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These are the user uploaded subtitles that are being translated: 1 00:00:05,242 --> 00:00:08,001 Hi guys, welcome back to the next part of the series. 2 00:00:08,004 --> 00:00:11,681 Today we're going to be taking a look at a very nice set of brushes that we have that 3 00:00:11,684 --> 00:00:13,441 are called the curve brushes. 4 00:00:13,444 --> 00:00:16,281 If you've been using ZBrush or if you're going to be using ZBrush for quite a bit, you need 5 00:00:16,284 --> 00:00:20,121 to get used to how these brushes work because they are very, very handy. 6 00:00:20,124 --> 00:00:27,361 So there's a lot of curve brushes here on our default place, curved lathe, curved multitube, 7 00:00:27,364 --> 00:00:31,481 curved pinch, curved quad fill, curved flat snap, a lot of them. 8 00:00:31,484 --> 00:00:34,801 Right now I'm using this one called curved tube which is probably the one that you use 9 00:00:34,804 --> 00:00:39,241 the most and we need to understand how these curve brushes work because they work a little 10 00:00:39,244 --> 00:00:41,281 bit different to traditional brushes. 11 00:00:41,284 --> 00:00:42,761 The way they work is as follows. 12 00:00:42,764 --> 00:00:48,161 Right now I'm just in this very simple cylinder and if I draw a curve on my grid, I'm going 13 00:00:48,164 --> 00:00:52,161 to get a mesh that's being extruded pretty much along that curve. 14 00:00:52,164 --> 00:00:55,761 You can see the curve is right there and I can actually click the curve and move it around 15 00:00:55,764 --> 00:01:00,082 which is quite handy because I can pretty much adjust and position this exactly where 16 00:01:00,123 --> 00:01:02,325 Subtitled by online-courses.club We compress knowledge for you! 17 00:01:02,326 --> 00:01:01,081 I want. 18 00:01:01,084 --> 00:01:02,362 You can see for instance here I can start. 19 00:01:02,504 --> 00:01:05,264 Playing with the three dimensionality of it. 20 00:01:05,504 --> 00:01:09,663 So curves are a really, really, really cool way to create very like intricate 21 00:01:09,666 --> 00:01:13,544 shapes that will be pretty much impossible to do in a traditional sense. 22 00:01:13,984 --> 00:01:16,183 Now, there are again, a couple of things that we need to know. 23 00:01:16,186 --> 00:01:20,703 First, while that curve is active, you can actually modify it and change 24 00:01:20,706 --> 00:01:22,024 a lot of things about the curve. 25 00:01:22,184 --> 00:01:25,743 For instance, let's say I created this curve and I want now to 26 00:01:25,746 --> 00:01:27,344 make it either bigger or smaller. 27 00:01:27,624 --> 00:01:31,544 If I go out of the curve and I press space bar and make my brush bigger, 28 00:01:31,784 --> 00:01:34,863 when I click again on the curve, it's going to update it to the size of your 29 00:01:34,866 --> 00:01:38,623 brush and therefore it's going to be thicker or I can go smaller, click on 30 00:01:38,626 --> 00:01:43,063 the curve again, and we're going to get a smaller like profile here for the curve. 31 00:01:43,066 --> 00:01:44,264 So that's one way to do it. 32 00:01:44,584 --> 00:01:47,503 Another way, as I just show you is by grabbing any of this points right 33 00:01:47,506 --> 00:01:48,863 here and just moving them along. 34 00:01:48,866 --> 00:01:52,703 And as you can see, I can pretty much do like laces or bandages or 35 00:01:52,706 --> 00:01:53,664 a lot of different things. 36 00:01:53,824 --> 00:01:57,063 And the curve is going to try its best to adapt itself to whatever 37 00:01:57,066 --> 00:01:58,464 like thing I want to create. 38 00:01:58,916 --> 00:02:00,955 It can be a little bit difficult to control. 