1 00:00:00,950 --> 00:00:01,280 All right. 2 00:00:01,609 --> 00:00:06,560 Again, let's continue where we left off in this video. 3 00:00:06,560 --> 00:00:08,960 We are going to make the body of this character. 4 00:00:09,680 --> 00:00:16,670 So, first of all, let me delete this ground or actually move it to the bottom over here. 5 00:00:17,090 --> 00:00:20,780 And then what I want to do, as you can see here, we have a lot of cubes over here. 6 00:00:20,840 --> 00:00:21,200 All right. 7 00:00:21,200 --> 00:00:27,290 So I want to first do some this cleanup. 8 00:00:27,290 --> 00:00:28,740 So make some collections. 9 00:00:28,780 --> 00:00:33,410 I want to add these lines first to a large collection. 10 00:00:33,410 --> 00:00:41,720 So I pressed M new collection and that's swiping lights. 11 00:00:42,620 --> 00:00:43,040 All right. 12 00:00:43,070 --> 00:00:50,960 And now because I'm pushing are the needs underneath the line so I'm just going to select on this wants 13 00:00:50,960 --> 00:00:57,260 to exclude and then I don't have them anymore since I have a very more clean scene, then I have these 14 00:00:58,970 --> 00:01:00,020 cubes over here. 15 00:01:00,020 --> 00:01:06,080 So let's select them with bulk selection and make sure that they're all selected. 16 00:01:06,800 --> 00:01:12,500 And then first I'm making new collection and talking face. 17 00:01:12,950 --> 00:01:15,710 So I have a I'm not a collection face. 18 00:01:15,750 --> 00:01:19,520 I can hide or, and hide all the elements. 19 00:01:19,520 --> 00:01:22,850 Of course I can join them with control. 20 00:01:22,850 --> 00:01:24,080 J All right. 21 00:01:24,080 --> 00:01:31,730 But because still I want the modifiers, so maybe I change some things later on. 22 00:01:32,630 --> 00:01:37,490 I want them separate this for now, but if your computer can't handle it, you can just join them with 23 00:01:37,490 --> 00:01:40,200 control j and have one objects. 24 00:01:40,670 --> 00:01:43,190 But you won't have the modifiers then. 25 00:01:43,970 --> 00:01:45,920 So now let's make the body. 26 00:01:46,910 --> 00:01:55,530 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 27 00:01:55,530 --> 00:01:56,590 the up abort. 28 00:01:57,520 --> 00:02:05,990 So there's an axis in this location with GZ and then just make the body sort of as I've said in the 29 00:02:05,990 --> 00:02:09,139 last video, want to show you a new method. 30 00:02:09,620 --> 00:02:21,500 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 31 00:02:21,770 --> 00:02:30,110 selection and as I showed you in the previous video press M to join the vertices and so at a center 32 00:02:30,140 --> 00:02:33,410 this will give us one more to scene to work with. 33 00:02:33,410 --> 00:02:38,180 But in this one I'm going to show you another modifier called a skin modifier. 34 00:02:38,210 --> 00:02:41,630 So it will add a skin for one device. 35 00:02:41,630 --> 00:02:47,210 So we just delete our cube two so we could get a much bigger cube? 36 00:02:47,210 --> 00:02:49,100 I guess so, no. 37 00:02:50,480 --> 00:02:58,340 Now, if we add a subdivision surface, I watch what happens. 38 00:02:58,340 --> 00:03:02,480 We'll get a we'll get you in a sphere. 39 00:03:02,510 --> 00:03:02,870 All right. 40 00:03:03,350 --> 00:03:10,340 But like the cube which we use subdivision modifier to move around and to control are much better. 41 00:03:10,760 --> 00:03:14,000 We can do this as well with just one vertices. 42 00:03:14,000 --> 00:03:17,210 So just this just scale is up like this. 43 00:03:17,570 --> 00:03:26,090 And so a scale, let's just go, oh, we're going to set that scale when we apply the modifiers. 44 00:03:26,480 --> 00:03:32,720 So let's go to France for you with number one and Numpad and then let's go to Oakmont. 