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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,978 --> 00:00:14,978 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. 2 00:00:15,578 --> 00:00:18,457 Always on top, there we go. 3 00:00:18,460 --> 00:00:20,657 And we're gonna make this smaller. 4 00:00:20,660 --> 00:00:23,577 So otherwise we're not gonna be able to see the whole thing. 5 00:00:23,580 --> 00:00:24,817 So let's make this guy smaller 6 00:00:24,820 --> 00:00:26,697 and let's position it right around here. 7 00:00:26,700 --> 00:00:29,777 So this next stage is what I like to call 8 00:00:29,780 --> 00:00:31,957 the proportion blocking, which is, okay, 9 00:00:31,960 --> 00:00:33,937 we got this like a Gumby sort of thing, 10 00:00:33,940 --> 00:00:37,797 like a very basic clay armature, very basic construction, 11 00:00:37,800 --> 00:00:39,857 but it will be good if we can start like defining 12 00:00:39,860 --> 00:00:41,457 some interesting parts of the character 13 00:00:41,460 --> 00:00:43,298 and making sure that we're obeying 14 00:00:43,338 --> 00:00:45,137 the sort of like proportions rules 15 00:00:45,140 --> 00:00:47,497 that we talked about in the first video of this chapter. 16 00:00:47,500 --> 00:00:49,017 So I'm gonna use my move brush here 17 00:00:49,020 --> 00:00:50,537 and I'm gonna go to the head. 18 00:00:50,540 --> 00:00:51,817 And the first thing I'm gonna do 19 00:00:51,820 --> 00:00:54,157 is I'm gonna push the head out 20 00:00:54,160 --> 00:00:57,297 and start creating the sort of like blocking that we have. 21 00:00:57,300 --> 00:01:00,331 Now, I just noticed a very bad mistake that I made here, 22 00:01:00,332 --> 00:01:02,552 Subtitled by online-courses.club We compress knowledge for you! 23 00:01:02,553 --> 00:01:02,017 but I'm gonna show you how to fix it. 24 00:01:02,020 --> 00:01:03,217 What was my mistake? 25 00:01:03,220 --> 00:01:05,817 This guy is facing back because this guy is telling me 26 00:01:05,820 --> 00:01:07,477 that the front is on this side. 27 00:01:07,480 --> 00:01:10,357 No problems, let's just go to the front view 28 00:01:10,360 --> 00:01:11,457 or to the top view. 29 00:01:11,460 --> 00:01:14,497 I'm gonna go to R and just rotate this with shift 30 00:01:14,500 --> 00:01:16,448 and 90 degrees so that it's facing forward. 31 00:01:16,608 --> 00:01:17,647 There we go. 32 00:01:17,650 --> 00:01:21,367 So as we've mentioned, usually the chest is gonna be pushing back 33 00:01:21,370 --> 00:01:23,007 and then the neck is gonna be coming 34 00:01:23,010 --> 00:01:25,167 in this sort of like direction from the chest 35 00:01:25,170 --> 00:01:29,007 and we're gonna get the head on the top part. 36 00:01:29,010 --> 00:01:31,647 So I'm gonna grab my move brush, make it really, really big. 37 00:01:31,650 --> 00:01:34,847 I'm gonna push the back so it's a little bit flatter. 38 00:01:34,850 --> 00:01:37,327 Usually when we see the back of the character, 39 00:01:37,330 --> 00:01:39,287 the back tends to be really, really flat 40 00:01:39,290 --> 00:01:42,247 and you can see the neck like pushing right around there. 41 00:01:42,250 --> 00:01:44,047 Also, I'm gonna remove a lot of volume here 42 00:01:44,050 --> 00:01:45,847 from the chest just now. 43 00:01:45,850 --> 00:01:49,447 I wanna kind of like debuff him for just a second 44 00:01:49,450 --> 00:01:51,567 and we're gonna get this character right here. 45 00:01:51,570 --> 00:01:52,687 Let me show you real quick. 46 00:01:52,690 --> 00:01:56,567 There's a very important male proportion graph 47 00:01:56,570 --> 00:01:58,247 that we use quite a bit. 48 00:01:58,250 --> 00:02:00,048 Male proportion graph. 49 00:02:01,968 --> 00:02:02,808 Anatomy. 