1 00:00:01,000 --> 00:00:02,130 Welcome back, guys. 2 00:00:02,140 --> 00:00:09,880 In this video, want to show you different ways that you can use bonds to make bass measures for your 3 00:00:09,880 --> 00:00:10,270 sculpt. 4 00:00:10,270 --> 00:00:21,220 So as we speak and as we talked in the last with you, we usually start with primary forms for our sculpt 5 00:00:21,220 --> 00:00:24,340 and then go to secondary forms answer to your reforms. 6 00:00:24,790 --> 00:00:29,590 So to make that primary forms, we need a bass mesh. 7 00:00:30,280 --> 00:00:38,800 So the first stage is actually to make a bass mesh of the thing that we're sculpting, the character 8 00:00:38,800 --> 00:00:46,540 that we sculpt a it may be a human, it may be a creature, it may be a for the future. 9 00:00:46,540 --> 00:00:49,300 For example, you may you may be anything. 10 00:00:49,810 --> 00:00:56,500 But first, you need to block out the silhouettes, block out the primary forms, the main forms. 11 00:00:56,500 --> 00:00:56,920 All right. 12 00:00:57,490 --> 00:01:02,200 To do that, there are some various options you can use in Blender. 13 00:01:02,320 --> 00:01:12,100 So the first thing is to simply make it cue and then we can go to edit mode and then in vertex mode 14 00:01:12,370 --> 00:01:14,170 match all of them. 15 00:01:15,490 --> 00:01:17,350 So we have a single. 16 00:01:18,570 --> 00:01:25,050 Bertice, then we can go to modifiers and add a skin modifier. 17 00:01:25,980 --> 00:01:33,930 So now we have this Q or A here, but we can go to subdivision surface and the subdivision surface. 18 00:01:35,130 --> 00:01:39,750 We can have an increase of one more and then go back to it more. 19 00:01:39,780 --> 00:01:49,350 Now we have one more to see with skin and maybe let's try to make a human base shape like a very rough 20 00:01:49,350 --> 00:01:49,530 one. 21 00:01:49,830 --> 00:01:58,140 I don't want to put enough time, puts a lot of time, but let's see what we get with this matter. 22 00:01:58,200 --> 00:02:03,780 So let's press E that takes that apart. 23 00:02:04,170 --> 00:02:09,630 Let's press this right to see a market as roots. 24 00:02:10,500 --> 00:02:12,990 Then let's go up and eat that 25 00:02:16,080 --> 00:02:18,720 and let's do another one, he said. 26 00:02:19,020 --> 00:02:29,040 Let's press all the Z to go to X Ray Moore, and that's maybe make a subdivision or subdivision, and 27 00:02:29,040 --> 00:02:39,810 then let's enable x symmetry and press e x to extruded along the x axis of E x. 28 00:02:40,950 --> 00:02:42,750 So it didn't synergize. 29 00:02:42,750 --> 00:02:43,590 But that's okay. 30 00:02:44,310 --> 00:02:51,330 If you had any problem in this area, just remember that with the vertices, single vertices, there 31 00:02:51,330 --> 00:02:58,160 are some hotkeys which I explained in the first part of the course, but for us this is its control 32 00:02:58,170 --> 00:03:04,080 a to escalate down or else scale it down or up as much as you want to. 33 00:03:04,080 --> 00:03:07,470 Like, for example, like this scale it down over here. 34 00:03:09,060 --> 00:03:09,810 Not too much. 35 00:03:10,080 --> 00:03:14,130 Then e x the x. 36 00:03:15,450 --> 00:03:17,350 So this one is for the elbow. 37 00:03:17,370 --> 00:03:19,170 Maybe bring it. 38 00:03:20,670 --> 00:03:21,960 Well, it's a bit backward. 39 00:03:23,240 --> 00:03:27,750 Then this is the arm, and then we can go for the finger. 40 00:03:28,280 --> 00:03:28,910 They were off. 41 00:03:28,910 --> 00:03:34,520 So, e once I'm over here, the ones I'm not there. 