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Very well guys, so let me bring my Pura file right here. I'm going to right
click and make this canvas, sorry, mode and always on top.
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Always on top, there we go.
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And we're gonna make this smaller.
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So otherwise we're not gonna be able to see the whole thing.
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So let's make this guy smaller
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and let's position it right around here.
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So this next stage is what I like to call
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the proportion blocking, which is, okay,
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we got this like a Gumby sort of thing,
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like a very basic clay armature, very basic construction,
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but it will be good if we can start like defining
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some interesting parts of the character
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and making sure that we're obeying
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the sort of like proportions rules
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that we talked about in the first video of this chapter.
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So I'm gonna use my move brush here
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and I'm gonna go to the head.
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And the first thing I'm gonna do
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is I'm gonna push the head out
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and start creating the sort of like blocking that we have.
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Now, I just noticed a very bad mistake that I made here,
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Subtitled by
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We compress knowledge for you!
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but I'm gonna show you how to fix it.
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What was my mistake?
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This guy is facing back because this guy is telling me
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that the front is on this side.
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No problems, let's just go to the front view
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or to the top view.
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I'm gonna go to R and just rotate this with shift
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and 90 degrees so that it's facing forward.
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There we go.
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So as we've mentioned, usually the chest is gonna be pushing back
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and then the neck is gonna be coming
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in this sort of like direction from the chest
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and we're gonna get the head on the top part.
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So I'm gonna grab my move brush, make it really, really big.
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I'm gonna push the back so it's a little bit flatter.
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Usually when we see the back of the character,
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the back tends to be really, really flat
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and you can see the neck like pushing right around there.
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Also, I'm gonna remove a lot of volume here
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from the chest just now.
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I wanna kind of like debuff him for just a second
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and we're gonna get this character right here.
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Let me show you real quick.
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There's a very important male proportion graph
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that we use quite a bit.
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Male proportion graph.
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Anatomy.
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There we go.
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It's this one right here.
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So I'm gonna copy it.
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Let's paste it here in pure ref
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and let's make it a little bit big.
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So this proportion graph is really important because here is where we can see
again
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how the different volumes are playing with each other. So for instance, the butt
of our character
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is going to be aligned with the back of our back with this part right here where
the
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scapulas are. Then we have this dip here on the abdomen, we see how far the
chest is pushing.
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This is of course for a like normal human, but in this case of our Oni who is
heavily stylized,
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we're just going to take the same sort of like principles that we have here and
push it to 11,
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so if we take this into account, it's going to be very easy to see that we need
to use
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our Move Brush for instance to bring all of this mass forward or back in this
case,
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push this in as well and now we can inflate the chest here a little bit more.
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On the Oni, we can also use our Move Brush. Let's just do the very quick horns
right here
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just to give ourselves a little bit of an idea of how this thing is going to
look. Let's Dynamesh
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and whoop, we get this very, very weird problem. That's very weird.
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Now, I think the reason why this is happening is because I rotated the character
and for some
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reason it doesn't like that. Let's go to geometry real quick and I'm just going
to do a mirror and
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weld. And now when we dynamesh, it should work perfectly fine. Let's try this
again. There we
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go. So the mirror and then weld is just going to like mirror from one side to
the other. It's
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going to forget that it got like rotated and now we're good. So yeah, there we
go. Again,
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with my move brush, the thing that I want to do right now is I just want to
capture like the
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main shapes of the character. So I can imagine that that back here, we're going
to have like
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the big trapezius muscle. I'm just going to push the silhouette up a little bit
right there
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because it's a very, very bulky character. And we're going to use our dimension
standard to
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start marking some of the landmarks of our element. Another thing I'm going to
do is I'm
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going to change this skin shader to our starter material. You guys remember the
longer one that
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we've used before? So let's go right there. So this is the middle section or the
middle line.
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And we can see here on our character that we're going to have the pectoral
muscles right around here where the clavicles are.
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So I'm going to create a line going from the clavicles towards the shoulders.
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Again, bony landmarks are very important because they're going to allow us to
build all of the things that we want.
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On the face, I'm going to create a center line right here and I'm going to
create the eyes right around there.
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I can see that the eyes are a little bit higher than other things.
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We also have some pointy ears. So again, move brush and let's just create the
pointy ears right there for our character.
