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Hi guys, welcome back to the next part of the series.
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Today we're going to be taking a look at a very nice set of brushes that we have
that
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are called the curve brushes.
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If you've been using ZBrush or if you're going to be using ZBrush for quite a
bit, you need
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to get used to how these brushes work because they are very, very handy.
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So there's a lot of curve brushes here on our default place, curved lathe,
curved multitube,
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curved pinch, curved quad fill, curved flat snap, a lot of them.
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Right now I'm using this one called curved tube which is probably the one that
you use
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the most and we need to understand how these curve brushes work because they
work a little
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bit different to traditional brushes.
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The way they work is as follows.
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Right now I'm just in this very simple cylinder and if I draw a curve on my
grid, I'm going
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to get a mesh that's being extruded pretty much along that curve.
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You can see the curve is right there and I can actually click the curve and move
it around
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which is quite handy because I can pretty much adjust and position this exactly
where
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I want.
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You can see for instance here I can start.
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Playing with the three dimensionality of it.
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So curves are a really, really, really cool way to create very like intricate
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shapes that will be pretty much impossible to do in a traditional sense.
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Now, there are again, a couple of things that we need to know.
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First, while that curve is active, you can actually modify it and change
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a lot of things about the curve.
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For instance, let's say I created this curve and I want now to
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make it either bigger or smaller.
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If I go out of the curve and I press space bar and make my brush bigger,
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when I click again on the curve, it's going to update it to the size of your
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brush and therefore it's going to be thicker or I can go smaller, click on
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the curve again, and we're going to get a smaller like profile here for the
curve.
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So that's one way to do it.
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Another way, as I just show you is by grabbing any of this points right
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here and just moving them along.
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And as you can see, I can pretty much do like laces or bandages or
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a lot of different things.
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And the curve is going to try its best to adapt itself to whatever
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like thing I want to create.
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It can be a little bit difficult to control.
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So there's a couple of again, tools that we can use.
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For instance, if we go to the stroke menu, this is where all of the, like
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options for the curves are going to be.
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We have this curve section right here, and we got this, bend start,
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bend and lock start, lock end.
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So right now I have this lock start set to on, which means that the beginning
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of the curve right there is always going to remain there.
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However, if I remove it, you can see that I can freely move the curve
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and the beginning of the point is going to be floating around in space.
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Let's position this back again, right there.
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I can go again to stroke, turn on lock start.
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And now no matter how much I move it, the start of the curve is always going
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to be in that particular position.
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You can also do the same thing for instance, with lock end.
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If I do lock end, then especially if I try to move like other parts of the
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curve, they should remain or the end should try to remain as still as
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possible as you can see right there.
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So yeah, those are two functions that we can use.
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Another function that we can use with the curves, for instance, other than
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the size and the lock end and.
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lock start and lock end, is we can also go to the stroke option and down here in
curve modifiers,
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we can change how this thing looks. So if we go to stroke and we, for instance,
change the size
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of the curve and we click on this, we're going to get a falloff. So in this
case, we start very small
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and then we go to a very thick effect. We can invert that by going here to the
stroke and
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moving this graph around. So if I move this down and I push this point up and I
click on this thing,
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as you can see, now it's going to be inverted. The vase of the little like snake
thing here
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is going to be really thick and the point is going to be really thin. And you
can play with
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as many points as you want. If you click on any point of the curve, you can
modify the profile
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of that curve and generate a very, very interesting results. At any point, you
can just reset this
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curve, click again, and it's going to be back to the beginning. The only thing I
need to do here,
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if I don't want to have the size enabled, is to go again to the stroke and here,
remove the size and
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just click on the element. And now everything's going to be perfectly, perfectly
uniform.
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The interesting thing about the scripts, again, is that they're very dynamic.
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So depending on the type of stuff that we're doing, they're going to be really,
really helpful.
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Later on, we're going to be using them for, for instance, like the belts and
some of the chains
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and things that he has on several parts of the character,
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because it's very easy to generate or create these straps by utilizing this sort
of curvatures and brushes.
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If you try to sculpt them by hand, you can definitely do it, but it's going to
take you quite a bit of time.
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So the other thing that's important to know is once you're happy with the
script,
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if you want to draw a new curve, you need to click outside or in any place of
the geometry itself
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so that the curve gets deleted.
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And now we can draw another curve and start from scratch.
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So let's go back to our Oni here and let's go to the side view.
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I'm going to go to the top view, make sure that symmetry is turned on.
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And if you can see the horns right here, very similar or very simple, like U
shaped horns pointing up.
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So what I'm going to do is I'm going to get a like roughly the size of the horn
compared to the element.
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And I'm just going to create the curvature right there.
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I'm going to go to stroke.
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I'm going to go to the curve modifiers.
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I'm going to say lock start only.
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And if we go to the modifiers over here, I want to change the size.
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As you can see, that one right now is inverted.
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So we're going to grab this point right there, bring it all the way down and
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bring this point, bring it all the way up and look at that, we get a very, very
nice
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effect and we can grab this step for instance, move it out.
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Well, actually that one I'm going to leave right there.
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What I'm going to do is I'm going to start moving some of this parts out.
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And as you can see, we can capture the same curvature that we have on the
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concept in a very, very, very clean and a nice way.
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I think they need to be a little bit thicker.
