1 00:00:00,970 --> 00:00:02,610 Hello, guys, and welcome back. 2 00:00:02,620 --> 00:00:12,400 In this video, we are going to get through some important stuff about this thing, the buzz word to 3 00:00:12,400 --> 00:00:17,300 start our scalps and when to start our skull. 4 00:00:17,350 --> 00:00:24,580 And once ended and without a stop at one of the steps of sculpting anything. 5 00:00:25,450 --> 00:00:36,040 So these are separated into the sculpting process has been separated into three main steps that are 6 00:00:36,040 --> 00:00:38,220 really important to main. 7 00:00:38,230 --> 00:00:43,300 The first step is the sculpting, the primary forms. 8 00:00:48,090 --> 00:00:51,600 The second step is sculpting the secondary forms. 9 00:00:55,880 --> 00:00:56,880 The terms of service. 10 00:00:56,900 --> 00:00:59,930 And the last stuff is sort of sculpted tertiary forms. 11 00:01:03,350 --> 00:01:04,879 So what are these forms? 12 00:01:04,879 --> 00:01:05,710 What do they mean? 13 00:01:05,720 --> 00:01:13,130 So the primary forms when you're sculpting is actually the silhouette of your shape. 14 00:01:13,130 --> 00:01:21,230 It's actually sculpting how the shape looks, the main shapes of your character if you object. 15 00:01:21,350 --> 00:01:21,790 Look. 16 00:01:21,800 --> 00:01:24,650 So, for example, take Suzanne as an example. 17 00:01:26,990 --> 00:01:37,520 If we go to over here and change the light into flats now, we can see how the lines are working together 18 00:01:37,520 --> 00:01:41,870 and making the main shape of our monkey over here. 19 00:01:42,050 --> 00:01:53,630 So the face of a monkey, even without any any surface or just some flat lighting, it is indicating 20 00:01:54,500 --> 00:01:56,060 that this is a face. 21 00:01:56,450 --> 00:02:00,020 So this gives us to this. 22 00:02:00,470 --> 00:02:03,230 This shows how important the primary form. 23 00:02:03,240 --> 00:02:08,840 So this is what we did with primary forms, same as a woman to sculpt this monkey. 24 00:02:08,870 --> 00:02:15,590 And we did like changing the location of the. 25 00:02:16,900 --> 00:02:17,560 Like this. 26 00:02:17,590 --> 00:02:19,460 Let me disable this. 27 00:02:19,660 --> 00:02:19,990 All right. 28 00:02:20,620 --> 00:02:22,090 Changing the location. 29 00:02:23,080 --> 00:02:23,510 Sorry. 30 00:02:23,560 --> 00:02:24,820 Let me just say, what is texture? 31 00:02:25,450 --> 00:02:29,590 Change the location of forms carefully. 32 00:02:29,970 --> 00:02:33,880 And so even from afar, we can. 33 00:02:35,630 --> 00:02:38,750 Define the shape of this monkey. 34 00:02:38,750 --> 00:02:39,630 We can see that. 35 00:02:39,650 --> 00:02:42,080 Yeah, this is the monkey. 36 00:02:42,410 --> 00:02:48,790 And then when we are done with the premiership, which is the most important shape, the important face. 37 00:02:48,860 --> 00:02:51,170 So this is the most important face. 38 00:02:51,170 --> 00:02:52,220 I'm going to explain it to you. 39 00:02:52,220 --> 00:02:52,520 What? 40 00:02:52,970 --> 00:02:58,790 So if you go on multi resolution and subdivided, the more now we have this shape. 41 00:02:58,790 --> 00:03:04,490 So we did our sculpted monkey over here and we made these shapes. 42 00:03:04,910 --> 00:03:11,930 These are two primary shapes, like the ear is the primary shaped on the nose, the mouth. 43 00:03:11,930 --> 00:03:15,260 These are the primary shape of our object, of our character. 44 00:03:16,550 --> 00:03:25,640 If you make a body and the torso is the primary shape, the arm, the elbow, the wrist and fingers 45 00:03:26,090 --> 00:03:27,410 are the primary shapes. 46 00:03:28,040 --> 00:03:34,340 But then after we are done with this primary shapes and after we go to flat lighting and we see that, 47 00:03:34,340 --> 00:03:40,790 yes, the what looks good, then we move into the second phase, which is secondary forms. 48 00:03:41,150 --> 00:03:44,960 So are the trees of the levels with motor is modifier. 