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If the horns are too thin, we can use a V, I and N, which is the inflate brush.
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And we can inflate the horns a little bit more so they're a little bit stronger.
There we go.
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Now, how can we properly measure the heads of our character to make sure that we
are following the same proportions that we have here on our concept?
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There's a couple of ways to do it. I'm going to show you two right now.
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The first one, which I particularly like quite a bit, is using some cubes as
lines.
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So I'm going to create a cube right here.
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I'm going to make this very, very thin, but not thin enough that we don't see
it.
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I'm going to position this right where the head starts, or where the hairline
starts,
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and then I'm going to press Ctrl-Alt, and I'm going to move it down here to
where the
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face is, to the chin.
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So that's going to be my head-like proportion.
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Then what we can do is we can just, again, Ctrl-Alt, duplicate this, align them
as close
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as possible to the last one, so right around there, probably a little bit more,
and that's
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where the nipples are going to be, and then this one is where the navel is going
to be,
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and as you can see, this is where the pelvis should be.
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So far, we're in a good position, but then if I do one more, two, three, four,
and five,
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you can see that we're not actually there, compared to the concept where we saw
that
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this guy's nine head stall, we're still like...
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Almost there but not quite. So I'm gonna go to the character here and what I'm
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gonna do is I'm gonna mask out all of the hips right here, invert the mask and
just
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scale them so that we actually reach the floor right there. So it's gonna like
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stretch the legs a little bit more and we're gonna get the proper proportion
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that we're looking for. Now you can see on the concept that he's standing with
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his hip like thrusting forward. So one of the things that we need to do here, so
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I'm gonna press B, M, V with my move brush. Let's turn off this guy's for just
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a second and let's modify the positions of our character right here. There we
go.
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Of course we can start playing with the thickness here and don't worry again
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about all of the muscles, we're not doing that right now. Now here I'm gonna
show
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you two very important tricks to make sure that all of our things are balanced.
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If I go to the base of my clavicles right here and I draw a diamond shape,
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okay, again imagine if we turn this guy on.
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We already know that that's the nipples, so the navel should be around there on
the third line.
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So if I draw a line from this guy to the nipples and then to the navel, we
should see a very
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equilateral like square right here, okay? If you don't see this shape, if this
shape looks
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too elongated or too short, then that means that your proportions are a little
bit off.
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Then from the navel we're going to go to a specific point on the hips that's
called
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the superior anterior superior iliac spine, which is a little like bony
position. Don't worry,
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we'll talk about this when we get to anatomy. It's going to be right around here
on the hips
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and then to the groin. And again, if we draw a sort of like a diamond shape, it
should be a
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fairly diamond shape right here. Actually, now that I remember, this should be
the diamond shape
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and the navel should be a little bit lower, should look like a kite. So it
should be right around here
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and we should get this sort of like kite shape. There we go.
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So that kite shape is really really important which tells me as you can see here
that some
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of my proportions are a little bit off. What do I need to do here? Well right
now I'm gonna ignore
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the little like head sizes or head count but I can probably think that my head
is a little bit
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too small so I might need to make it a little bit bigger so that this thing's
aligned properly to
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where they're supposed to align. You can also see actually it's not that they're
aligned like
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improperly. I think they're too big so let me go into my mask lasso. I'm gonna
mask everything here
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except for the head and if we go up here and we scale this down there we go.
That should match
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the scale a little bit better but now he looks way too short. I'm just gonna
keep it like this
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for now okay so let's let's follow the the little kite guide for now. The other
way in which I can
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show you how to do the head proportions is by using the old transpose line.
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So if I go to W, you guys remember that we're right now on the gizmo.
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I'm going to click on this gizmo right here.
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And now we're going to be into this transpose line.
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And one of the cool things about this transpose line is that
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it works on like a ruler.
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So we got all of this points that tells us how many units we have right
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now, they're like arbitrary units.
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So if I just press shift and drag down, you can see that this face or
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the head is measuring 0.7 units.
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But what I can do here is I can drag a new line going from the hairline to
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the chin, which we right around there.
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And if I go to preferences and then to my transpose units, I can set
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the calibration distance to one.
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Okay.
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And set the units to one.
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There we go.
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Oh, units is fine.
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And nope, sorry.
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I made a mistake right there.
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Preferences transpose units.