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So I'm going to make them a little bit bigger with my mouse and just click.
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Uh, uh, probably let's go to like 50.
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So 50, there we go.
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Oh, that's a little bit better.
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Okay.
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Let's just move them a little bit.
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Oh, it seems like I accidentally duplicate them.
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It's fine.
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So let's clean the shapes again here.
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Very, very quickly.
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You can actually smooth the curve.
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If you should be able to smooth the curve. Now that one's smoothing the
geometry.
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Okay, so let's push this out a little bit. I still think they're a little bit
thin. I'm
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going to go up here instead. So on my draw size, I'm going to go to like 64.
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That's a lot better. I think that's a little bit closer to what we want.
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Now, another thing that we can do, I feel like the tips of this horns are not as
thin as what
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we have right here. I'm going to push them back a little bit more to create this
very nice curvature.
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And if we go to again to the stroke palette, we can push this point a little bit
up like that.
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And when we update, as you can see, the horn is not going to be as pointy. So
you don't have to
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go to the limits. And as I've mentioned before, we can also vary the the
distance right there.
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I think with something like this should be more than enough. And once we're
happy,
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I just click outside of the object outside of the character. And that's pretty
much it.
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So yeah, with this done now, one thing that this horns have, as you can see,
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is that they have really clean topology. So if I want to conserve the super
smooth
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effect that he has on the horns,
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it might not be a good idea, to be honest, to, what's the word, to, to dynamish
this with the
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rest of the elements. Usually horns are like made of separate materials. So it's
also a good idea to
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keep it as a separate effect. So I'm going to press Ctrl W right now, and we
should have two
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polygroups. And it should be fairly easy to go over here and say a split, again,
a group split.
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So now we're going to have the horns as a separate sub tool. And this horns,
we're not going to do
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dynamish. If we want to add detail, they have a really nice clean topology right
now. So
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the best thing we can do is just add subdivision levels. You guys remember the
shortcut, it's
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Ctrl D. So I'm going to say Ctrl D once, Ctrl D twice, Ctrl D three times. And
there we go.
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So as you can see, we got a very, very smooth horn. And we're going to be able
to add all of
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those nice little details on the horns later on, probably with alphas, because
as you can see,
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they're not as complex. One thing I am going to do, though, is I'm going to push
this guys a
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little bit closer to the, to the center of the, of the head of the forehead.
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You can see that the distance, like the distance that we have from the eyebrow
to the horns is a
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little bit higher. So I'm gonna like reset the pivot point by pressing alt and
clicking on this
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thing and just pushing them up and a little bit higher so that we can see a
little bit more of
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the face. I'm also looking at the distance that we have right here in between
the, the horns and
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it seems to be a little bit more like separated. So I'm gonna push them out and
their curvature
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seems to be pointing a little bit closer to the center. So I'm gonna rotate them
in
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something like that right around there. I think that matches things quite
nicely. I do feel like
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my horns are a little bit longer and this one seemed to be a little bit more
squashed.
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So I'm gonna go with a scale here. I'm just gonna scale them down a little bit.
That should keep
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the curvature will give me something that looks a little bit closer to the, to
the concept.
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So yeah, that's pretty much it for the horse. My friends, the curve brush is a
really,
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really powerful brush. We're going to be using it a lot more later on with the
cloth and also
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with the hair. We're going to be building the hair with some curves as well.
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And yeah, it's important that you understand that we can modify it and that when
you're finished,
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just click on the geometry to clean it and continue adding more curves to your
character.
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So that's pretty much it for this one, my friends. Although I do feel like we
can add some more.
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Where's my pen? There we go. So I kind of want to go to my head right now. And
you can see that
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the head is floating a little bit. So I definitely need to add the like the
insertion point to the
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horns. We're going to keep it stylized as well. You can see that on the
forehead, we don't have
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a lot of information, but that doesn't mean that we shouldn't have some sort of
like insertion
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point. Every single horn that you see in the animal kingdom has some sort of
like socket
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where it inserts itself. And it's very, very important for our stuff. There we
go.
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Cool. Now there's some weird like geometry right there. I'm just going to
dynamish.
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And here, what we're going to do is we're going to fade this with the direction
of the bones.
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And later on, we're just going to make it a little bit stronger.
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Just like a smooth little border right there.
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Again, I don't want to make this too realistic.
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I want to keep it more into the stylized realm.
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Subtitled by
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But I would expect there to be, again, some sort of insertion point here.
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So I'm going to keep it as a really clean insertion point.
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It reminds me a lot of Hellboy, this guy as well.
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So we're following that sort of line.
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There we go.
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So see how nice that looks.
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Let's smooth out.
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Just a little bit more volume there.
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And there we go.
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So just by adding the horns, we already get the silhouette of the character
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a lot closer to our concept.
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And we're ready to start moving on to the next stage.
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So on the next video, my friends, we're going to go, as I mentioned,
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we're going to explore each of the individual parts of the character.
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We're going to start with the eyes.
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Then we're going to do the nose, the mouth, the ears.
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And eventually, we're going to do a quick blocking of the hair
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so that we can.
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Keep polishing this guy. This chapter as well, chapter 4, it's still, we're
still like on the
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early stages. We're not on the polish stages of things. So again, be patient,
get to this point,
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and we'll see you back on the next video.
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