All right.
Again, let's continue where we left off in this video.
We are going to make the body of this character.
So, first of all, let me delete this ground or actually move it to the bottom over here.
And then what I want to do, as you can see here, we have a lot of cubes over here.
All right.
So I want to first do some this cleanup.
So make some collections.
I want to add these lines first to a large collection.
So I pressed M new collection and that's swiping lights.
All right.
And now because I'm pushing are the needs underneath the line so I'm just going to select on this wants
to exclude and then I don't have them anymore since I have a very more clean scene, then I have these
cubes over here.
So let's select them with bulk selection and make sure that they're all selected.
And then first I'm making new collection and talking face.
So I have a I'm not a collection face.
I can hide or, and hide all the elements.
Of course I can join them with control.
J All right.
But because still I want the modifiers, so maybe I change some things later on.
I want them separate this for now, but if your computer can't handle it, you can just join them with
control j and have one objects.
But you won't have the modifiers then.
So now let's make the body.
Let's move bits of I'm in the front of you with number one is moving to the file with GZ as moving to
the up abort.
So there's an axis in this location with GZ and then just make the body sort of as I've said in the
last video, want to show you a new method.
So make a cube first and then go to top you to go top to go to edit menu and then here so data is versus
selection and as I showed you in the previous video press M to join the vertices and so at a center
this will give us one more to scene to work with.
But in this one I'm going to show you another modifier called a skin modifier.
So it will add a skin for one device.
So we just delete our cube two so we could get a much bigger cube?
I guess so, no.
Now, if we add a subdivision surface, I watch what happens.
We'll get a we'll get you in a sphere.
All right.
But like the cube which we use subdivision modifier to move around and to control are much better.
We can do this as well with just one vertices.
So just this just scale is up like this.
And so a scale, let's just go, oh, we're going to set that scale when we apply the modifiers.
So let's go to France for you with number one and Numpad and then let's go to Oakmont.
And now for extrude this like this, it will make nice extrude and like I have two points right now
these two points and I can manipulate them like this now once.
So let's move in the Z access axis then let's make some more.
Right.
This is like this was for Wednesday, the how if you want to change the scale of the word facts, you
need to use controls a RSA for press control.
Can change the scale of this one versus C and this is very important and there is something called in
the scheme as mark root.
So if I choose this one, I want to have the start point as my root.
So I go, I choose my vertex, I go here.
So these are my roots, which is this white circle over here.
So now this vertex is as it's.
So let's bring it up like this.
Let's make another emergency and do something like this.
Right.
Okay.
This is
all our stuff, too.
Is all on.
So be careful.
All right, so let's move this forward to see over here.
So I have it very straight line.
All right, now let's make two hands so that arms and the hands.
So to do that, let's let me change the location of this one and then select these two words.
This is right click and subdivide to make more words.
This is.
All right, I'm going to do one more.
All right.
And then I think around this area is the right is a good area to add on.
So let's press m let's see what happens.
So e x and then we have this distorted mesh is because the mesh we extrude that is very big like this
is very big for the arms.
So we need to scaling down with control.
A So let's press control.
A And slow going down.
Then let's move it closer.
This bar with disabled x ray.
Okay if it's going down.
But this maybe
or illustrate this for us to see.
I think we have too much words to see over here.
So we're still over here or dissolve or Jesse or here.
Then let's just make one versus he moved down a little bit and was present.
Extrude shoot out a.
Let's move with a little bit toward the south here and now.
We're good to go.
So I moved it toward where the arms starts, like here.
Right.
Smooth here as well.
Right.
I think it's a good start right now so I can adjust this that extra.
So extrude one more time like this.
Move it a it's a bit closer.
This extruded screw down
the extrusion.
We can change the scale later.
So let's just make the words for now 1 to 3 where this is.
And then one or two see for the the hand.
Something like this.
Right now we have the army.
We will change.
Let's go later on.
All right.
But for now, we want to block out the shape right now.
So we have this shape or not.
Let's press seven on the number to give to the top feel.
If I change, the x ray can see.
So to see the vertices, let's go to X-ray with OSI.
Then I have this one which you see over here and let's make the the fingers.
Right.
So let's first make one versus you here and then let's extrude five vertices like the five vertices
over here to make two fingers.
