Hello, guys, and welcome back.
In this video, we are going to get through some important stuff about this thing, the buzz word to
start our scalps and when to start our skull.
And once ended and without a stop at one of the steps of sculpting anything.
So these are separated into the sculpting process has been separated into three main steps that are
really important to main.
The first step is the sculpting, the primary forms.
The second step is sculpting the secondary forms.
The terms of service.
And the last stuff is sort of sculpted tertiary forms.
So what are these forms?
What do they mean?
So the primary forms when you're sculpting is actually the silhouette of your shape.
It's actually sculpting how the shape looks, the main shapes of your character if you object.
Look.
So, for example, take Suzanne as an example.
If we go to over here and change the light into flats now, we can see how the lines are working together
and making the main shape of our monkey over here.
So the face of a monkey, even without any any surface or just some flat lighting, it is indicating
that this is a face.
So this gives us to this.
This shows how important the primary form.
So this is what we did with primary forms, same as a woman to sculpt this monkey.
And we did like changing the location of the.
Like this.
Let me disable this.
All right.
Changing the location.
Sorry.
Let me just say, what is texture?
Change the location of forms carefully.
And so even from afar, we can.
Define the shape of this monkey.
We can see that.
Yeah, this is the monkey.
And then when we are done with the premiership, which is the most important shape, the important face.
So this is the most important face.
I'm going to explain it to you.
What?
So if you go on multi resolution and subdivided, the more now we have this shape.
So we did our sculpted monkey over here and we made these shapes.
These are two primary shapes, like the ear is the primary shaped on the nose, the mouth.
These are the primary shape of our object, of our character.
If you make a body and the torso is the primary shape, the arm, the elbow, the wrist and fingers
are the primary shapes.
But then after we are done with this primary shapes and after we go to flat lighting and we see that,
yes, the what looks good, then we move into the second phase, which is secondary forms.
So are the trees of the levels with motor is modifier.
And now I'm going to.
SCOP second reform support or a second inform.
These are the forms that are related to the objects that the character that you are making.
So example now we are making the face.
The second reforms are like maybe a wrinkle beneath the eye, right?
These are the second reforms, which may be the wrinkle that makes between the eyebrows or here.
All right.
Maybe the wrinkle between the nose.
Or the wrinkle, the mix.
In this area of the mouth.
Or the wrinkle that is between the mouth.
Something like this.
All right.
So these are secondary forms, or maybe even not wrinkles only.
Maybe we even make neck for our manicure here.
Then the neck has some muscles like a sun.
Clyde Muscle like muscle.
If we go here and we want to add some second reforms, which is a muscle in the neck over here.
And then we add this muscle like this.
Right.
And this is also a second reform.
We are adding for second reforms to our ship.
And this is based on your, uh, this is mostly based on your object on what your sculpt and issue for
sculpting face.
These are the second reforms that you're doing.
So we did the primary reforms is the second there was a primary form.
If you go to level zero over here, this is our primary form of our monkey face.
Then we went ahead to phase two and made the second reforms.
These are second reforms.
So we make like some wrinkles and all the usually centers and the reform process phase is the longest.
So it takes a lot of time for us.
So we have to do some research about the character we're making, about the face features, about how
old the character is.
So these wrinkles will make a lot of.
All those changes to the age of your character.
But if I increase these, it's going to make it much lighter older.
All right.
So you have to do a lot of work in this phase.
So this is why the second reform phase is the ones where the primary four forms is the most important.
Uh, and then we go through the last phase when you're done with the Prime Minister and enforces church
reforms.
So this is the easiest, easiest and fastest.
So most reform and.
Most people, when they're not into making cases, think that making the church reforms takes the longest
time and is so hard because the church reforms are actually the most fine details of our case so that
it's going to be seen.
But it's actually the easiest and the fastest.
I'm going to show you how.
So if you increase of there's a world something very high like six.
All right.
Now, a character has 2 million polygons and know it's a very high amounts of vertices.
That's polygons, 2 million vertices, very high amounts of vertices.
But now K2 has also geometry as well.
Right.
So now I can go to my draw rush and at an offer like this or that I've added before asking for.
And go here and add it texture and maybe add it to where you play at the mapping to viewport.
And now I can add texture.
Texture.
Texture of tattoo forms over here.
So I'm in this third phase of sculpting, which is tertiary forms and shrines aren't skin texture on
my surface, on the surface of my character so quick now and I can quickly with the help of also.
Had some church reforms, which is, in this case, some skins.
All right.
Then I can add more such earphones with the mesh filter over here.
It's just.
It's a random change.
That's strange.
Something like this.
Then let's see what we get over here.
We get some more.
Random things in the.
And the surface of her objects.
So not something too much.
But maybe something like this as you can see for Zoom now you can see that this.