50 00:02:04,568 --> 00:02:05,407 There we go. 51 00:02:05,410 --> 00:02:08,527 It's this one right here. 52 00:02:08,530 --> 00:02:09,607 So I'm gonna copy it. 53 00:02:09,610 --> 00:02:12,007 Let's paste it here in pure ref 54 00:02:12,010 --> 00:02:13,568 and let's make it a little bit big. 55 00:02:13,728 --> 00:02:17,567 So this proportion graph is really important because here is where we can see again 56 00:02:17,570 --> 00:02:21,887 how the different volumes are playing with each other. So for instance, the butt of our character 57 00:02:21,890 --> 00:02:25,568 is going to be aligned with the back of our back with this part right here where the 58 00:02:26,288 --> 00:02:31,967 scapulas are. Then we have this dip here on the abdomen, we see how far the chest is pushing. 59 00:02:31,970 --> 00:02:37,007 This is of course for a like normal human, but in this case of our Oni who is heavily stylized, 60 00:02:37,010 --> 00:02:41,408 we're just going to take the same sort of like principles that we have here and push it to 11, 61 00:02:41,968 --> 00:02:47,807 so if we take this into account, it's going to be very easy to see that we need to use 62 00:02:47,810 --> 00:02:52,127 our Move Brush for instance to bring all of this mass forward or back in this case, 63 00:02:52,130 --> 00:02:57,008 push this in as well and now we can inflate the chest here a little bit more. 64 00:02:57,968 --> 00:03:03,007 On the Oni, we can also use our Move Brush. Let's just do the very quick horns right here 65 00:03:03,010 --> 00:03:06,607 just to give ourselves a little bit of an idea of how this thing is going to look. Let's Dynamesh 66 00:03:06,610 --> 00:03:11,488 and whoop, we get this very, very weird problem. That's very weird. 67 00:03:11,856 --> 00:03:16,095 Now, I think the reason why this is happening is because I rotated the character and for some 68 00:03:16,098 --> 00:03:20,815 reason it doesn't like that. Let's go to geometry real quick and I'm just going to do a mirror and 69 00:03:20,818 --> 00:03:29,855 weld. And now when we dynamesh, it should work perfectly fine. Let's try this again. There we 70 00:03:29,858 --> 00:03:33,375 go. So the mirror and then weld is just going to like mirror from one side to the other. It's 71 00:03:33,378 --> 00:03:38,575 going to forget that it got like rotated and now we're good. So yeah, there we go. Again, 72 00:03:38,578 --> 00:03:42,575 with my move brush, the thing that I want to do right now is I just want to capture like the 73 00:03:42,578 --> 00:03:46,495 main shapes of the character. So I can imagine that that back here, we're going to have like 74 00:03:46,498 --> 00:03:50,256 the big trapezius muscle. I'm just going to push the silhouette up a little bit right there 75 00:03:50,976 --> 00:03:56,255 because it's a very, very bulky character. And we're going to use our dimension standard to 76 00:03:56,258 --> 00:04:00,255 start marking some of the landmarks of our element. Another thing I'm going to do is I'm 77 00:04:00,258 --> 00:04:04,815 going to change this skin shader to our starter material. You guys remember the longer one that 78 00:04:04,818 --> 00:04:09,696 we've used before? So let's go right there. So this is the middle section or the middle line. 79 00:04:09,888 --> 00:04:17,387 And we can see here on our character that we're going to have the pectoral muscles right around here where the clavicles are. 80 00:04:17,390 --> 00:04:21,387 So I'm going to create a line going from the clavicles towards the shoulders. 81 00:04:21,390 --> 00:04:26,387 Again, bony landmarks are very important because they're going to allow us to build all of the things that we want. 82 00:04:26,390 --> 00:04:30,887 On the face, I'm going to create a center line right here and I'm going to create the eyes right around there. 83 00:04:30,890 --> 00:04:34,387 I can see that the eyes are a little bit higher than other things. 84 00:04:34,390 --> 00:04:41,887 We also have some pointy ears. So again, move brush and let's just create the pointy ears right there for our character. 