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Very well guys so now we're gonna continue with the lower arms and one of
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the things that I didn't mention before because it wasn't really as important
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were the bones so just a quick reminder on the main like character of course we
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have the the skull let me make the size a little bit smaller there we go so
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that's too small so we got the skull right
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of the character and then we got the rib cage and we talked briefly about the
humerus which is the
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like bone that we normally go goes from the shoulder all the way to the elbow
now from the
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elbow we're gonna have two more bones they're gonna be called the radius and the
ulna and the radius
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and the ulna are very funny bones and i'm gonna make something so that you never
forget about
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which one is which so if you place your arm like this like straight up and you
have your little
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thumb pointing up this is the antenna of your radius so the radius is going to
be right here
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and the ulna is this one right here the ulna is actually the big bone so when
you touch the elbow
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on the back you're actually touching the ulna okay so the ulna has a sort of
like hook thing that
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hooks onto your arm and it allows you to do this sort of like movement it pivots
from the elbow
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doing this thing right here so the way or the reason why the forearm is so
difficult to understand
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sometimes is because it has this very interesting movement that allows you to
rotate your hand all
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the way across so this movement goes from something called supination which is
palm up to something
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called pronation okay in most anatomical books you're gonna find the hand in
this supination way
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however as character artists we usually do or sculpt our characters in a semi
pronation position
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with the palm facing towards the body of the character so the reason why this
becomes a little
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bit difficult to understand is because we're actually not going to be like
sculpting characters
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in a way that you normally see them on anatomy books so on the outer side of
this where this is
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where the hand would be of course so on the outer hand of your arm we're gonna
have all of our
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flexors okay so this movement right here this movement right here when i flex my
um sorry
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yeah my flexors so when i flex this fingers right here you're gonna see that all
of my muscles on
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this area are contracting and that's because on the inside sorry on the inside
is where we have
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all of the flexors right here so the big bundle of muscles called the flexors
are going to start
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on this area and they're going to go towards the hand with all of the tendons
that we talked about
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in muscle theory then on the outer side of our um of our hand we're going to
have the extensors
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and the extensors are going to do the opposite they're going to extend our
fingers out and we're
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also going to have this huge bundle here going to the back side of the hand
however when we
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semi pronate what's going to happen is all of those flexors are going to end up
on the front
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and all of the extensors are going to end up on the back like this okay so
they're going to
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crisscross each other there's other muscles that we're going to talk about just
briefly but i just
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want you guys to remind this we have the flexors on the inside and the extensors
on the outside
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so if we go to our character and we find where the elbow is we can we can start
placing the let's
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start with the with the inside here we can start placing the flexors again we
start with little mass
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and then we get more mass and then
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we remove that mass again now in the case of this character we don't have to
worry too much about all
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of the independent muscles i'm still gonna like show them once we get to the
again to the polishing
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stage but we don't have to worry too much because of course the armor is going
to be covering same
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thing is going to happen on the legs so what's going to happen here as you can
see is we're
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going to get this big bundle here on the inside of the arm it's going to become
thinner and thinner
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as it goes towards the hand and towards the wrist of our character and on this
other side we're
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going to have the extensors that are going to create again a very nice little
bundle right here
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this is going to create as you can see the silhouette of my arm and they're
going to go
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towards the back of the palm of my hand now on the other side this line that we
drew when we
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were doing the proportions that's actually a bone that you can feel if you go
all the way to your
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elbow and you start filling the bone you can pretty much complete like the full
like process
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here and you can feel the ulna going all the way from this point to the pinky
finger protrusion
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that we have right here so on this side i'm going to just add a very big ball
right there to indicate
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that that's where the protrusion of the ulna is going to be happening and on the
other side we're
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going to have the little protrusion it's not as evident on the thumb but we got
the radius right
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around here so once we have that there's other bones that we're going to have or
sorry other
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muscles that we're going to have right here going towards the back of the hand
again we're going to
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polish and create those a little bit later but you can see this is already
looking quite quite nice
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usually we're going to see a sort of like b-shape going right here because these
guys are going to
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be dividing like half of the arm again these are going to be the flexors and
these are going to be
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the extensors and you can imagine right now we don't have the fingers or
anything but you can
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imagine that the thumb is going to be right around here okay so actually this
one that's not the
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position of the little bone should be a little bit further up but yeah so the
hand is going to be
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right around here we're going to talk about the hands later on don't worry about
that
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so now that we have this the arm looks good but it's not perfect and it's not
perfect because
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we're missing two very important muscles that are called the brachioradialis and
the extensor