42 00:03:35,030 --> 00:03:35,750 Right here. 43 00:03:35,800 --> 00:03:43,150 So ee e so that's three fingers, four fingers and five. 44 00:03:44,090 --> 00:03:49,550 And then select these fingers over here and press control A to scale them down. 45 00:03:52,880 --> 00:03:56,690 Now we can go move it around like this. 46 00:03:57,200 --> 00:03:58,720 It doesn't have to be perfect. 47 00:03:58,730 --> 00:03:59,160 Remember? 48 00:03:59,160 --> 00:04:03,040 Remember that we fix this stuff in this government. 49 00:04:03,500 --> 00:04:06,620 We can always go here and do something like this. 50 00:04:06,620 --> 00:04:06,980 Maybe. 51 00:04:07,910 --> 00:04:10,170 And the geology is not important for us. 52 00:04:10,190 --> 00:04:16,760 Remember, we are going through Raemisch everything we get here, so it doesn't matter. 53 00:04:18,370 --> 00:04:20,709 How they are connected to each other. 54 00:04:20,709 --> 00:04:20,950 Like. 55 00:04:21,399 --> 00:04:22,780 Like these areas, even. 56 00:04:22,870 --> 00:04:26,740 It doesn't matter to us because we don't remeasure these problems. 57 00:04:26,740 --> 00:04:30,730 We're going to are going to fix itself to get going to fix this stuff. 58 00:04:31,850 --> 00:04:34,360 They can go to end again and then proceed. 59 00:04:34,540 --> 00:04:36,670 And we are going to make an nick. 60 00:04:36,670 --> 00:04:45,190 So let's press control A to scale it down and then press again that console a scale like this. 61 00:04:47,120 --> 00:04:54,530 All right, then between these two point, let's make a subdivision and then let's press control. 62 00:04:54,770 --> 00:05:04,700 It would be smart to make it a little bit more round like a very rough head. 63 00:05:07,200 --> 00:05:07,470 Right. 64 00:05:08,070 --> 00:05:19,630 So you can go here now and we can press on control A, B, or actually we want to mirrored this. 65 00:05:19,630 --> 00:05:20,640 So let's move its. 66 00:05:22,580 --> 00:05:26,030 And the mirror is perfect right now, as you can see. 67 00:05:27,290 --> 00:05:32,690 Then we go to edit mode and the press e to make the links may be. 68 00:05:35,680 --> 00:05:36,880 Something like this. 69 00:05:39,750 --> 00:05:41,460 It doesn't have to be perfect. 70 00:05:47,450 --> 00:05:48,710 Maybe something like this. 71 00:05:49,070 --> 00:05:51,090 Now, he's a slender man, so. 72 00:05:51,620 --> 00:05:54,210 But it depends on what you are creating. 73 00:05:54,230 --> 00:05:55,220 We are just going to. 74 00:05:55,970 --> 00:05:57,980 Just for demonstration. 75 00:05:57,980 --> 00:05:58,520 Just going to. 76 00:06:00,720 --> 00:06:03,850 Do this, but maybe this is some cartoonish stuff. 77 00:06:06,060 --> 00:06:07,620 But you need to always. 78 00:06:08,740 --> 00:06:10,470 Attention to proportions. 79 00:06:38,410 --> 00:06:40,450 All right, now we get something like this. 80 00:06:41,110 --> 00:06:46,670 Okay, then now that we're happy with this one, then we are happy with this. 81 00:06:46,690 --> 00:06:51,490 We can go here and press control, a visual geometry to mesh. 82 00:06:51,490 --> 00:06:57,310 Now all the modifiers is applied, and now we get a mesh like this. 83 00:06:57,310 --> 00:07:03,220 But as I said, we don't care about the mesh because now we are going to sculpt what we're going to 84 00:07:03,220 --> 00:07:07,480 Raemisch Pierson on this eyedropper verse anywhere we want. 85 00:07:07,480 --> 00:07:10,870 And now weather has identified the work so size. 86 00:07:11,230 --> 00:07:19,210 Now we can press shift R and set the boxes, size ourself and then press control R to reach. 