45 00:03:32,750 --> 00:03:42,230 And now for extrude this like this, it will make nice extrude and like I have two points right now 46 00:03:42,860 --> 00:03:49,400 these two points and I can manipulate them like this now once. 47 00:03:49,580 --> 00:03:56,420 So let's move in the Z access axis then let's make some more. 48 00:04:00,200 --> 00:04:00,410 Right. 49 00:04:00,470 --> 00:04:09,080 This is like this was for Wednesday, the how if you want to change the scale of the word facts, you 50 00:04:09,080 --> 00:04:13,090 need to use controls a RSA for press control. 51 00:04:13,630 --> 00:04:19,100 Can change the scale of this one versus C and this is very important and there is something called in 52 00:04:19,100 --> 00:04:21,410 the scheme as mark root. 53 00:04:21,410 --> 00:04:28,190 So if I choose this one, I want to have the start point as my root. 54 00:04:28,190 --> 00:04:31,010 So I go, I choose my vertex, I go here. 55 00:04:31,310 --> 00:04:35,450 So these are my roots, which is this white circle over here. 56 00:04:35,450 --> 00:04:40,910 So now this vertex is as it's. 57 00:04:43,140 --> 00:04:45,690 So let's bring it up like this. 58 00:04:45,960 --> 00:04:50,160 Let's make another emergency and do something like this. 59 00:04:50,670 --> 00:04:50,970 Right. 60 00:04:52,890 --> 00:04:53,300 Okay. 61 00:04:53,310 --> 00:04:54,210 This is 62 00:04:56,790 --> 00:04:57,840 all our stuff, too. 63 00:04:57,840 --> 00:04:58,670 Is all on. 64 00:04:58,680 --> 00:04:59,790 So be careful. 65 00:05:01,890 --> 00:05:05,020 All right, so let's move this forward to see over here. 66 00:05:05,040 --> 00:05:08,670 So I have it very straight line. 67 00:05:13,560 --> 00:05:18,210 All right, now let's make two hands so that arms and the hands. 68 00:05:18,210 --> 00:05:23,400 So to do that, let's let me change the location of this one and then select these two words. 69 00:05:23,400 --> 00:05:26,340 This is right click and subdivide to make more words. 70 00:05:26,340 --> 00:05:26,700 This is. 71 00:05:26,700 --> 00:05:28,740 All right, I'm going to do one more. 72 00:05:29,220 --> 00:05:29,670 All right. 73 00:05:30,330 --> 00:05:37,720 And then I think around this area is the right is a good area to add on. 74 00:05:38,160 --> 00:05:41,550 So let's press m let's see what happens. 75 00:05:41,550 --> 00:05:51,570 So e x and then we have this distorted mesh is because the mesh we extrude that is very big like this 76 00:05:51,570 --> 00:05:53,130 is very big for the arms. 77 00:05:53,130 --> 00:05:55,710 So we need to scaling down with control. 78 00:05:55,710 --> 00:05:57,780 A So let's press control. 79 00:05:57,780 --> 00:05:59,610 A And slow going down. 80 00:06:05,760 --> 00:06:08,610 Then let's move it closer. 81 00:06:11,270 --> 00:06:15,170 This bar with disabled x ray. 82 00:06:22,950 --> 00:06:25,020 Okay if it's going down. 83 00:06:25,290 --> 00:06:26,640 But this maybe 84 00:06:30,570 --> 00:06:32,220 or illustrate this for us to see. 85 00:06:32,950 --> 00:06:35,780 I think we have too much words to see over here. 86 00:06:35,790 --> 00:06:40,260 So we're still over here or dissolve or Jesse or here. 87 00:06:40,950 --> 00:06:50,940 Then let's just make one versus he moved down a little bit and was present. 88 00:06:50,950 --> 00:06:54,840 Extrude shoot out a. 89 00:06:57,670 --> 00:07:02,050 Let's move with a little bit toward the south here and now. 90 00:07:02,050 --> 00:07:02,700 We're good to go. 91 00:07:02,710 --> 00:07:08,410 So I moved it toward where the arms starts, like here. 92 00:07:08,990 --> 00:07:09,190 Right. 93 00:07:10,290 --> 00:07:13,090 Smooth here as well. 94 00:07:13,830 --> 00:07:14,130 Right. 95 00:07:14,140 --> 00:07:22,230 I think it's a good start right now so I can adjust this that extra. 