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Hi guys, welcome back to the next part of the series. Today we're going to
continue
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with the face of the character. However, before we jump and start working on
that part, we
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need to do a little bit of what we've mentioned before, which is a divide this
character into
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a couple of pieces to make sure that we have a little bit more control over it.
So you
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might remember that we already had this nice organization of our polygroups that
was useful
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when we were doing the basic like blocking for all of this anatomy. However, now
we want
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to separate this into three different pieces. We're going to have the torso, the
legs and
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the head. So I'm going to press control W to make sure that everything is in a
single
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polygroup. And once I've done that, I am going to press control shift to go into
select and
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select a select lasso over here on the head. I'm going to select the head and
press control
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W again. Finally, I'm going to go to the bottom section right here and we're
going to do control
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shift again to select the legs. I'm going to cut right here down the groin area.
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Something like that looks good. Control W and there we go.
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So we're going to have the upper torso, the lower legs and the head.
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We're going to go to subtool and I'm going to say split on the options right
here
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and it's going to be group split. I'm going to hit OK.
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And there we go.
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So now we have independent elements here for our head, for our torso and for our
legs.
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And the reason why this is going to be important is because
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we're going to be able to push the amount of geometry that we need for each
specific part
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in a better way.
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So let me get pure ref real quick for the character.
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There we go.
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And let's make this a little bit smaller so that it's not occupying every single
part of the image.
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So as you can see, he's got this very like stylized demonic sort of face,
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short nose, huge like cheekbones right here, deep eye sockets, like all of these
things.
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So I'm going to isolate this right now with dynamic solo.
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As you know, down here in the bar.
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I know right now the sidebar is like.
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touching it a little bit, but down here it's this option called dynamic solo.
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And we're going to dynamesh of course.
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And we need to increase the resolution.
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This is way, way too low of a resolution for a face.
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So we're going to go to, let's say 552.
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I think this is a good number to start like doing some basic blocking.
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So when we see the face, the face is usually going to be divided in halves like
this.
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And in this half right here is where we expect to see the eyes of the character,
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right around there.
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So I'm going to use my clear buildup.
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I'm going to start carving where I would expect the eye sockets to be.
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On this section right here is where we'll have the nose.
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Again, we can very quickly like implement it right there.
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And there's a very like famous division that we do with the head,
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which is the thirds of the face.
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So right where the hairline starts,
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which in this case for this character is going to be right around here.
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That's where our first third is going to start.
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And it's going to end up roughly where the eyebrows are going to be.
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So right around there.
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The second third, so that same distance,
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it's going to be underneath the nose right around here.
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And then the third third is going to be where the mouth is.
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But on that third, a third on the first third of the last third is where
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we're going to have the mouth.
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So right around here, very common mistake is that people will bring the mouth
way
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too low, and then you don't leave space for the jawline to be like effective.
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So this is where the mouth is going to be.
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We're going to model the mouth close at first.
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And then later on, we're going to open it so that we can add the teeth and
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everything and have this very creepy smile.
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Now, of course you can see that the eyebrows is pushing the eyebrows down.
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So we're going to have a little bit of an inclination right there.
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But even with that, I do expect to have like some very like
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traditional face proportions as well.
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So this is where the jawline is going to be.
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I can definitely see that this head is way, way too, like, I don't know,
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like it's not the right proportion.
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So we're going to fix the face right now.
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And to do that, I'm going to push the, like the, the skull of the character
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forward, and this is something that I would expect to have later on.
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We're going to have like merge it again with the body, or at least just
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find a way to fit it with the rest of the body.
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And it should look a little bit nicer.
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So here we're going to have again the jaw.
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This is going to be our jawline right there.
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The eyes, as you can see, are really like quite forward.
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So I'm going to push them in quite a bit.
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And where the nose is supposed to be, I'm going to start adding a little bit of
volume,
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indicating where I would expect the construction of the nose to be.
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Let's dynamics real quick.
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And there we go.
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So just create a little head right there.
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Eyebrows, very important.
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So we're going to add the eyebrows right here.
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And let's fix a little bit of the curvature that we have here on the face.
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So something like that.
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That's a little bit better.