85 00:04:41,890 --> 00:04:46,887 If the horns are too thin, we can use a V, I and N, which is the inflate brush. 86 00:04:46,890 --> 00:04:52,887 And we can inflate the horns a little bit more so they're a little bit stronger. There we go. 87 00:04:52,890 --> 00:05:00,887 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? 88 00:05:00,890 --> 00:05:03,387 There's a couple of ways to do it. I'm going to show you two right now. 89 00:05:03,390 --> 00:05:07,388 The first one, which I particularly like quite a bit, is using some cubes as lines. 90 00:05:07,680 --> 00:05:09,279 So I'm going to create a cube right here. 91 00:05:09,282 --> 00:05:12,999 I'm going to make this very, very thin, but not thin enough that we don't see it. 92 00:05:13,002 --> 00:05:17,439 I'm going to position this right where the head starts, or where the hairline starts, 93 00:05:17,442 --> 00:05:21,479 and then I'm going to press Ctrl-Alt, and I'm going to move it down here to where the 94 00:05:21,482 --> 00:05:23,619 face is, to the chin. 95 00:05:23,622 --> 00:05:26,739 So that's going to be my head-like proportion. 96 00:05:26,742 --> 00:05:32,839 Then what we can do is we can just, again, Ctrl-Alt, duplicate this, align them as close 97 00:05:32,842 --> 00:05:37,919 as possible to the last one, so right around there, probably a little bit more, and that's 98 00:05:37,922 --> 00:05:42,479 where the nipples are going to be, and then this one is where the navel is going to be, 99 00:05:42,482 --> 00:05:46,559 and as you can see, this is where the pelvis should be. 100 00:05:46,562 --> 00:05:56,679 So far, we're in a good position, but then if I do one more, two, three, four, and five, 101 00:05:56,682 --> 00:06:02,319 you can see that we're not actually there, compared to the concept where we saw that 102 00:06:02,322 --> 00:06:05,960 this guy's nine head stall, we're still like... 103 00:06:06,080 --> 00:06:10,239 Almost there but not quite. So I'm gonna go to the character here and what I'm 104 00:06:10,242 --> 00:06:15,719 gonna do is I'm gonna mask out all of the hips right here, invert the mask and just 105 00:06:15,722 --> 00:06:20,039 scale them so that we actually reach the floor right there. So it's gonna like 106 00:06:20,042 --> 00:06:23,679 stretch the legs a little bit more and we're gonna get the proper proportion 107 00:06:23,682 --> 00:06:27,199 that we're looking for. Now you can see on the concept that he's standing with 108 00:06:27,202 --> 00:06:31,719 his hip like thrusting forward. So one of the things that we need to do here, so 109 00:06:31,722 --> 00:06:35,839 I'm gonna press B, M, V with my move brush. Let's turn off this guy's for just 110 00:06:35,842 --> 00:06:43,959 a second and let's modify the positions of our character right here. There we go. 111 00:06:43,962 --> 00:06:48,359 Of course we can start playing with the thickness here and don't worry again 112 00:06:48,362 --> 00:06:52,919 about all of the muscles, we're not doing that right now. Now here I'm gonna show 113 00:06:52,922 --> 00:06:56,239 you two very important tricks to make sure that all of our things are balanced. 114 00:06:56,242 --> 00:07:02,759 If I go to the base of my clavicles right here and I draw a diamond shape, 115 00:07:02,762 --> 00:07:06,095 okay, again imagine if we turn this guy on. 116 00:07:06,098 --> 00:07:10,336 We already know that that's the nipples, so the navel should be around there on the third line. 117 00:07:11,376 --> 00:07:18,175 So if I draw a line from this guy to the nipples and then to the navel, we should see a very 118 00:07:18,178 --> 00:07:23,455 equilateral like square right here, okay? If you don't see this shape, if this shape looks 119 00:07:23,458 --> 00:07:27,856 too elongated or too short, then that means that your proportions are a little bit off. 120 00:07:28,496 --> 