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We're going to set this unit to one unit.
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There we go.
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And the calibration distance is going to be one unit.
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It's perfect.
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So now, as you can see, this distance is one unit.
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We compress knowledge for you!
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And what happens now, if, if I go, let's say from the chin, if I start
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measuring from the chin down, I should be able to measure when the foreheads
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end, which as you can see, the foreheads are going to end right around there.
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This is going to give you a more precise definition.
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You can see that the second head ends right there and the third head ends right
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there.
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So it's one, two, three, four, and then the main half.
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Um, so yeah, this is a perfect way to also measure things.
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So ideally if we measure distance, this is where the, uh, roughly where the
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nipples are going to be like right around there.
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So you can use either one of those options to check proportions.
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You can use this one right here, which is the cubes.
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I particularly think this is a little bit easier for beginners.
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And if you want to use the transpose line, this is hit right here.
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Now just keep in mind that if you want to go back to the gizmo, you're going to
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have to delete this gizmo 3d again.
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And now we're back onto the gizmo.
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So that's the first part of the, of the whole like proportion, proportion
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blocking here for a character.
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Again, don't worry too much about anatomy just yet.
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We're going to be like modifying and adjusting that.
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Don't worry about the cloth either.
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We're going to be focusing on all of the anatomy first, and then we're
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going to address up the character.
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We just want to get like the general, the general idea of where things are.
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So let's keep going with some important landmarks right here.
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This thing right here, by the way, this sort of like kite and, and like a
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square that we're going to find right here.
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This is called constellation drawing.
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It's a perfectly good way to, to like find again, the bony like
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landmarks of a character and use them as a guide to generate the rest of the.
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So from the clavicles, we're going to have the humerus.
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The humerus is the bone that goes down the middle of the arm, right around here.
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And again, if you like draw an arc, you should have the navel roughly at
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the same distance where the elbow is.
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So the elbow is going to be right here.
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I like to create this sort of like U shape to indicate where the elbow is going
to be.
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Then from the elbow, we're going to go towards the wrist and the wrist is going
to be in this section
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right here. On the front side, we're also going to have some muscles and stuff.
We're going to
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talk about them later when we get into arm anatomy. On this side right here,
we're going to have the
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femur, which is going to go out and then down to where we're going to have the
knee. Again,
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I'm going to use this little shape right here, just like a U shape to indicate
myself or remind
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myself where the knee is supposed to be. And then we go all the way down to the
ankle, which again,
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I'm going to sort of like divide and separate from the foot. There we go. On the
backside of
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the character, we got, of course, the spine. It's going to be going all the way
down towards the
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butt. And here on the upper part, we got again the humerus and we got a little
triangle that's
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called the scapula. It's going to be right around here. Of course, this
character is going to have
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different proportions and things like that, but this is usually where the
scapula is going to be.
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When
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seen from the front, we're also going to have another very, very important
landmark, which is
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the border of the ribcage, the ribcage border. It's going to start right around
here,
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and it's going to go around the character, and it's going to go up into the back
like this.
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And again, that one's going to be very important because that, I think it's a
little bit low
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actually, that one is going to be dividing the chest from the abdomen. So on the
front part
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of our character, we're going to have this two main areas, which is going to be
the chest up here
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and the abdomen right here. And that's it. With this done, as you can see,
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we have a cleaner silhouette. Let me save this real quick so that we can compare
it.
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So this is going to be Oni001. And if we very quickly load Oni start, you're
going to see that
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this was the very like ugly sort of like a gumball or Gumby effect that we had
right here. There we
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go. And now by doing a little bit of fixing on the proportions, we start to get
something that
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resembles a lot more what we have on our concept.
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So I'm going to stop right here, my friends, and in the next video, before
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we jump onto the muscles, I do need to go over some muscle theory.
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So some very basic concepts that we need to understand about the shapes
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and forms of our character before we can start sculpting them
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in our base mesh right here.
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So make sure to get to this point, place all of your points, all of your
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references, so that you don't forget.
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These are references that we're going to be erasing and rebuilding
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as many times as we need.
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This is a very traditional way to do a clay sculpting as well.
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And yeah, from here on out, we're going to start looking at some of the anatomy
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and the main forms of our character.
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So hang on tight and I'll see you back on the next one.
23611
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