96 00:07:22,240 --> 00:07:25,270 So extrude one more time like this. 97 00:07:27,970 --> 00:07:30,040 Move it a it's a bit closer. 98 00:07:30,220 --> 00:07:34,840 This extruded screw down 99 00:07:37,870 --> 00:07:38,890 the extrusion. 100 00:07:41,320 --> 00:07:42,670 We can change the scale later. 101 00:07:42,670 --> 00:07:50,110 So let's just make the words for now 1 to 3 where this is. 102 00:07:51,220 --> 00:07:54,070 And then one or two see for the the hand. 103 00:07:58,520 --> 00:07:59,840 Something like this. 104 00:08:00,320 --> 00:08:01,700 Right now we have the army. 105 00:08:01,970 --> 00:08:02,930 We will change. 106 00:08:03,620 --> 00:08:04,640 Let's go later on. 107 00:08:04,730 --> 00:08:05,090 All right. 108 00:08:05,550 --> 00:08:10,430 But for now, we want to block out the shape right now. 109 00:08:11,180 --> 00:08:13,000 So we have this shape or not. 110 00:08:13,040 --> 00:08:17,300 Let's press seven on the number to give to the top feel. 111 00:08:17,540 --> 00:08:21,440 If I change, the x ray can see. 112 00:08:21,890 --> 00:08:24,980 So to see the vertices, let's go to X-ray with OSI. 113 00:08:26,120 --> 00:08:33,710 Then I have this one which you see over here and let's make the the fingers. 114 00:08:33,919 --> 00:08:34,250 Right. 115 00:08:34,730 --> 00:08:44,900 So let's first make one versus you here and then let's extrude five vertices like the five vertices 116 00:08:44,900 --> 00:08:47,810 over here to make two fingers. 117 00:08:47,810 --> 00:08:51,290 So this is one as you can see, it is too big. 118 00:08:51,290 --> 00:08:54,690 So control a just going down here as well. 119 00:08:55,160 --> 00:08:58,820 Hey, this goes down and then let's make another one. 120 00:08:59,060 --> 00:09:04,700 So these ones must be for the knuckles. 121 00:09:04,700 --> 00:09:06,890 So this is the knuckle of the hand. 122 00:09:12,320 --> 00:09:13,160 Something like this. 123 00:09:13,550 --> 00:09:16,100 So this move here. 124 00:09:16,520 --> 00:09:18,960 And then another extrusion over here. 125 00:09:19,670 --> 00:09:21,380 Knuckle control a. 126 00:09:24,670 --> 00:09:25,880 The exclusion of all here. 127 00:09:25,990 --> 00:09:26,920 And so a. 128 00:09:34,670 --> 00:09:39,890 Let's move with a little bit closer here and this one also bit over here. 129 00:09:42,530 --> 00:09:46,090 One more extrusion for this finger control area. 130 00:09:46,850 --> 00:09:50,730 And the last one here, control. 131 00:09:51,390 --> 00:09:55,990 Hey, now let's select all these words. 132 00:09:56,000 --> 00:09:57,550 This is a finger and. 133 00:09:59,550 --> 00:10:00,990 Skill demo to beat. 134 00:10:01,440 --> 00:10:02,330 To see what we can. 135 00:10:03,330 --> 00:10:03,600 Right. 136 00:10:04,860 --> 00:10:12,390 And I was extrude done with E then changed the location of H right to C accordingly. 137 00:11:06,680 --> 00:11:09,650 Well, let's play around the scaling and see what we get. 138 00:11:53,010 --> 00:11:54,170 All right, this is. 139 00:11:54,360 --> 00:11:57,540 Now let's change the scaling of different parts of the Hanzo. 140 00:11:58,620 --> 00:12:03,940 This part of the forum must be a bit like this. 141 00:12:04,110 --> 00:12:05,820 Let's get it down. 142 00:12:05,820 --> 00:12:06,360 Like this. 143 00:12:06,360 --> 00:12:06,930 Or here. 144 00:12:08,610 --> 00:12:15,630 This is the elbow part and arm part which can be more prominent. 145 00:12:16,410 --> 00:12:16,710 Right. 146 00:12:17,610 --> 00:12:18,240 So. 147 00:12:24,090 --> 00:12:24,860 Something like this. 148 00:12:24,860 --> 00:12:31,350 So, again, we're going to send something so close. 149 00:12:31,920 --> 00:12:32,300 All right. 