39 00:02:00,958 --> 00:02:03,035 So there's a couple of again, tools that we can use. 40 00:02:03,038 --> 00:02:06,595 For instance, if we go to the stroke menu, this is where all of the, like 41 00:02:06,598 --> 00:02:08,116 options for the curves are going to be. 42 00:02:08,396 --> 00:02:12,155 We have this curve section right here, and we got this, bend start, 43 00:02:12,158 --> 00:02:13,895 bend and lock start, lock end. 44 00:02:13,898 --> 00:02:18,035 So right now I have this lock start set to on, which means that the beginning 45 00:02:18,038 --> 00:02:20,195 of the curve right there is always going to remain there. 46 00:02:20,198 --> 00:02:23,636 However, if I remove it, you can see that I can freely move the curve 47 00:02:23,656 --> 00:02:26,996 and the beginning of the point is going to be floating around in space. 48 00:02:27,256 --> 00:02:28,976 Let's position this back again, right there. 49 00:02:29,216 --> 00:02:31,715 I can go again to stroke, turn on lock start. 50 00:02:31,718 --> 00:02:35,495 And now no matter how much I move it, the start of the curve is always going 51 00:02:35,498 --> 00:02:37,256 to be in that particular position. 52 00:02:37,536 --> 00:02:39,775 You can also do the same thing for instance, with lock end. 53 00:02:39,778 --> 00:02:44,535 If I do lock end, then especially if I try to move like other parts of the 54 00:02:44,538 --> 00:02:48,295 curve, they should remain or the end should try to remain as still as 55 00:02:48,298 --> 00:02:49,656 possible as you can see right there. 56 00:02:50,156 --> 00:02:52,615 So yeah, those are two functions that we can use. 57 00:02:52,618 --> 00:02:56,035 Another function that we can use with the curves, for instance, other than 58 00:02:56,038 --> 00:02:58,376 the size and the lock end and. 59 00:02:59,088 --> 00:03:04,527 lock start and lock end, is we can also go to the stroke option and down here in curve modifiers, 60 00:03:04,530 --> 00:03:09,567 we can change how this thing looks. So if we go to stroke and we, for instance, change the size 61 00:03:09,570 --> 00:03:14,847 of the curve and we click on this, we're going to get a falloff. So in this case, we start very small 62 00:03:14,850 --> 00:03:20,127 and then we go to a very thick effect. We can invert that by going here to the stroke and 63 00:03:20,130 --> 00:03:26,447 moving this graph around. So if I move this down and I push this point up and I click on this thing, 64 00:03:26,450 --> 00:03:31,007 as you can see, now it's going to be inverted. The vase of the little like snake thing here 65 00:03:31,010 --> 00:03:34,607 is going to be really thick and the point is going to be really thin. And you can play with 66 00:03:34,610 --> 00:03:38,607 as many points as you want. If you click on any point of the curve, you can modify the profile 67 00:03:38,610 --> 00:03:43,647 of that curve and generate a very, very interesting results. At any point, you can just reset this 68 00:03:43,650 --> 00:03:47,647 curve, click again, and it's going to be back to the beginning. The only thing I need to do here, 69 00:03:47,650 --> 00:03:52,367 if I don't want to have the size enabled, is to go again to the stroke and here, remove the size and 70 00:03:52,370 --> 00:03:56,688 just click on the element. And now everything's going to be perfectly, perfectly uniform. 71 00:03:57,904 --> 00:04:01,303 The interesting thing about the scripts, again, is that they're very dynamic. 72 00:04:01,306 --> 00:04:04,703 So depending on the type of stuff that we're doing, they're going to be really, really helpful. 73 00:04:04,706 --> 00:04:09,103 Later on, we're going to be using them for, for instance, like the belts and some of the chains 74 00:04:09,106 --> 00:04:11,903 and things that he has on several parts of the character, 75 00:04:11,906 --> 00:04:18,703 because it's very easy to generate or create these straps by utilizing this sort of curvatures and brushes. 