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I'm going to use Trim Dynamic to flatten the forehead here a little bit.
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And a very important bone.
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I love this bone.
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It's the cheekbone right here.
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It's a psychomatic bone.
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And we're going to add a little bit of volume there to indicate.
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It's got this very, very sharp features.
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So I'm expecting to have a very sharp psychomatic arc as well right there.
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There we go.
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The mouth I'm going to erase it right now. We're not going to be dealing with
the mouth. We're
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just going to create like the very basic shape of the face. So I can erase it
and it's pretty
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much like we're doing this or like a crochet approach where we focus on making
sure that
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we got like the anatomy like properly created before we start adding all of the
details such
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as the eyes and things like that. I'm also going to fill in a little bit of the
eyes right here.
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They're not going to be as deep. So let's fill them in. Let's just start carving
a little bit
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more right here. So this is where I would expect the eyebrows to be. Now it
depends on the studio
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right and on the characters. Sometimes they're going to ask you to do a very
like traditional
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like calm facial expression. But if the character is always going to be like
angry and he's really
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going to be like completely stoic then you can you can like model or sculpt your
characters in
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post pretty much. So yeah that's pretty much it. I do think the ears are a
little bit too big. So
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again I'm going to use my move brush to push the ears up. You can see they're
very very pointy
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towards the end.
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And we can already see the planes right so all of this area right here I'm going
to flatten it out
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and I'm going to flatten and start polishing the ears a little bit more. That's
why I love the
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trim dynamic so much because it allows me to to very quickly create the shapes
that we want.
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Now the horns we're actually going to be doing the horse as a separate element
so I'm going to go to
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select lasso and I'm going to hide the horns. I'm going to say delete hidden
with my little custom
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ui over here and then with trim dynamic I'm going to just remove the horse
because it's going to be
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a lot easier for me to to properly like capture the silhouette of this character
the face or the
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shape of this character without having to worry about the horse. I definitely
see that his face
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is a little bit longer so I'm going to make the face a little bit longer like
this and you can
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also see that I got this very like strong jaw right so I'm going to go with clay
build up and
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I'm going to add a little bit of a border here to the jaw to make it really
really strong and a
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little bit pointier here as we get to the front.
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The mouth, right now I'm just going to capture the mouth with something that I
like to call
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the barrel of the mouth, which is just the volume where the mouth is going to
be,
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but it's not necessarily going to be the lips or anything like that.
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Let's carbon a little bit more here. That's where the eyes are going to be.
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And we got a very important fold here called the nasolabial fold that we can
already like,
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kind of like imply right there with our construction.
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I'm going to use Trim Dynamic again to start sharpening some of these features.
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And as this zygomatic arc goes down or back, it's going to meet with the little,
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like the little lobule that we have here on the ear.
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So the ear is going to be, we're going to carve in the ear as well.
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People tend to neglect the ears quite a bit.
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I used to do that when I was a student.
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I always found ears to be very, very boring,
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but you definitely need to spend some time there.
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Now, one thing I'm going to do with the ears is I'm going to give them
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a little bit of an inclination back.
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So I'm going to mask them out, press Alt and move the pull point to the center
of the ear.
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Invert the mask and just push them out a little bit.
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That should give me something that looks a little bit more natural because like
completely straight
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ears look really weird. And then of course this part right here we can use
Trimmy Dynamic to
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like remove. One of the cool things is we're still on Dynamesh so all of this is
just
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construction. We're just working on construction for our character. I'm going to
use Move Brush
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here to push and make this like jawline a little bit more intense. I am going to
add the
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sort of like creepy smile that he has right here. Just to give myself an idea of
how
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he's going to look. Yeah, so we're getting close. Again, it's just the base mesh
right now but
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we're getting close to the proportions that we have. Of course we're going to
need the
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little nostrils right there on the ear. And I'm going to carve in the eyes a
little bit more.
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We're going to be working, the way I like to divide the face and that's the
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the technique that I'm going to be showing you is we do this initial blocking
and then we're going
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to go eyes, nose, mouth, ears, rest of the muscles and fat beds and stuff like
that so that we can
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get a very nice result. I'm going to use train dynamic to again like capture the
profile. This
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head right here by the way it's an excellent way to to visualize whether or not
you have the proper
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like proportions so you can see the angles of how things are pushing in and out
and as long as you
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see a good balance of how things are moving that means that we're in a good in a
good position.