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carpi radialis longus
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again don't worry too much about the names if you can learn them that's great
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but these two muscles again if we look for them online real quick just for quick
reference
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you're going to see that we have the brachioradialis there we go and the
extensor
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carpi radialis lungs these two muscles originate all the way in the arm they
actually start on the
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arm and they cross the articulation and go all the way to the to the hand so you
can see them
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right here that's the brachioradialis the green one and there's two others we're
not seeing them
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in this diagram right here we might need to go to another diagram over here
there we go this one's a
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little bit better so brachioradialis is this red one and then the extensor carpi
radialis longus and
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brevis these two guys are going to be on this side as well and these guys are
very important because
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remember the brachialis that we talked about up here well they're going to
originate right around
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there so they're going to start right there and they're going to go around the
arm and they're
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going to pretty much bundle together with the flexors to create the very nice
like silhouette
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that we normally see on the arm so you can see the silhouette of the deltoid a
little flat area where
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the brachialis is we might see a little bit of the tricep like poking through
that specific area
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and then from here all of these guys are going to go towards the front and
that's going to get
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closer to where the wrist is so all of these guys are going to go this way so
you can see now that
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we have this volume up here and this volume down here and again similar to how
we see the tricep
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being a little bit higher than the bicep the extensors plus the brachioradialis
and extensor
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carpi radialis longus are going to be a little bit higher than the flexors right
here i'm going
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to use a trick here with trim dynamic and i'm going to remove a little bit of
volume from the
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wrist because as we approach the wrist i usually like to keep the wrist in a
sort of like a thinner
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or flatter effect so as you can see we're going to get this very very
interesting silhouette
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where we got the flexors going to the inside of the hand like that and the
extensors going to the
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outside of the hand which is going to be on this side another thing that i like
to do and i can see
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that max did it on the concept right here is i like to bend the wrist a little
bit on my characters
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that tends to give it a little bit more you know like life or something so i'm
going to go to my
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mask lasso and even though we don't have the hands just yet i'm going to go here
to the mask lasso
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there we go i'm going to mask out the hands and then i'm going to press alt and
click on this
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area so that the pivot point goes there i can invert the mask with ctrl click
and i'm just
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going to rotate this a little bit just a little bit it gives this again this
sort of like a more
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interesting look and instead of being like super straight it looks a little bit
more relaxed maybe
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not that much something like that and it also allows me to more clearly see
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where the arms are going to be ending and where the hand is going to be
starting.
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So from a proportions side of things, it's also a really good idea to pinpoint
where things
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are going to be modified.
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Some people, it's not going to happen in this character, but some people like to
push this
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as well here to create a nice little curvature going towards the hand.
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I personally like to have this thick forearms and thick wrists for characters
like this
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one.
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But yeah, so now it's just a matter of playing a little bit here with the
proportions, making
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the wrist a little bit thinner as we go closer and closer to it on this side and
keeping
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this like upper areas very nice and sharp.
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I'm going to use my Trim Dynamic here to create like a nice sharp point on this
area to separate
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like the flexors and the extensor carpi, the atlas longus that we've talked
about before.
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Now on the backside of the character, it's very important that we also give
enough like
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room to see the division of the elbow.
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So as you can see, that elbow right there.
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And I want to show you a technique that is very, very useful for us artists to
do,
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to make sure that things are looking good. And a problem that we very frequently
face,
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that I see very frequently with student work, is that you just focus on making
something that
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looks really cool, but you don't think about the production pipeline down the
line, right?
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So you don't think about the rigors, you don't think about the animators, you
don't think about
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how this character is going to deform and move. So it's very important that we
put our character
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to the test. Now, we're not going to bring this into Blender or Maya to rig it
and try to see if
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this works. Some people might do that. We're just going to do a quick like
posing test right here.
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So first, let me save. I'm going to save this as Oni3. There we go. And what I'm
going to do is,
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first, I want to see if the length of the arms is right. If it's fitting with
the proportions
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that we know we're going to need for this character. How do we do that? If we
press
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Control and go to Mask Lasso again, I can mask out all of the arms right here.
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And then I can press Ctrl and click on the mask to soften it up a little bit.
You can also,
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as we've mentioned before, go to the Masking menu and use this Blur Mask or
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Shrink Mask to polish it a little bit more. So I'm going to soften this up. I'm
going to
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press W and with Alt, again, I'm going to click on the connection where I would
expect this arm
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to bend. I'm going to Ctrl click to invert the mask. And if we rotate this thing
right here,
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we should be able to bring the arms down. So what are the things that I'm
looking for right here?
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I'm trying to see if the elbow right here is aligned with the navel of her
character.