76 00:04:18,706 --> 00:04:23,703 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. 77 00:04:23,706 --> 00:04:27,203 So the other thing that's important to know is once you're happy with the script, 78 00:04:27,206 --> 00:04:32,403 if you want to draw a new curve, you need to click outside or in any place of the geometry itself 79 00:04:32,406 --> 00:04:34,003 so that the curve gets deleted. 80 00:04:34,006 --> 00:04:37,203 And now we can draw another curve and start from scratch. 81 00:04:37,206 --> 00:04:41,703 So let's go back to our Oni here and let's go to the side view. 82 00:04:41,706 --> 00:04:44,503 I'm going to go to the top view, make sure that symmetry is turned on. 83 00:04:44,506 --> 00:04:49,803 And if you can see the horns right here, very similar or very simple, like U shaped horns pointing up. 84 00:04:49,806 --> 00:04:54,803 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. 85 00:04:54,806 --> 00:04:57,004 And I'm just going to create the curvature right there. 86 00:04:57,424 --> 00:04:58,464 I'm going to go to stroke. 87 00:04:58,504 --> 00:05:00,383 I'm going to go to the curve modifiers. 88 00:05:00,386 --> 00:05:01,924 I'm going to say lock start only. 89 00:05:02,224 --> 00:05:06,424 And if we go to the modifiers over here, I want to change the size. 90 00:05:07,124 --> 00:05:08,943 As you can see, that one right now is inverted. 91 00:05:08,946 --> 00:05:13,183 So we're going to grab this point right there, bring it all the way down and 92 00:05:13,186 --> 00:05:17,463 bring this point, bring it all the way up and look at that, we get a very, very nice 93 00:05:17,466 --> 00:05:20,263 effect and we can grab this step for instance, move it out. 94 00:05:20,266 --> 00:05:21,984 Well, actually that one I'm going to leave right there. 95 00:05:22,184 --> 00:05:24,664 What I'm going to do is I'm going to start moving some of this parts out. 96 00:05:25,344 --> 00:05:28,943 And as you can see, we can capture the same curvature that we have on the 97 00:05:28,946 --> 00:05:33,064 concept in a very, very, very clean and a nice way. 98 00:05:33,664 --> 00:05:35,103 I think they need to be a little bit thicker. 99 00:05:35,106 --> 00:05:37,624 So I'm going to make them a little bit bigger with my mouse and just click. 100 00:05:37,824 --> 00:05:41,584 Uh, uh, probably let's go to like 50. 101 00:05:42,464 --> 00:05:43,944 So 50, there we go. 102 00:05:44,784 --> 00:05:47,664 Oh, that's a little bit better. 103 00:05:47,744 --> 00:05:47,983 Okay. 104 00:05:47,986 --> 00:05:49,224 Let's just move them a little bit. 105 00:05:49,264 --> 00:05:51,464 Oh, it seems like I accidentally duplicate them. 106 00:05:51,544 --> 00:05:51,904 It's fine. 107 00:05:52,704 --> 00:05:54,423 So let's clean the shapes again here. 108 00:05:54,426 --> 00:05:55,303 Very, very quickly. 109 00:05:55,306 --> 00:05:56,824 You can actually smooth the curve. 110 00:05:57,552 --> 00:06:03,151 If you should be able to smooth the curve. Now that one's smoothing the geometry. 111 00:06:03,154 --> 00:06:06,671 Okay, so let's push this out a little bit. I still think they're a little bit thin. I'm 112 00:06:06,674 --> 00:06:11,391 going to go up here instead. So on my draw size, I'm going to go to like 64. 113 00:06:11,394 --> 00:06:14,832 That's a lot better. I think that's a little bit closer to what we want. 114 00:06:15,792 --> 00:06:19,551 Now, another thing that we can do, I feel like the tips of this horns are not as thin as what 115 00:06:19,554 --> 00:06:23,711 we have right here. I'm going to push them back a little bit more to create this very nice curvature. 