So this is one as you can see, it is too big.
So control a just going down here as well.
Hey, this goes down and then let's make another one.
So these ones must be for the knuckles.
So this is the knuckle of the hand.
Something like this.
So this move here.
And then another extrusion over here.
Knuckle control a.
The exclusion of all here.
And so a.
Let's move with a little bit closer here and this one also bit over here.
One more extrusion for this finger control area.
And the last one here, control.
Hey, now let's select all these words.
This is a finger and.
Skill demo to beat.
To see what we can.
Right.
And I was extrude done with E then changed the location of H right to C accordingly.
Well, let's play around the scaling and see what we get.
All right, this is.
Now let's change the scaling of different parts of the Hanzo.
This part of the forum must be a bit like this.
Let's get it down.
Like this.
Or here.
This is the elbow part and arm part which can be more prominent.
Right.
So.
Something like this.
So, again, we're going to send something so close.
All right.
But I think the hand is too big right now.
So let's select all these vertices and then let's let's look these vertices and then move them g, x
or we can select them all the thing.
G x.
Change the noise a bit.
She asked again.
And.
All right.
Let's change
the tone or here.
You need to be careful to not get distortions because when you apply the scheme, we will get a very
bad geometry.
So we don't want that.
So if I increase something reasonable, you can see how it will look and we can adjust this even more
this year, for example.
I want this to be actually flat.
We can bend them when we go into the rigging, so we don't need to even
add them right now.
All right.
Now let's go back to the party over here.
Let's not forget to save.
So as.
Let's go back to the body and let's go here.
Let's add.
And other words to see or hear.
Something like this.
Then let's move them down like this.
All right.
So I want this arm to be over here.
As also, as I mentioned before, I want more money for it to be applied as the first modifier.
All right, so we get this geometry.
If I enable the Philippines over here in Myanmar this way and then go to Beaumont and then select all
with a and then let's press G and let's X and see if we can get a very much more better result then
we're mirroring.
All right.
I think this is good.
The good thing is we can still adjust these, Wirtek says, and get the result we want.
So if we want something like this, we can get that.
I think the the body is too big.
So as a skeleton with us
now, it's better.
All right.
So let's go through the leg part.
Let's shift right over here and go to mesh, shift A to make a mesh and then go to measures, make a
cylinder.
And then let's go to front V with one number one on the non pads.
This process that just go this up like this, then we can smooth it.
And then let's make a loop over here.
All right, then let's go to France View and let's look select these.
Let's go to the first selection and then this book.
Select these ones so that the back pass isn't selected and then rest press E to extrude along the Y
axis or the z local axis.
This is the Z local axis.
To make a boycott of the film.
We are going to make a shoe for this character.
So we don't need this part of the food like the food over here.
But we're going to do it anyways so we can just just for our observation, let's mirror it, select
the mirror, object for our body to merit.
And then let's bring up this ground claim that we made.
And that's actually a solid if one modifier for this plane.
Right.
And then there's the subdivision.
I just.
I would ground like this.
So but both of them said character is important if a portion of the fit is inside the ground.
All right.
But it's it shouldn't be like this.
Like that can be on this space if we look like looking like this.
So always adjust that, that even the part of the fit is inside the ground.
It doesn't matter.
All right.
Now we have this body.
You have the leg and.
Okay, so let me see what other changes we can do.
It's good to get it moved.
Whereas acceleration.
Let's make him a little bit fat boy here.
Something around like this.
A person control a or let's move the legs.
Like this.
The lines are really long, so I'm going to show them them down.
And the shift right click to move the to the gas and select on my ground shift as solution the cursor
but let's actually press the ground set oil into geometry and now let's see no assumes the only moves
it's like it was like to that location so.
All right.
Okay.
Now we have the legs.
We have the body of the arms, we have the hand and.
Yeah.
So let's do some more adjustments over here.
Okay.
Let's add this to a new collection and name it,
buddy.
All right.
Now let's go to the render view and let's see how it is going to be in the rendering.
Let's turn on the lights over here.
And for the lights, let's actually change the sun color to something like this.
Okay.
So let's see or hear.
Yeah.
I think we're good for now.
What is with you in the next one?
I am going to make some clothes for this character and see some see how we can make those clothes and
all that.
All right.
And the next with you.
Goodbye.