm going to scale it up a little bit.
I might even press the letter W and move it up a little bit so that we match most of the model.
Now, you don't want to really capture all the muscles.
We want to capture the inside of the structure, the main volumes of the character.
Now I'm going to press the letter Q again.
I'm going to go to the side and we're going to draw one shoulder right there.
Quite big because this guy is quite big.
So something like this.
Now, when we see it from the side, this is very important.
The human or the human body is usually placed in a way that there's a balance going between the different shapes.
So the chest is usually tilted back and the pelvis is usually tilted forward.
So in this case, we're going to change that by moving this thing back like this and this guy
like this. See that's just kind of like a like a little bean that we have right here. Now I'm
going to press Q again. I'm going to draw another sphere for the arms and with W I'm going to move
the arms right down there. I'm going to press E to scale them. I'm going to scale them down
because they're not as thick and then with Q I'm going to add one sphere right there on the center.
Usually when we see the arms from the side, the forearm is actually pushing a little bit forward
like this. The arm is usually very straight so we're going to keep it really straight right there
and this is where the forearm is going to be. Of course we're missing the hand. I'm just going to
add one more sphere for the hand and the hand is usually like this a little bit relaxed as well.
It's usually facing inwards something like that and again as you can see the main idea right now
is to capture most of the volume but we're not worried about the muscles because we're going to
be doing the muscles ourselves.
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.
So, there we go.
On the top part, I'm going to draw another sphere. It's going to be the neck.
And then I'm going to draw another sphere which is going to be the head.
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.
Something like this.
We're going to remove and modify the head again so that we have our nine heads as we had originally on our concept.
So, there you go.
I do think he's a little bit wider so I'm going to push these guys out a little bit more like this.
And now I'm going to go to the legs.
I'm going to add two on the side right here which are like the hips.
Okay, you can see that the proportions there matching quite nicely.
And then from the hips, we're going to go all the way down to the fingers.
Careful there.
Let's go to the front view.
And again, just keep the legs separated a little bit.
You can see here that it's a little bit too far back.
So, with W, I'm just going to move them forward.
I'm going to add one with Q right there on where the knee would be, and then I'm going
to add two little ones right here, which are going to represent the feet.
We're going to change the feet and the hands later on.
Right now it's just a very, very basic construction of what we want.
I do think the hands are a little bit big, so I'm going to go to scale and just make
it a little bit smaller.
That way he's going to look way, way bigger.
Now, I know I mentioned that we don't want to capture the muscles, but I do want to capture
a little bit of the volume of what the muscles represent.
So, for instance, here on the legs, I'm going to add another one right here.
I'm going to make it a little bit bigger, representing the quad muscles right around
there, and I'm going to add another one right here, make it bigger, and push it back with
W to generate what would be the calf muscles.
I'm going to do the E here to scale this up, and as you can see, we get a really, really
nice proportion of how the character is supposed to look.
Usually you want the lower legs and the forearms to be slightly longer than the arms and the upper legs
So I'm gonna grab my knees here and just gonna push them a little bit up just a tad bit not too much
On the upper side things look things look good. So yeah, there you go
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
Very nice sort of like a gumball or is it gum gum? What was the name of that little guy?
We get this just like very basic clay element
It's gonna be a great
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
So the next thing that we need to do here is save this. So I'm gonna save this. Let's go to our
Our main project right here
And one of the reasons what's important to save imagine again?
We're doing a game and maybe there's like three or four demons that are very similar to this guy
Then one of the things that we could do is we could save this so that anytime we need to start a new one
We don't have to start from scratch. I'm going to save this in
Um in c tools and this is going to be called only
c sphere
Start so if you guys are having issues
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
Subtitled by online-courses.club We compress knowledge for you!
um
Usually when we sculpt the character we want to have a pose
That allows us to work on all of the areas without like overlapping too much later on
We're going to pose the character so that he fits and looks exactly like he does in the concept
But right now one of the things that I want to do is I want to push the arms out a little bit
There are two poses usually a t pose which is straight like this and then there's a pose or b pose
Which is like this like a 45 degree angle. However, since this guy is really really bulky
I'm actually going to go a little bit higher than 45 degrees
So that we can work on the armpit and on the inside of the arms
So i'm gonna go to this sphere right here i'm gonna press the letter r
and what you can do is you can actually click on the bone which is this little triangle right here
and use that bone to rotate the object so we can rotate this up like this and that way we're going
to have enough room to work on the inside of the arm right there i'm going to bring the head back
a little bit and even the neck back a little bit there's a lot of adjustments that we're going to
have to do very very soon but right now the more we can or the closer we can get to the concept
the the easier our work is going to be once we start like a like like generating all of the
different elements so yeah for the legs again some people like to work with very straight legs when
i'm sculpting i also like to split the legs a little bit more so i'm going to go to the hips
and with r i'm also going to move this out just a tad but later on we're going to bring them back
so that he it looks like he's standing a little bit better but this is going to allow us to work
on this inner side of the legs with way more precision so this is our new like c sphere again
i'm just going to save this real quick so that we have the basics and that's pretty much it the next
thing we need to do
to make this into a usable base mesh that we can start sculpting it because a very very common
mistake people will just press the letter a and they think that they're ready to start working
and they'll just start working and sculpting no you need to convert this into a usable mesh
so go out of c-sphere make it a mesh and then you can start working on it so for this particular
character i'm going to go to this side right here i'm going to go to where it says adaptive skin
as you can see this is the preview that we've been turning on and on the adaptive skin we have
a density of five a dyna mesh resolution of 256 um i think it's a little bit high to be honest
so i'm going to bring this down to 128 and if we preview it should give us a little bit less
points so around 1000 or 100 000 points and uh yeah once we're ready we just say make adaptive
skin and what's going to happen is over here on the sub tool menu or the tool menu we're going to
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
going to rename this let's just name it uh skin only
we don't need a whole like a sea sphere subtitle and that's it we're going to save this and we're
going to call this only start so if you already have the sea spheres and you or you just want to
jump straight into the character this is another one of the tools that you're going to be able to
use once we have this now we're ready to jump and start working on the general proportions of
the character the general shape of the face the general like again silhouette of the character
not worrying about the muscles we're going to have whole chapters dedicated to the anatomy and
how to properly construct it so make sure to get to this point my friend and i'll be seeing you
back on the next video
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.