00:07:32,575 Then from the navel we're going to go to a specific point on the hips that's called 121 00:07:32,578 --> 00:07:38,815 the superior anterior superior iliac spine, which is a little like bony position. Don't worry, 122 00:07:38,818 --> 00:07:42,815 we'll talk about this when we get to anatomy. It's going to be right around here on the hips 123 00:07:42,818 --> 00:07:48,335 and then to the groin. And again, if we draw a sort of like a diamond shape, it should be a 124 00:07:48,338 --> 00:07:52,815 fairly diamond shape right here. Actually, now that I remember, this should be the diamond shape 125 00:07:52,818 --> 00:07:58,335 and the navel should be a little bit lower, should look like a kite. So it should be right around here 126 00:07:58,338 --> 00:08:02,656 and we should get this sort of like kite shape. There we go. 127 00:08:04,048 --> 00:08:08,047 So that kite shape is really really important which tells me as you can see here that some 128 00:08:08,050 --> 00:08:14,127 of my proportions are a little bit off. What do I need to do here? Well right now I'm gonna ignore 129 00:08:14,130 --> 00:08:20,207 the little like head sizes or head count but I can probably think that my head is a little bit 130 00:08:20,210 --> 00:08:24,527 too small so I might need to make it a little bit bigger so that this thing's aligned properly to 131 00:08:24,530 --> 00:08:29,007 where they're supposed to align. You can also see actually it's not that they're aligned like 132 00:08:29,010 --> 00:08:35,487 improperly. I think they're too big so let me go into my mask lasso. I'm gonna mask everything here 133 00:08:35,490 --> 00:08:45,727 except for the head and if we go up here and we scale this down there we go. That should match 134 00:08:45,730 --> 00:08:49,487 the scale a little bit better but now he looks way too short. I'm just gonna keep it like this 135 00:08:49,490 --> 00:08:55,247 for now okay so let's let's follow the the little kite guide for now. The other way in which I can 136 00:08:55,250 --> 00:08:59,568 show you how to do the head proportions is by using the old transpose line. 137 00:08:59,936 --> 00:09:03,656 So if I go to W, you guys remember that we're right now on the gizmo. 138 00:09:03,816 --> 00:09:05,495 I'm going to click on this gizmo right here. 139 00:09:05,498 --> 00:09:07,416 And now we're going to be into this transpose line. 140 00:09:07,696 --> 00:09:09,895 And one of the cool things about this transpose line is that 141 00:09:09,898 --> 00:09:11,095 it works on like a ruler. 142 00:09:11,098 --> 00:09:15,255 So we got all of this points that tells us how many units we have right 143 00:09:15,258 --> 00:09:16,735 now, they're like arbitrary units. 144 00:09:16,738 --> 00:09:20,255 So if I just press shift and drag down, you can see that this face or 145 00:09:20,258 --> 00:09:22,696 the head is measuring 0.7 units. 146 00:09:23,056 --> 00:09:27,655 But what I can do here is I can drag a new line going from the hairline to 147 00:09:27,658 --> 00:09:29,696 the chin, which we right around there. 148 00:09:30,016 --> 00:09:35,976 And if I go to preferences and then to my transpose units, I can set 149 00:09:36,016 --> 00:09:37,976 the calibration distance to one. 150 00:09:39,016 --> 00:09:39,516 Okay. 151 00:09:39,856 --> 00:09:41,696 And set the units to one. 152 00:09:43,296 --> 00:09:43,936 There we go. 153 00:09:45,096 --> 00:09:46,176 Oh, units is fine. 154 00:09:48,136 --> 00:09:49,616 And nope, sorry. 155 00:09:49,656 --> 00:09:50,775 I made a mistake right there. 156 00:09:50,778 --> 00:09:52,016 Preferences transpose units. 157 00:09:52,096 --> 00:09:53,856 We're going to set this unit to one unit. 158 00:09:54,416 --> 00:09:55,336 There we go. 159 00:09:55,816 --> 00:09:57,895 And the calibration distance is going to be one unit. 160 00:09:57,898 --> 00:09:58,496 It's perfect. 