87 00:07:19,210 --> 00:07:29,370 Now we get a base mesh like this that we can work on because the fingers prints make it like the 88 00:07:32,200 --> 00:07:39,070 the distance between them will not apply to the image we did. 89 00:07:39,070 --> 00:07:45,460 We can go back and do maybe with more resolution. 90 00:07:45,460 --> 00:07:47,320 That is not otherwise though. 91 00:07:47,650 --> 00:07:53,020 If you do more resolution you will get like these fingers as well. 92 00:07:53,020 --> 00:08:00,520 But usually you have to start with the lowest amount of polygons when you are at the start. 93 00:08:00,970 --> 00:08:03,400 So I'm just going to not that much. 94 00:08:04,200 --> 00:08:06,730 I'm just going to do this that's okay for me. 95 00:08:06,730 --> 00:08:14,200 And then go to smooth, bring down the strange and smooth the geometry like this. 96 00:08:14,200 --> 00:08:16,030 I can enable symmetry as well. 97 00:08:17,680 --> 00:08:29,860 Then I can go and smooth it like this and then I can go around to PSG to foreground and then play around 98 00:08:29,860 --> 00:08:35,289 with the geometry to play around with with anything I have to make. 99 00:08:35,289 --> 00:08:35,710 Major. 100 00:08:36,909 --> 00:08:37,600 Major. 101 00:08:41,350 --> 00:08:44,660 Manipulations like major changes. 102 00:08:44,950 --> 00:08:47,590 So it depends on what character you're making. 103 00:08:48,160 --> 00:08:51,280 Can go and do anything you want, actually. 104 00:08:54,850 --> 00:08:56,500 And that's it for this book. 105 00:08:56,710 --> 00:08:58,330 So this is the first book. 106 00:08:58,410 --> 00:09:03,370 The first the very first part of your sculpting. 107 00:09:03,820 --> 00:09:05,440 So we made this with. 108 00:09:05,440 --> 00:09:06,750 Let me bring it down. 109 00:09:06,760 --> 00:09:08,020 Bring it over here. 110 00:09:08,890 --> 00:09:10,150 We met this way. 111 00:09:10,150 --> 00:09:12,280 It's a skin modifier. 112 00:09:16,270 --> 00:09:23,770 With a single verse of Sarah the skin modifier and ask to the second method of thinking. 113 00:09:23,770 --> 00:09:27,250 You can always go make a Q and then go to. 114 00:09:27,580 --> 00:09:28,480 So there's a surface. 115 00:09:28,480 --> 00:09:30,100 I make a softer surface. 116 00:09:30,550 --> 00:09:37,870 One of the easier, easiest methods for modeling. 117 00:09:38,590 --> 00:09:42,130 And then go select this face and press. 118 00:09:44,420 --> 00:09:50,990 E to extrude the press into extrude and then make a loop over here with control r. 119 00:09:52,370 --> 00:10:02,120 And then over here there's this face and pressed the X and S to scale it down. 120 00:10:02,750 --> 00:10:07,450 And then, you know, that's real, like make the arms, maybe something like this. 121 00:10:07,460 --> 00:10:14,900 If you're not happy with the scale, you can always select a press as the scale or press alt as to scale 122 00:10:14,900 --> 00:10:18,770 the vertices alt as versus vertices. 123 00:10:19,130 --> 00:10:25,570 You can also like make moves over here and then bring out the fingers. 124 00:10:25,580 --> 00:10:26,570 I'm not going to do that. 125 00:10:28,010 --> 00:10:33,830 But you can always try do this all the way to make a loop over here. 126 00:10:34,670 --> 00:10:40,210 And I select these face extrude. 127 00:10:40,280 --> 00:10:41,840 It's like this. 128 00:10:45,260 --> 00:10:46,670 It's got it down, maybe. 129 00:10:50,940 --> 00:10:55,760 Sick extra that down there make the cuts. 130 00:10:55,870 --> 00:11:04,410 We're here just trying to make a quick human waste wash just to show you what is the woeful form. 131 00:11:04,440 --> 00:11:05,850 Maybe not the best. 132 00:11:06,960 --> 00:11:07,310 I'm not. 133 00:11:07,320 --> 00:11:14,070 Maybe I'm not gonna make the best base mash, but just to show you how it's done. 134 00:11:16,650 --> 00:11:16,950 All right. 