116 00:06:23,714 --> 00:06:28,751 And if we go to again to the stroke palette, we can push this point a little bit up like that. 117 00:06:28,754 --> 00:06:33,551 And when we update, as you can see, the horn is not going to be as pointy. So you don't have to 118 00:06:33,554 --> 00:06:38,191 go to the limits. And as I've mentioned before, we can also vary the the distance right there. 119 00:06:38,194 --> 00:06:41,471 I think with something like this should be more than enough. And once we're happy, 120 00:06:41,474 --> 00:06:45,392 I just click outside of the object outside of the character. And that's pretty much it. 121 00:06:45,952 --> 00:06:49,631 So yeah, with this done now, one thing that this horns have, as you can see, 122 00:06:49,634 --> 00:06:53,631 is that they have really clean topology. So if I want to conserve the super smooth 123 00:06:53,634 --> 00:06:55,232 effect that he has on the horns, 124 00:06:55,456 --> 00:07:02,495 it might not be a good idea, to be honest, to, what's the word, to, to dynamish this with the 125 00:07:02,498 --> 00:07:06,735 rest of the elements. Usually horns are like made of separate materials. So it's also a good idea to 126 00:07:06,738 --> 00:07:10,575 keep it as a separate effect. So I'm going to press Ctrl W right now, and we should have two 127 00:07:10,578 --> 00:07:16,495 polygroups. And it should be fairly easy to go over here and say a split, again, a group split. 128 00:07:16,498 --> 00:07:20,095 So now we're going to have the horns as a separate sub tool. And this horns, we're not going to do 129 00:07:20,098 --> 00:07:24,496 dynamish. If we want to add detail, they have a really nice clean topology right now. So 130 00:07:25,056 --> 00:07:28,655 the best thing we can do is just add subdivision levels. You guys remember the shortcut, it's 131 00:07:28,658 --> 00:07:34,575 Ctrl D. So I'm going to say Ctrl D once, Ctrl D twice, Ctrl D three times. And there we go. 132 00:07:34,578 --> 00:07:38,495 So as you can see, we got a very, very smooth horn. And we're going to be able to add all of 133 00:07:38,498 --> 00:07:42,495 those nice little details on the horns later on, probably with alphas, because as you can see, 134 00:07:42,498 --> 00:07:47,135 they're not as complex. One thing I am going to do, though, is I'm going to push this guys a 135 00:07:47,138 --> 00:07:51,296 little bit closer to the, to the center of the, of the head of the forehead. 136 00:07:51,472 --> 00:07:55,151 You can see that the distance, like the distance that we have from the eyebrow to the horns is a 137 00:07:55,154 --> 00:08:00,031 little bit higher. So I'm gonna like reset the pivot point by pressing alt and clicking on this 138 00:08:00,034 --> 00:08:05,071 thing and just pushing them up and a little bit higher so that we can see a little bit more of 139 00:08:05,074 --> 00:08:08,991 the face. I'm also looking at the distance that we have right here in between the, the horns and 140 00:08:08,994 --> 00:08:16,031 it seems to be a little bit more like separated. So I'm gonna push them out and their curvature 141 00:08:16,034 --> 00:08:19,631 seems to be pointing a little bit closer to the center. So I'm gonna rotate them in 142 00:08:19,634 --> 00:08:26,351 something like that right around there. I think that matches things quite nicely. I do feel like 143 00:08:26,354 --> 00:08:29,711 my horns are a little bit longer and this one seemed to be a little bit more squashed. 144 00:08:29,714 --> 00:08:33,391 So I'm gonna go with a scale here. I'm just gonna scale them down a little bit. That should keep 145 00:08:33,394 --> 00:08:37,871 the curvature will give me something that looks a little bit closer to the, to the concept. 