49 00:03:45,470 --> 00:03:46,760 And now I'm going to. 50 00:03:48,850 --> 00:03:51,580 SCOP second reform support or a second inform. 51 00:03:51,610 --> 00:03:57,700 These are the forms that are related to the objects that the character that you are making. 52 00:03:58,090 --> 00:04:00,370 So example now we are making the face. 53 00:04:00,580 --> 00:04:06,250 The second reforms are like maybe a wrinkle beneath the eye, right? 54 00:04:07,210 --> 00:04:14,050 These are the second reforms, which may be the wrinkle that makes between the eyebrows or here. 55 00:04:14,950 --> 00:04:15,690 All right. 56 00:04:15,700 --> 00:04:18,790 Maybe the wrinkle between the nose. 57 00:04:21,940 --> 00:04:23,500 Or the wrinkle, the mix. 58 00:04:25,640 --> 00:04:27,770 In this area of the mouth. 59 00:04:28,890 --> 00:04:33,030 Or the wrinkle that is between the mouth. 60 00:04:33,930 --> 00:04:34,800 Something like this. 61 00:04:35,100 --> 00:04:35,430 All right. 62 00:04:35,790 --> 00:04:41,550 So these are secondary forms, or maybe even not wrinkles only. 63 00:04:42,840 --> 00:04:47,190 Maybe we even make neck for our manicure here. 64 00:04:48,380 --> 00:04:52,810 Then the neck has some muscles like a sun. 65 00:04:52,820 --> 00:04:53,990 Clyde Muscle like muscle. 66 00:04:55,130 --> 00:05:01,550 If we go here and we want to add some second reforms, which is a muscle in the neck over here. 67 00:05:02,520 --> 00:05:05,760 And then we add this muscle like this. 68 00:05:07,460 --> 00:05:07,820 Right. 69 00:05:07,850 --> 00:05:10,190 And this is also a second reform. 70 00:05:10,190 --> 00:05:14,360 We are adding for second reforms to our ship. 71 00:05:14,360 --> 00:05:21,700 And this is based on your, uh, this is mostly based on your object on what your sculpt and issue for 72 00:05:21,710 --> 00:05:22,670 sculpting face. 73 00:05:23,360 --> 00:05:25,640 These are the second reforms that you're doing. 74 00:05:26,000 --> 00:05:30,380 So we did the primary reforms is the second there was a primary form. 75 00:05:30,830 --> 00:05:38,090 If you go to level zero over here, this is our primary form of our monkey face. 76 00:05:38,730 --> 00:05:43,850 Then we went ahead to phase two and made the second reforms. 77 00:05:43,980 --> 00:05:45,620 These are second reforms. 78 00:05:46,370 --> 00:05:55,100 So we make like some wrinkles and all the usually centers and the reform process phase is the longest. 79 00:05:56,090 --> 00:05:57,630 So it takes a lot of time for us. 80 00:05:57,630 --> 00:06:05,390 So we have to do some research about the character we're making, about the face features, about how 81 00:06:05,390 --> 00:06:06,680 old the character is. 82 00:06:06,680 --> 00:06:08,600 So these wrinkles will make a lot of. 83 00:06:09,990 --> 00:06:13,720 All those changes to the age of your character. 84 00:06:14,920 --> 00:06:18,820 But if I increase these, it's going to make it much lighter older. 85 00:06:20,260 --> 00:06:20,590 All right. 86 00:06:21,130 --> 00:06:24,200 So you have to do a lot of work in this phase. 87 00:06:24,230 --> 00:06:31,270 So this is why the second reform phase is the ones where the primary four forms is the most important. 88 00:06:32,590 --> 00:06:38,230 Uh, and then we go through the last phase when you're done with the Prime Minister and enforces church 89 00:06:38,230 --> 00:06:38,840 reforms. 90 00:06:38,890 --> 00:06:43,090 So this is the easiest, easiest and fastest. 91 00:06:43,750 --> 00:06:45,070 So most reform and. 92 00:06:48,990 --> 00:06:55,800 Most people, when they're not into making cases, think that making the church reforms takes the longest 93 00:06:55,800 --> 00:07:04,080 time and is so hard because the church reforms are actually the most fine details of our case so that 94 00:07:04,080 --> 00:07:04,830 it's going to be seen. 95 00:07:05,430 --> 00:07:08,190 But it's actually the easiest and the fastest. 96 00:07:08,190 --> 00:07:09,030 I'm going to show you how. 97 00:07:09,060 --> 00:07:13,530 So if you increase of there's a world something very high like six. 98 00:07:16,080 --> 00:07:16,480 All right. 