This has a lot of details and I can even go higher, which is going to make it easier for this.
But for now it is enough.
So now my objects, if I change it to six
and we, of course, my object has all the details, some second reforms over here.
So these are some of the conditions over here, also over here.
So Nicolai demonstrates.
And the primary shape, which is this?
This is my primary shape.
So to recap, I did the primary forms and this marked me, which was again made by Paul Henderson of
the Monkeys, Suzanne.
And then I made some simple second year forms, which are the wrinkles over here.
And then I went to the last phase, which is the tertiary forms which the which with the help of an
awful image.
I made some skin textures on the surface of my monkey.
And that's all.
But what is primary forms so important?
The important phase.
The most important phase.
And the reasoning is that if you have all these details, all these tertiary art forms and all these
secondary forms, but if your primary shapes.
I'm not correct.
Like, for example, if I move, get, move, rush and do something like this.
All right.
I moved it or something like this.
So these are the primary shapes, but this is not correct.
Although I have a lot of details on the surface of my character, lots of even secondary forms.
But if I zoom in or zoom out over here, I cannot define how what is the creature?
I cannot say for sure that this is going to is the creature.
Once I met a lot of exaggeration over here, but with the primary forms, you should always be able
to identify your case, identify or sculpts, or even any angle.
If you zoom out, you should see your case.
And in games.
And in many movies, maybe it is not.
The camera is not too close like this.
You're going to see these details.
Camera is going to be like here.
Right.
And even with the rendering, one shot, the rendering, we're not going to get too close on.
This is the goal that we're going to capture the face, but usually from this angle.
Right.
So the primary forms now become much more important.
Because if you go to philosophy for you and if we change the skull or hear something like this now,
this is too noticeable.
To our eyes and it doesn't matter how much.
Details.
We have others.
So our character.
Because the primary forms are not correct.
Maybe we maybe are not connect.
Correct.
Then it is not going to be appealed to die.
And that is what is the most important phase and this phase.
I usually do this phase.
I may change the notation, color or here.
I do this face only by a machine.
I do some of these face with ray machine in the ray machine.
Phase of mass cults and then solve it in the interests.
Then I deal with the territory for the last port that the motorists.
So what I mean by that is I make a shape.
I go here, I define the resolution, control our.
Change the shape how I want it to be.
It's called sonnets make the primary shapes like this or the primary shapes.
Like if one wants to make a face, it's going to be on the nose and the lips over here.
And then this is where I have to be cautious this or something like that.
You need to have proportions.
So what's what's another thing that comes so important in the first phase is that you have to think
about proportions when you're making characters.
So you have to think like how the skull, how, how big the skull is compared to the face, how big
the eyes, how big the notes is, how big the mouth is, how big the earrings?
How big is the.
The neck.
And if you watch it from the side of you, the neck and the head should have this angle, that this
angle.
This is not correct for the head and neck.
You should have an angle like this.
You have to know all this stuff and then go to the body and then have an angle like this for the body
and all that.
We have to think that in the first phase.
All right.
And again, because we are moving things around too much, it's going to make areas to stretch.
And this is the power of free motion.
We can always control, press control and remeasured the we have the primary shapes always and we can
always go and change things around.
But if I like here and if I want to add some premierships with six subdivisions, well, not with the
same amount of stretch.
Now, as you can see, it's not very easy.
Right?
And I can't if I do some major changes, it's going to make my mesh deforms.
This year, it's going to make the mesh deforms like this.
This is why I have to be careful and put as much as I can in the primary forms, because if I get the
primary forms right, wrong, if I get this wrong and it's sort of sculpting and do all this secondary
and tertiary forms, and then I rotate around, then I see, oh my God, the skull is too big or the
neck is too big.
Then changing these will cost me lots.
I have to do a lot of modification to be able to change this.
So I have to push everything I can to do these changes in the first phase and be careful about the proportions
of everything I'm doing in the first phase.
And that's what is the most important thing I can emphasise.
More than that, this is the most important phase and you should put as much as you can in this phase
to get the shape right.
So when you are looking from afar, you can define that this is a phase from the side.
You can define that this is the phase.
This is how the phase looks, even without any detail.
All right.
So that is what I wanted to show you.
And this is very important.
We we need to keep this in mind.
These three.
Phases.
So to recap, we start with our primary forms with remission, or you can also do that.
So it doesn't matter if you're if you're happy with it done.
So we can use dental to make the shape.
Partnerships.
And then we do some secondary forms and then we remeasured.
So between the.
Between this phase, the second phase and the third phase, we have a middle phase which is reachable,
which is reasonable, and then we reach upwards and then go into the search results.
All right.
So that's all.
I hope that was helpful.
Until next year.
Goodbye.