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And yeah, we're pretty much there. I think we're in a good position.
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And then I'm trying to see if the hands of the character are roughly where the
pockets would
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be. And here I can see that the hands are a little bit small. See that? Can you
see that
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the forearm is looking a little bit small? So one of the things that I might
need to do is I might
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need to grab the hands and probably the whole arm, to be honest, something like
this. I'm going to
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push the pivot point right there, invert the mask.
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I'm going to move the pivot point so that it's aligned.
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I'm pressing Alt here.
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I'm going to move the pivot point so that it's aligned to the X-axis.
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And then we can go right here.
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Let's align it to the arm and just scale this up a little bit.
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Just a tad bit.
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And then we adjust the position.
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This right there with just the position right there.
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And this arm should look a little bit better.
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I usually tend to go for slightly longer arms.
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I like how these are looking.
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I think the hands are a little bit too much.
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I'm just going to bring them back.
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And again, we do another test.
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We grab these guys right here.
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We bring this point to that position right there.
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And we invert the mask.
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And that's a lot better.
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Remember that these hands look too big right now.
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But again, when you bring this down, that looks a lot closer
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to what I would expect from the character right here.
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You can even try to find the exact pose.
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In this case, the arms are kind of pushed back and out.
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Yeah, that looks proportional.
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I think we're in a good position right now.
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We can exaggerate the arms a little bit more, because I can see that on the
concept he's got
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this very, very thick forearms. So I'm going to exaggerate the arms a little bit
more. I normally
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wouldn't do this for my characters, but I'm going to follow the concept here to
get this very,
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very cool effect. I'm going to make this a little bit thicker. And there we go.
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Now, here's another test that we can do. We already did the up and down test to
make sure
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that the arms are falling in the right proportion. Again, here, one other thing
that we can do,
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for instance, is we can hide the legs so that we only focus on the torso,
because the legs are
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definitely making the character look a little bit weird. But this right here,
this looks really,
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really nice. And I want to check the bending of the element. So is this thing
going to bend
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properly? So I'm going to mask out where I would expect the bend to happen. As
you can see, here's
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the elbow. Let's soften that right there. And we're going to bring the pivot
point to the elbow.
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We're going to push it in, orient this so that it faces or it has like a nice
direction.
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So we're going to use the x-axis in this case to try to make sure that it's as
straight as possible.
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There we go. And then if we bend this, it should bend relatively nicely.
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Of course, this is not going to be a perfect bend, but it should look natural.
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In this case, I think it looks okay.
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I do think I might have grabbed a little bit more right there.
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So let's, there we go.
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That's a lot better.
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So when we bend the arms, this is what we get.
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If the bend of the arms looks good, if it looks like that's how the character
would look,
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then that means that we're in a good position.
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All of this distortion, that's things that the riggers are usually going to be
figuring out.
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But in our case, as long as this thing looks natural, like, hey, what's up,
guys?
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All of this movement, that's perfect because it tells me that the proportions
and the general
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movements of the arm are looking nice.
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So eventually, if we were to rig and animate this character,
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it should be looking fairly, fairly good.
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I do think my elbow is a little bit high here, so I'm just going to...
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do some modifications. For instance, the tricep, I kind of want to add a little
bit more volume
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on this side, but those are just like small fixes that we're going to be doing
to the character as
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we keep pushing forward. If you have the option to work on a T-pose character,
you're going to
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have to add some muscles on the armpits as well. In our case, we will like
polish some of the stuff
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later on when we get there to the polish section, but I don't think we really
need to do that much
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stuff. One more thing I'm going to do is I am going to push the deltas just a
tad bit more,
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because I can see that very intense effect right here on the shoulders, so it
definitely
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needs to change the silhouette. But look at this. Not bad, right? We're getting
a very cool shape.
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We're capturing the proper main forms of the muscles, and once we start
polishing them,
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we're going to be able to generate a very cool anatomy. So I think we're in a
good position
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right now to do a quick test to see how this thing is looking. So I'm going to
go over here
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and let's load our first tool right here.
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And yeah, like this is how we started with our usual guides.
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And now look at how much more buff the character is looking.
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So it's always important to check back and see if you're like going forward or
if it
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doesn't look as good.
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If it doesn't look as good, stop, go back to a previous version and then keep
working
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and keep building until you get something like this.
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Cool.
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00:15:18,418 --> 00:15:20,015
So I'm going to stop the video right here, guys.
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I'll see you back on the next one where we're going to be focusing on the hips.
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So make sure to get to this point.
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Make sure to save frequently and I'll see you back on the next video.
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Bye-bye.
24855
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