99 00:07:16,500 --> 00:07:24,040 Now, a character has 2 million polygons and know it's a very high amounts of vertices. 100 00:07:24,450 --> 00:07:28,080 That's polygons, 2 million vertices, very high amounts of vertices. 101 00:07:28,590 --> 00:07:31,020 But now K2 has also geometry as well. 102 00:07:31,050 --> 00:07:31,380 Right. 103 00:07:31,800 --> 00:07:39,840 So now I can go to my draw rush and at an offer like this or that I've added before asking for. 104 00:07:40,870 --> 00:07:49,120 And go here and add it texture and maybe add it to where you play at the mapping to viewport. 105 00:07:49,900 --> 00:07:51,370 And now I can add texture. 106 00:07:51,430 --> 00:07:52,120 Texture. 107 00:07:54,550 --> 00:07:56,650 Texture of tattoo forms over here. 108 00:07:56,800 --> 00:08:04,300 So I'm in this third phase of sculpting, which is tertiary forms and shrines aren't skin texture on 109 00:08:04,300 --> 00:08:11,860 my surface, on the surface of my character so quick now and I can quickly with the help of also. 110 00:08:13,170 --> 00:08:17,940 Had some church reforms, which is, in this case, some skins. 111 00:08:21,110 --> 00:08:21,410 All right. 112 00:08:21,860 --> 00:08:26,090 Then I can add more such earphones with the mesh filter over here. 113 00:08:26,300 --> 00:08:26,690 It's just. 114 00:08:26,690 --> 00:08:29,120 It's a random change. 115 00:08:29,120 --> 00:08:29,780 That's strange. 116 00:08:30,110 --> 00:08:31,100 Something like this. 117 00:08:31,880 --> 00:08:33,890 Then let's see what we get over here. 118 00:08:34,010 --> 00:08:35,299 We get some more. 119 00:08:36,970 --> 00:08:38,860 Random things in the. 120 00:08:42,090 --> 00:08:43,620 And the surface of her objects. 121 00:08:44,690 --> 00:08:46,300 So not something too much. 122 00:08:47,780 --> 00:08:53,780 But maybe something like this as you can see for Zoom now you can see that this. 123 00:08:54,830 --> 00:09:00,880 This has a lot of details and I can even go higher, which is going to make it easier for this. 124 00:09:00,890 --> 00:09:02,280 But for now it is enough. 125 00:09:03,590 --> 00:09:06,860 So now my objects, if I change it to six 126 00:09:09,470 --> 00:09:15,050 and we, of course, my object has all the details, some second reforms over here. 127 00:09:15,080 --> 00:09:19,010 So these are some of the conditions over here, also over here. 128 00:09:19,070 --> 00:09:20,480 So Nicolai demonstrates. 129 00:09:22,180 --> 00:09:25,450 And the primary shape, which is this? 130 00:09:25,600 --> 00:09:27,220 This is my primary shape. 131 00:09:28,120 --> 00:09:37,630 So to recap, I did the primary forms and this marked me, which was again made by Paul Henderson of 132 00:09:38,140 --> 00:09:39,250 the Monkeys, Suzanne. 133 00:09:40,240 --> 00:09:45,310 And then I made some simple second year forms, which are the wrinkles over here. 134 00:09:46,240 --> 00:09:53,440 And then I went to the last phase, which is the tertiary forms which the which with the help of an 135 00:09:53,440 --> 00:09:54,240 awful image. 136 00:09:54,430 --> 00:09:58,330 I made some skin textures on the surface of my monkey. 137 00:10:00,680 --> 00:10:01,680 And that's all. 138 00:10:01,700 --> 00:10:05,670 But what is primary forms so important? 139 00:10:05,690 --> 00:10:06,800 The important phase. 140 00:10:07,340 --> 00:10:08,690 The most important phase. 141 00:10:08,840 --> 00:10:17,450 And the reasoning is that if you have all these details, all these tertiary art forms and all these 142 00:10:17,450 --> 00:10:21,020 secondary forms, but if your primary shapes. 143 00:10:21,020 --> 00:10:22,020 I'm not correct. 144 00:10:22,070 --> 00:10:27,230 Like, for example, if I move, get, move, rush and do something like this. 145 00:10:27,590 --> 00:10:27,920 All right. 146 00:10:28,520 --> 00:10:30,010 I moved it or something like this. 147 00:10:30,010 --> 00:10:33,320 So these are the primary shapes, but this is not correct. 