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Keep in mind also that a very important thing for this character is going to be
the beard that he
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has and the hair. It's an important like characteristic of the character so
right
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now we're going to have to try to ignore that and just focus on the general
shape of the character.
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There we go. Let's push this back a little bit more. Perfect. On this side right
here we usually
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have something called the temporal bone and you're going to see a ridge that
divides the frontal
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bone which is this one right here.
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With the temporal bone, temporal bone, which is the one on the ear or closer to
the ear.
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And the interesting thing about that is that you're usually going to see a big
angle right here.
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So it should be like a sharp line in this area.
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And that's also going to allow me to later on inject where the horns are going
to be
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and give me a nice placement for them.
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Cool.
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So there you go.
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That looks like a nice head, a nice blocking right now for the head.
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And I think we are getting some nice proportions.
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We're going to again, we're going to capture the expression and the eyes and
everything shortly.
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But right now, I really like how this is looking.
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We're going to have to imagine the head right now without the mouth open because
this is a
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very interesting expression.
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When you smile like this, there's a lot of activation on the muscles.
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And I want to go a little bit more neutral, not completely neutral,
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but more like an angry face first.
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And then we're going to like later on, I think we're going to sculpt it in a
more
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traditional pose or gesture.
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And then we can use, for instance, layers to generate the expression,
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kind of like a blank shape later on.
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So it's going to be a lot easier if we, if we follow that, that path.
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Cool.
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So we got this.
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Now, one very important thing that we need to do is we need to see in context
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how this thing is looking.
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As you can see, we got a little bit of an issue.
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And this is very common.
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When we start carving into the face, we might see this like proportions,
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like falling out.
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So now this is a super, super small head.
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So I'm going to center the pivot point here and just make it a little bit bigger
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so that we match the, the original size that we have.
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And that looks a lot better.
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Look at that.
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Now everything is really falling into place.
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And the, and things in general are looking way, way better.
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That proportion right there.
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I still think that head's a little bit big.
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Let's take a look at the character.
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Yes, it's the head should be like almost like half the size of the pectoral
muscle.
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So I'm going to make it just a tad bit smaller.
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There we go.
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That's a, that's a lot better.
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Thank you.
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Let's push this back, push it up a little bit, and that's it.
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We can go to the chest dynamish as well.
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And here again, we're not going to merge them right now, but that doesn't mean
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that we cannot play a little bit with portions in the silhouette.
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So this thing looks really, really close to the character.
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So for instance, the sternocleidomastoideus muscle, which is the muscle that
goes
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from the back of the jaw to the neck.
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We can start playing around with that one and blending it in such a way that
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it looks like it's actually going into the head right now, you can see there's
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going to be a little bit of a difference between the amount of polygons that we
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have on the head and the amount of polygons that we have on the body, which
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again, is something that happens very frequently.
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Like if you take a look at any like triple a game, last of us got war, all
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of this guy's even like a little of legends and stuff like that, you're
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going to see that there's usually more care and more attention to detail on the
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face.
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Oh my God.
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Sorry about that.
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There's usually going to be a little bit more attention to detail and shapes on
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the face.
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Then you're going to find in, um, in other places.
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So yeah, there we go.
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Not bad for a quick blocking here for a character.
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This is also going to make your receivers work a little bit faster because as
you
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can see, when we're moving around, it ignores all of the other tools and it only
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focuses on the active tool.
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So that's also a way in which we can optimize things.
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So it's easier for receivers to have multiple elements that are up to millions
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of polygons that have one single element that's made out of millions of
polygons.
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Because when you have multiple elements, you don't think about the other ones
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when doing like navigation and things like that.
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So let's save this real quick.
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Save as only in this case, it's going to be zero zero four because it's chapter
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four and yeah, that's pretty much it on the next video.
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We're going to do the horns.
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I'm going to show you some very cool brushes that we can use to generate the
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horse.
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So hang on tight and we'll see you back on the next one.
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