161 00:09:58,720 --> 00:10:00,812 So now, as you can see, this distance is one unit. 162 00:10:00,813 --> 00:10:02,997 Subtitled by online-courses.club We compress knowledge for you! 163 00:10:02,998 --> 00:10:05,679 And what happens now, if, if I go, let's say from the chin, if I start 164 00:10:05,682 --> 00:10:10,080 measuring from the chin down, I should be able to measure when the foreheads 165 00:10:10,200 --> 00:10:15,080 end, which as you can see, the foreheads are going to end right around there. 166 00:10:15,120 --> 00:10:17,560 This is going to give you a more precise definition. 167 00:10:17,760 --> 00:10:20,999 You can see that the second head ends right there and the third head ends right 168 00:10:21,002 --> 00:10:21,159 there. 169 00:10:21,162 --> 00:10:24,960 So it's one, two, three, four, and then the main half. 170 00:10:25,480 --> 00:10:28,539 Um, so yeah, this is a perfect way to also measure things. 171 00:10:28,542 --> 00:10:33,499 So ideally if we measure distance, this is where the, uh, roughly where the 172 00:10:33,502 --> 00:10:35,460 nipples are going to be like right around there. 173 00:10:35,820 --> 00:10:39,139 So you can use either one of those options to check proportions. 174 00:10:39,142 --> 00:10:41,060 You can use this one right here, which is the cubes. 175 00:10:41,140 --> 00:10:43,620 I particularly think this is a little bit easier for beginners. 176 00:10:43,900 --> 00:10:46,460 And if you want to use the transpose line, this is hit right here. 177 00:10:46,660 --> 00:10:49,099 Now just keep in mind that if you want to go back to the gizmo, you're going to 178 00:10:49,102 --> 00:10:50,740 have to delete this gizmo 3d again. 179 00:10:50,980 --> 00:10:53,020 And now we're back onto the gizmo. 180 00:10:53,508 --> 00:10:57,807 So that's the first part of the, of the whole like proportion, proportion 181 00:10:57,810 --> 00:10:59,088 blocking here for a character. 182 00:10:59,128 --> 00:11:01,887 Again, don't worry too much about anatomy just yet. 183 00:11:01,890 --> 00:11:04,848 We're going to be like modifying and adjusting that. 184 00:11:05,048 --> 00:11:06,607 Don't worry about the cloth either. 185 00:11:06,610 --> 00:11:09,367 We're going to be focusing on all of the anatomy first, and then we're 186 00:11:09,370 --> 00:11:10,648 going to address up the character. 187 00:11:10,888 --> 00:11:14,648 We just want to get like the general, the general idea of where things are. 188 00:11:14,848 --> 00:11:17,328 So let's keep going with some important landmarks right here. 189 00:11:17,528 --> 00:11:21,008 This thing right here, by the way, this sort of like kite and, and like a 190 00:11:21,088 --> 00:11:22,728 square that we're going to find right here. 191 00:11:22,928 --> 00:11:24,487 This is called constellation drawing. 192 00:11:24,490 --> 00:11:28,327 It's a perfectly good way to, to like find again, the bony like 193 00:11:28,330 --> 00:11:32,408 landmarks of a character and use them as a guide to generate the rest of the. 194 00:11:33,168 --> 00:11:36,368 So from the clavicles, we're going to have the humerus. 195 00:11:36,408 --> 00:11:40,008 The humerus is the bone that goes down the middle of the arm, right around here. 196 00:11:40,288 --> 00:11:44,367 And again, if you like draw an arc, you should have the navel roughly at 197 00:11:44,370 --> 00:11:46,208 the same distance where the elbow is. 198 00:11:46,528 --> 00:11:48,487 So the elbow is going to be right here. 199 00:11:48,490 --> 00:11:52,168 I like to create this sort of like U shape to indicate where the elbow is going to be. 200 00:11:52,688 --> 00:11:57,567 Then from the elbow, we're going to go towards the wrist and the wrist is going to be in this section 201 00:11:57,570 --> 00:12:01,567 right here. On the front side, we're also going to have some muscles and stuff. We're going to 202 00:12:01,570 --> 00:12:06,367 