150 00:12:32,310 --> 00:12:37,800 But I think the hand is too big right now. 151 00:12:37,800 --> 00:12:47,700 So let's select all these vertices and then let's let's look these vertices and then move them g, x 152 00:12:48,790 --> 00:12:50,970 or we can select them all the thing. 153 00:12:51,150 --> 00:12:52,170 G x. 154 00:12:53,670 --> 00:12:54,960 Change the noise a bit. 155 00:12:56,250 --> 00:12:57,330 She asked again. 156 00:12:59,460 --> 00:12:59,940 And. 157 00:12:59,940 --> 00:13:00,420 All right. 158 00:13:07,200 --> 00:13:08,640 Let's change 159 00:13:11,490 --> 00:13:12,870 the tone or here. 160 00:14:20,870 --> 00:14:27,830 You need to be careful to not get distortions because when you apply the scheme, we will get a very 161 00:14:27,830 --> 00:14:28,880 bad geometry. 162 00:14:28,880 --> 00:14:30,050 So we don't want that. 163 00:14:30,350 --> 00:14:41,450 So if I increase something reasonable, you can see how it will look and we can adjust this even more 164 00:14:41,540 --> 00:14:43,310 this year, for example. 165 00:15:11,950 --> 00:15:15,510 I want this to be actually flat. 166 00:15:16,540 --> 00:15:25,270 We can bend them when we go into the rigging, so we don't need to even 167 00:15:28,570 --> 00:15:29,770 add them right now. 168 00:15:37,330 --> 00:15:37,690 All right. 169 00:15:38,530 --> 00:15:41,950 Now let's go back to the party over here. 170 00:15:41,980 --> 00:15:43,740 Let's not forget to save. 171 00:15:44,590 --> 00:15:45,300 So as. 172 00:15:46,150 --> 00:15:51,370 Let's go back to the body and let's go here. 173 00:15:52,600 --> 00:15:53,880 Let's add. 174 00:15:57,230 --> 00:16:00,300 And other words to see or hear. 175 00:16:05,190 --> 00:16:06,660 Something like this. 176 00:16:07,140 --> 00:16:09,640 Then let's move them down like this. 177 00:16:10,640 --> 00:16:11,010 All right. 178 00:16:12,090 --> 00:16:15,720 So I want this arm to be over here. 179 00:16:15,720 --> 00:16:22,770 As also, as I mentioned before, I want more money for it to be applied as the first modifier. 180 00:16:22,830 --> 00:16:25,910 All right, so we get this geometry. 181 00:16:25,920 --> 00:16:33,600 If I enable the Philippines over here in Myanmar this way and then go to Beaumont and then select all 182 00:16:33,600 --> 00:16:44,190 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 183 00:16:44,190 --> 00:16:45,360 we're mirroring. 184 00:16:52,340 --> 00:16:52,660 All right. 185 00:16:52,670 --> 00:16:53,600 I think this is good. 186 00:16:56,030 --> 00:17:05,780 The good thing is we can still adjust these, Wirtek says, and get the result we want. 187 00:17:05,780 --> 00:17:08,660 So if we want something like this, we can get that. 188 00:17:09,440 --> 00:17:11,720 I think the the body is too big. 189 00:17:11,720 --> 00:17:13,970 So as a skeleton with us 190 00:17:17,599 --> 00:17:18,410 now, it's better. 191 00:17:18,890 --> 00:17:19,190 All right. 192 00:17:20,150 --> 00:17:22,130 So let's go through the leg part. 193 00:17:22,310 --> 00:17:31,430 Let's shift right over here and go to mesh, shift A to make a mesh and then go to measures, make a 194 00:17:31,430 --> 00:17:32,270 cylinder. 195 00:17:32,420 --> 00:17:37,190 And then let's go to front V with one number one on the non pads. 196 00:17:37,700 --> 00:17:45,410 This process that just go this up like this, then we can smooth it. 197 00:17:54,550 --> 00:17:56,800 And then let's make a loop over here. 198 00:17:59,510 --> 00:18:04,400 All right, then let's go to France View and let's look select these. 199 00:18:06,080 --> 00:18:08,390 Let's go to the first selection and then this book. 200 00:18:08,390 --> 00:18:19,160 Select these ones so that the back pass isn't selected and then rest press E to extrude along the Y 201 00:18:19,160 --> 00:18:23,240 axis or the z local axis. 202 00:18:23,330 --> 00:18:25,220 This is the Z local axis. 203 00:18:26,920 --> 00:18:28,630 To make a boycott of the film. 204 00:18:29,560 --> 00:18:32,640 We are going to make a shoe for this character. 