135 00:11:17,280 --> 00:11:20,720 And then we can add a mirror modifier to have this. 136 00:11:20,730 --> 00:11:24,680 Then we can go and extrude over here for the head. 137 00:11:24,690 --> 00:11:29,760 Or we can just maybe just extrude the neck right here. 138 00:11:31,130 --> 00:11:32,820 And then a skeleton with this. 139 00:11:33,450 --> 00:11:40,710 And then just in the edit mode while the face are selected press shifters to select that. 140 00:11:40,710 --> 00:11:45,450 So the cursor is here and then press shifts a and make a UV. 141 00:11:46,470 --> 00:11:51,060 So if you have a US sphere here as G that bring it up. 142 00:11:51,930 --> 00:12:00,990 And yeah, that's probably you can also play around with the proportion right now. 143 00:12:01,020 --> 00:12:03,090 So grab an edge. 144 00:12:03,090 --> 00:12:06,840 Maybe I'll grab the whole edges over here and break it up. 145 00:12:06,840 --> 00:12:11,340 Maybe do whatever you want, like make love cuts in there, maybe. 146 00:12:12,120 --> 00:12:18,390 Maybe the knee area, bring it forward and we'll make it look good in the belly area or bring it forward 147 00:12:18,390 --> 00:12:29,610 or maybe scale it down even for women, for example, or maybe skilled this up and maybe so like these 148 00:12:29,610 --> 00:12:32,940 faces and bring them forward like this for the. 149 00:12:34,630 --> 00:12:37,990 Or it's just the area and all the things you can do. 150 00:12:38,140 --> 00:12:40,480 Like, for example, in the back. 151 00:12:41,530 --> 00:12:42,670 Something like this. 152 00:12:42,670 --> 00:12:46,270 And the lower back to bring it forward like this. 153 00:12:47,300 --> 00:12:50,240 So do some proportions and older. 154 00:12:50,750 --> 00:12:54,860 Or you can always do that in the in the sculpts menu. 155 00:13:00,170 --> 00:13:00,440 All right. 156 00:13:00,770 --> 00:13:02,630 That's a quick base switch now. 157 00:13:02,750 --> 00:13:11,540 Now, I can just go and press control A and then press on Visual Jones. 158 00:13:12,020 --> 00:13:14,000 Now I have to smash over here. 159 00:13:14,030 --> 00:13:14,780 Quite a good. 160 00:13:15,710 --> 00:13:18,830 Quite a good geometry. 161 00:13:19,030 --> 00:13:24,790 So these areas, we want to match anything, so we always use Raemisch. 162 00:13:24,830 --> 00:13:28,310 So this is Raemisch with his eyedropper. 163 00:13:28,580 --> 00:13:29,350 Click on here. 164 00:13:29,360 --> 00:13:36,230 So under identifies the works the size of the mesh and then let's unify the works of size between the 165 00:13:36,230 --> 00:13:38,420 whole mesh with remission. 166 00:13:38,500 --> 00:13:42,470 So I'm going to press control over and now I get this charge. 167 00:13:42,470 --> 00:13:50,750 Now I got to smooth maybe bring up the strange and then I try to smooth various. 168 00:13:53,440 --> 00:13:54,100 Like this. 169 00:14:01,580 --> 00:14:10,840 Maybe it's not bad to put a price on symmetry and symmetry from Force X minus a special central star, 170 00:14:10,840 --> 00:14:12,220 a centralized space machine. 171 00:14:14,630 --> 00:14:22,250 And then you can start your book, your kings and your changes from now from this stage. 172 00:14:22,670 --> 00:14:22,970 All right. 173 00:14:23,450 --> 00:14:26,250 So that's another way to make base wishes. 174 00:14:26,270 --> 00:14:28,280 Let me bring it over here. 175 00:14:29,920 --> 00:14:32,080 And this was sweet. 176 00:14:34,570 --> 00:14:35,800 So this was we. 177 00:14:37,690 --> 00:14:39,250 Let's it here. 178 00:14:39,910 --> 00:14:44,410 So this was with the Cube subdivision.