146 00:08:37,874 --> 00:08:42,511 So yeah, that's pretty much it for the horse. My friends, the curve brush is a really, 147 00:08:42,514 --> 00:08:46,911 really powerful brush. We're going to be using it a lot more later on with the cloth and also 148 00:08:46,914 --> 00:08:49,552 with the hair. We're going to be building the hair with some curves as well. 149 00:08:49,808 --> 00:08:53,727 And yeah, it's important that you understand that we can modify it and that when you're finished, 150 00:08:53,730 --> 00:08:58,367 just click on the geometry to clean it and continue adding more curves to your character. 151 00:08:58,370 --> 00:09:03,807 So that's pretty much it for this one, my friends. Although I do feel like we can add some more. 152 00:09:03,810 --> 00:09:08,687 Where's my pen? There we go. So I kind of want to go to my head right now. And you can see that 153 00:09:08,690 --> 00:09:15,487 the head is floating a little bit. So I definitely need to add the like the insertion point to the 154 00:09:15,490 --> 00:09:19,887 horns. We're going to keep it stylized as well. You can see that on the forehead, we don't have 155 00:09:19,890 --> 00:09:25,087 a lot of information, but that doesn't mean that we shouldn't have some sort of like insertion 156 00:09:25,090 --> 00:09:29,727 point. Every single horn that you see in the animal kingdom has some sort of like socket 157 00:09:29,730 --> 00:09:36,128 where it inserts itself. And it's very, very important for our stuff. There we go. 158 00:09:39,568 --> 00:09:43,007 Cool. Now there's some weird like geometry right there. I'm just going to dynamish. 159 00:09:43,010 --> 00:09:47,968 And here, what we're going to do is we're going to fade this with the direction of the bones. 160 00:09:48,176 --> 00:09:52,015 And later on, we're just going to make it a little bit stronger. 161 00:09:52,018 --> 00:09:55,735 Just like a smooth little border right there. 162 00:09:55,738 --> 00:09:58,055 Again, I don't want to make this too realistic. 163 00:09:58,058 --> 00:10:01,341 I want to keep it more into the stylized realm. 164 00:10:01,341 --> 00:10:03,385 Subtitled by online-courses.club We compress knowledge for you! 165 00:10:03,386 --> 00:10:05,255 But I would expect there to be, again, some sort of insertion point here. 166 00:10:05,258 --> 00:10:07,575 So I'm going to keep it as a really clean insertion point. 167 00:10:07,578 --> 00:10:10,255 It reminds me a lot of Hellboy, this guy as well. 168 00:10:10,258 --> 00:10:13,015 So we're following that sort of line. 169 00:10:13,018 --> 00:10:13,535 There we go. 170 00:10:13,538 --> 00:10:16,256 So see how nice that looks. 171 00:10:19,176 --> 00:10:21,175 Let's smooth out. 172 00:10:21,178 --> 00:10:23,775 Just a little bit more volume there. 173 00:10:23,778 --> 00:10:24,775 And there we go. 174 00:10:24,778 --> 00:10:29,135 So just by adding the horns, we already get the silhouette of the character 175 00:10:29,138 --> 00:10:30,895 a lot closer to our concept. 176 00:10:30,898 --> 00:10:33,655 And we're ready to start moving on to the next stage. 177 00:10:33,658 --> 00:10:36,655 So on the next video, my friends, we're going to go, as I mentioned, 178 00:10:36,658 --> 00:10:39,655 we're going to explore each of the individual parts of the character. 179 00:10:39,658 --> 00:10:41,015 We're going to start with the eyes. 180 00:10:41,018 --> 00:10:43,535 Then we're going to do the nose, the mouth, the ears. 181 00:10:43,538 --> 00:10:46,375 And eventually, we're going to do a quick blocking of the hair 182 00:10:46,378 --> 00:10:47,119 so that we can. 183 00:10:47,122 --> 00:10:51,599 Keep polishing this guy. This chapter as well, chapter 4, it's still, we're still like on the 184 00:10:51,602 --> 00:10:56,639 early stages. We're not on the polish stages of things. So again, be patient, get to this point, 185 00:10:56,642 --> 00:10:58,560 and we'll see you back on the next video. 19115

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