205 00:18:32,650 --> 00:18:37,510 So we don't need this part of the food like the food over here. 206 00:18:38,140 --> 00:18:46,640 But we're going to do it anyways so we can just just for our observation, let's mirror it, select 207 00:18:46,640 --> 00:18:50,050 the mirror, object for our body to merit. 208 00:18:50,470 --> 00:18:55,030 And then let's bring up this ground claim that we made. 209 00:18:57,650 --> 00:19:02,560 And that's actually a solid if one modifier for this plane. 210 00:19:04,220 --> 00:19:04,640 Right. 211 00:19:05,030 --> 00:19:06,860 And then there's the subdivision. 212 00:19:16,750 --> 00:19:17,110 I just. 213 00:19:30,380 --> 00:19:31,700 I would ground like this. 214 00:19:32,000 --> 00:19:40,250 So but both of them said character is important if a portion of the fit is inside the ground. 215 00:19:40,460 --> 00:19:40,880 All right. 216 00:19:40,880 --> 00:19:43,640 But it's it shouldn't be like this. 217 00:19:43,640 --> 00:19:51,230 Like that can be on this space if we look like looking like this. 218 00:19:51,770 --> 00:19:58,000 So always adjust that, that even the part of the fit is inside the ground. 219 00:19:58,010 --> 00:19:58,790 It doesn't matter. 220 00:19:59,120 --> 00:19:59,660 All right. 221 00:19:59,960 --> 00:20:02,080 Now we have this body. 222 00:20:02,090 --> 00:20:05,690 You have the leg and. 223 00:20:06,140 --> 00:20:10,550 Okay, so let me see what other changes we can do. 224 00:20:10,880 --> 00:20:12,110 It's good to get it moved. 225 00:20:13,640 --> 00:20:14,720 Whereas acceleration. 226 00:20:20,180 --> 00:20:24,500 Let's make him a little bit fat boy here. 227 00:20:28,650 --> 00:20:30,570 Something around like this. 228 00:20:31,850 --> 00:20:37,220 A person control a or let's move the legs. 229 00:20:39,910 --> 00:20:40,730 Like this. 230 00:20:43,030 --> 00:20:48,550 The lines are really long, so I'm going to show them them down. 231 00:20:52,800 --> 00:21:01,140 And the shift right click to move the to the gas and select on my ground shift as solution the cursor 232 00:21:03,420 --> 00:21:13,740 but let's actually press the ground set oil into geometry and now let's see no assumes the only moves 233 00:21:13,740 --> 00:21:17,760 it's like it was like to that location so. 234 00:21:22,420 --> 00:21:22,810 All right. 235 00:21:28,460 --> 00:21:29,060 Okay. 236 00:21:29,810 --> 00:21:30,830 Now we have the legs. 237 00:21:30,830 --> 00:21:35,990 We have the body of the arms, we have the hand and. 238 00:21:36,440 --> 00:21:37,070 Yeah. 239 00:21:37,880 --> 00:21:41,120 So let's do some more adjustments over here. 240 00:21:56,180 --> 00:21:56,690 Okay. 241 00:21:57,170 --> 00:22:02,660 Let's add this to a new collection and name it, 242 00:22:06,800 --> 00:22:07,280 buddy. 243 00:22:09,170 --> 00:22:09,530 All right. 244 00:22:09,860 --> 00:22:16,280 Now let's go to the render view and let's see how it is going to be in the rendering. 245 00:22:16,310 --> 00:22:18,350 Let's turn on the lights over here. 246 00:22:19,820 --> 00:22:27,380 And for the lights, let's actually change the sun color to something like this. 247 00:22:35,280 --> 00:22:35,550 Okay. 248 00:22:36,390 --> 00:22:39,210 So let's see or hear. 249 00:22:43,050 --> 00:22:43,260 Yeah. 250 00:22:43,260 --> 00:22:44,460 I think we're good for now. 251 00:22:44,670 --> 00:22:46,860 What is with you in the next one? 252 00:22:47,520 --> 00:22:56,370 I am going to make some clothes for this character and see some see how we can make those clothes and 253 00:22:56,370 --> 00:22:57,090 all that. 254 00:22:57,600 --> 00:22:58,270 All right. 255 00:22:58,300 --> 00:22:59,280 And the next with you. 256 00:23:00,510 --> 00:23:00,930 Goodbye.