talk about them later when we get into arm anatomy. On this side right here, we're going to have the 203 00:12:06,370 --> 00:12:10,687 femur, which is going to go out and then down to where we're going to have the knee. Again, 204 00:12:10,690 --> 00:12:14,927 I'm going to use this little shape right here, just like a U shape to indicate myself or remind 205 00:12:14,930 --> 00:12:20,047 myself where the knee is supposed to be. And then we go all the way down to the ankle, which again, 206 00:12:20,050 --> 00:12:28,127 I'm going to sort of like divide and separate from the foot. There we go. On the backside of 207 00:12:28,130 --> 00:12:32,527 the character, we got, of course, the spine. It's going to be going all the way down towards the 208 00:12:32,530 --> 00:12:38,207 butt. And here on the upper part, we got again the humerus and we got a little triangle that's 209 00:12:38,210 --> 00:12:42,927 called the scapula. It's going to be right around here. Of course, this character is going to have 210 00:12:42,930 --> 00:12:46,927 different proportions and things like that, but this is usually where the scapula is going to be. 211 00:12:46,930 --> 00:12:48,208 When 212 00:12:48,672 --> 00:12:53,151 seen from the front, we're also going to have another very, very important landmark, which is 213 00:12:53,154 --> 00:12:58,031 the border of the ribcage, the ribcage border. It's going to start right around here, 214 00:12:58,034 --> 00:13:03,472 and it's going to go around the character, and it's going to go up into the back like this. 215 00:13:04,192 --> 00:13:07,391 And again, that one's going to be very important because that, I think it's a little bit low 216 00:13:07,394 --> 00:13:13,151 actually, that one is going to be dividing the chest from the abdomen. So on the front part 217 00:13:13,154 --> 00:13:17,711 of our character, we're going to have this two main areas, which is going to be the chest up here 218 00:13:17,714 --> 00:13:21,951 and the abdomen right here. And that's it. With this done, as you can see, 219 00:13:21,954 --> 00:13:26,271 we have a cleaner silhouette. Let me save this real quick so that we can compare it. 220 00:13:26,274 --> 00:13:33,871 So this is going to be Oni001. And if we very quickly load Oni start, you're going to see that 221 00:13:33,874 --> 00:13:40,351 this was the very like ugly sort of like a gumball or Gumby effect that we had right here. There we 222 00:13:40,354 --> 00:13:45,231 go. And now by doing a little bit of fixing on the proportions, we start to get something that 223 00:13:45,234 --> 00:13:48,192 resembles a lot more what we have on our concept. 224 00:13:48,592 --> 00:13:51,951 So I'm going to stop right here, my friends, and in the next video, before 225 00:13:51,954 --> 00:13:55,671 we jump onto the muscles, I do need to go over some muscle theory. 226 00:13:55,674 --> 00:13:59,071 So some very basic concepts that we need to understand about the shapes 227 00:13:59,074 --> 00:14:02,152 and forms of our character before we can start sculpting them 228 00:14:02,352 --> 00:14:04,152 in our base mesh right here. 229 00:14:04,312 --> 00:14:07,791 So make sure to get to this point, place all of your points, all of your 230 00:14:07,794 --> 00:14:09,391 references, so that you don't forget. 231 00:14:09,394 --> 00:14:11,792 These are references that we're going to be erasing and rebuilding 232 00:14:11,972 --> 00:14:13,071 as many times as we need. 233 00:14:13,074 --> 00:14:16,312 This is a very traditional way to do a clay sculpting as well. 234 00:14:16,592 --> 00:14:20,711 And yeah, from here on out, we're going to start looking at some of the anatomy 235 00:14:20,714 --> 00:14:22,311 and the main forms of our character. 236 00:14:22,314 --> 00:14:24,672 So hang on tight and I'll see you back on the next one. 23611

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