148 00:10:34,760 --> 00:10:41,270 Although I have a lot of details on the surface of my character, lots of even secondary forms. 149 00:10:41,270 --> 00:10:48,560 But if I zoom in or zoom out over here, I cannot define how what is the creature? 150 00:10:48,670 --> 00:10:52,700 I cannot say for sure that this is going to is the creature. 151 00:10:52,700 --> 00:11:01,820 Once I met a lot of exaggeration over here, but with the primary forms, you should always be able 152 00:11:01,940 --> 00:11:07,430 to identify your case, identify or sculpts, or even any angle. 153 00:11:08,530 --> 00:11:11,770 If you zoom out, you should see your case. 154 00:11:12,310 --> 00:11:13,840 And in games. 155 00:11:14,870 --> 00:11:19,490 And in many movies, maybe it is not. 156 00:11:19,580 --> 00:11:21,980 The camera is not too close like this. 157 00:11:22,390 --> 00:11:23,930 You're going to see these details. 158 00:11:24,560 --> 00:11:25,850 Camera is going to be like here. 159 00:11:27,080 --> 00:11:27,530 Right. 160 00:11:28,070 --> 00:11:35,480 And even with the rendering, one shot, the rendering, we're not going to get too close on. 161 00:11:35,480 --> 00:11:40,280 This is the goal that we're going to capture the face, but usually from this angle. 162 00:11:40,280 --> 00:11:40,550 Right. 163 00:11:41,690 --> 00:11:45,110 So the primary forms now become much more important. 164 00:11:46,300 --> 00:11:53,910 Because if you go to philosophy for you and if we change the skull or hear something like this now, 165 00:11:53,920 --> 00:11:56,440 this is too noticeable. 166 00:11:57,460 --> 00:12:01,660 To our eyes and it doesn't matter how much. 167 00:12:02,900 --> 00:12:03,350 Details. 168 00:12:03,350 --> 00:12:04,080 We have others. 169 00:12:04,080 --> 00:12:05,300 So our character. 170 00:12:06,340 --> 00:12:09,180 Because the primary forms are not correct. 171 00:12:09,190 --> 00:12:11,720 Maybe we maybe are not connect. 172 00:12:11,750 --> 00:12:12,250 Correct. 173 00:12:12,970 --> 00:12:14,920 Then it is not going to be appealed to die. 174 00:12:15,760 --> 00:12:21,250 And that is what is the most important phase and this phase. 175 00:12:23,130 --> 00:12:24,930 I usually do this phase. 176 00:12:25,290 --> 00:12:29,730 I may change the notation, color or here. 177 00:12:30,850 --> 00:12:33,690 I do this face only by a machine. 178 00:12:36,730 --> 00:12:42,350 I do some of these face with ray machine in the ray machine. 179 00:12:43,790 --> 00:12:48,050 Phase of mass cults and then solve it in the interests. 180 00:12:50,290 --> 00:12:54,750 Then I deal with the territory for the last port that the motorists. 181 00:12:57,050 --> 00:13:00,140 So what I mean by that is I make a shape. 182 00:13:02,060 --> 00:13:06,380 I go here, I define the resolution, control our. 183 00:13:09,190 --> 00:13:11,680 Change the shape how I want it to be. 184 00:13:13,580 --> 00:13:19,070 It's called sonnets make the primary shapes like this or the primary shapes. 185 00:13:19,070 --> 00:13:26,690 Like if one wants to make a face, it's going to be on the nose and the lips over here. 186 00:13:31,660 --> 00:13:36,880 And then this is where I have to be cautious this or something like that. 187 00:13:37,660 --> 00:13:39,190 You need to have proportions. 188 00:13:39,280 --> 00:13:46,810 So what's what's another thing that comes so important in the first phase is that you have to think 189 00:13:46,810 --> 00:13:49,600 about proportions when you're making characters. 190 00:13:50,260 --> 00:13:57,850 So you have to think like how the skull, how, how big the skull is compared to the face, how big 191 00:13:57,850 --> 00:14:02,770 the eyes, how big the notes is, how big the mouth is, how big the earrings? 192 00:14:03,160 --> 00:14:06,190 How big is the. 193 00:14:08,640 --> 00:14:09,240 The neck. 194 00:14:10,020 --> 00:14:17,610 And if you watch it from the side of you, the neck and the head should have this angle, that this 195 00:14:17,610 --> 00:14:18,090 angle. 196 00:14:18,210 --> 00:14:21,810 This is not correct for the head and neck. 197 00:14:22,200 --> 00:14:25,320 You should have an angle like this. 198 00:14:26,640 --> 00:14:33,690 You have to know all this stuff and then go to the body and then have an angle like this for the body 199 00:14:33,690 --> 00:14:34,200 and all that. 200 00:14:34,860 --> 00:14:37,260 We have to think that in the first phase. 201 00:14:37,590 --> 00:14:37,890 All right. 202 00:14:38,580 --> 00:14:46,380 And again, because we are moving things around too much, it's going to make areas to stretch. 203 00:14:46,860 --> 00:14:48,450 And this is the power of free motion. 204 00:14:48,450 --> 00:14:56,790 We can always control, press control and remeasured the we have the primary shapes always and we can 205 00:14:56,790 --> 00:14:59,580 always go and change things around. 206 00:15:00,720 --> 00:15:09,450 But if I like here and if I want to add some premierships with six subdivisions, well, not with the 207 00:15:09,450 --> 00:15:10,750 same amount of stretch. 208 00:15:11,670 --> 00:15:14,490 Now, as you can see, it's not very easy. 209 00:15:14,520 --> 00:15:14,850 Right? 210 00:15:15,750 --> 00:15:22,610 And I can't if I do some major changes, it's going to make my mesh deforms. 211 00:15:23,650 --> 00:15:27,060 This year, it's going to make the mesh deforms like this. 212 00:15:28,740 --> 00:15:36,140 This is why I have to be careful and put as much as I can in the primary forms, because if I get the 213 00:15:36,140 --> 00:15:44,000 primary forms right, wrong, if I get this wrong and it's sort of sculpting and do all this secondary 214 00:15:44,000 --> 00:15:51,230 and tertiary forms, and then I rotate around, then I see, oh my God, the skull is too big or the 215 00:15:51,230 --> 00:15:52,730 neck is too big. 216 00:15:53,570 --> 00:15:56,030 Then changing these will cost me lots. 217 00:15:56,390 --> 00:15:59,500 I have to do a lot of modification to be able to change this. 218 00:16:00,110 --> 00:16:11,840 So I have to push everything I can to do these changes in the first phase and be careful about the proportions 219 00:16:11,990 --> 00:16:16,700 of everything I'm doing in the first phase. 220 00:16:17,750 --> 00:16:23,390 And that's what is the most important thing I can emphasise. 221 00:16:24,110 --> 00:16:33,380 More than that, this is the most important phase and you should put as much as you can in this phase 222 00:16:33,380 --> 00:16:34,580 to get the shape right. 223 00:16:34,910 --> 00:16:43,100 So when you are looking from afar, you can define that this is a phase from the side. 224 00:16:43,100 --> 00:16:45,830 You can define that this is the phase. 225 00:16:45,830 --> 00:16:51,080 This is how the phase looks, even without any detail. 226 00:16:53,260 --> 00:16:53,620 All right. 227 00:16:54,580 --> 00:16:56,840 So that is what I wanted to show you. 228 00:16:57,700 --> 00:16:59,380 And this is very important. 229 00:16:59,640 --> 00:17:03,010 We we need to keep this in mind. 230 00:17:03,010 --> 00:17:03,880 These three. 231 00:17:05,400 --> 00:17:05,990 Phases. 232 00:17:06,569 --> 00:17:13,349 So to recap, we start with our primary forms with remission, or you can also do that. 233 00:17:13,460 --> 00:17:17,730 So it doesn't matter if you're if you're happy with it done. 234 00:17:17,730 --> 00:17:21,780 So we can use dental to make the shape. 235 00:17:22,470 --> 00:17:23,310 Partnerships. 236 00:17:25,020 --> 00:17:29,400 And then we do some secondary forms and then we remeasured. 237 00:17:29,490 --> 00:17:31,410 So between the. 238 00:17:34,520 --> 00:17:42,980 Between this phase, the second phase and the third phase, we have a middle phase which is reachable, 239 00:17:45,320 --> 00:17:51,290 which is reasonable, and then we reach upwards and then go into the search results. 240 00:17:51,650 --> 00:17:51,980 All right. 241 00:17:52,760 --> 00:17:53,720 So that's all. 242 00:17:54,260 --> 00:17:55,610 I hope that was helpful. 243 00:17:55,860 --> 00:17:56,710 Until next year. 244 00:17:57,070 --> 00:17:57,470 Goodbye.