1 00:00:00,960 --> 00:00:10,320 So the last thing that I want to show you that I use for making best wishes, uh, this record is more 2 00:00:10,920 --> 00:00:15,870 like practicing, doing some more practicing, getting used to sculpting and all that. 3 00:00:16,680 --> 00:00:21,210 We can always go and make a sphere, right? 4 00:00:22,200 --> 00:00:23,340 Then move it up. 5 00:00:23,340 --> 00:00:26,250 Maybe a skeleton control, a scale. 6 00:00:26,880 --> 00:00:35,370 And then you can always, always start with a simple is a simple sphere. 7 00:00:35,520 --> 00:00:40,590 So change it to be like your head, maybe like this. 8 00:00:41,940 --> 00:00:48,570 So this method is the is based on masking or masking relation. 9 00:00:53,200 --> 00:00:53,310 So. 10 00:00:53,520 --> 00:00:55,710 Neville Symmetry always. 11 00:00:57,810 --> 00:01:00,690 So I'm trying to make the hit over here. 12 00:01:01,020 --> 00:01:02,580 All right, then. 13 00:01:02,580 --> 00:01:07,680 Now the I say, okay, that the head proportions are cause. 14 00:01:07,680 --> 00:01:08,260 All right. 15 00:01:09,150 --> 00:01:13,290 I go to the next thing, which is the neck. 16 00:01:14,640 --> 00:01:25,120 So by pressing em like a click, I can switch to masking mirage, and then I can mask this area control. 17 00:01:25,170 --> 00:01:29,550 I emerge this g for us. 18 00:01:30,030 --> 00:01:34,170 The move down this geometry over here. 19 00:01:35,130 --> 00:01:36,660 And then let's go to tree. 20 00:01:38,190 --> 00:01:40,740 And the neck has this kind of angle. 21 00:01:40,740 --> 00:01:42,210 So results. 22 00:01:45,830 --> 00:01:46,760 I removed. 23 00:01:49,020 --> 00:01:50,570 The arbitration law here. 24 00:01:55,440 --> 00:02:02,110 They can go to you and say, pull down notation over here in the station. 25 00:02:03,810 --> 00:02:04,800 So this is the neck. 26 00:02:07,290 --> 00:02:09,720 This was made only by masking. 27 00:02:10,320 --> 00:02:10,710 All right. 28 00:02:11,370 --> 00:02:14,100 And as you can see, it is strict. 29 00:02:14,100 --> 00:02:18,510 Safer press allows them to disable the masking. 30 00:02:18,870 --> 00:02:20,610 As you can see, this part is a. 31 00:02:21,240 --> 00:02:26,490 As I explained to you in other reviews, I think this is a stretch. 32 00:02:26,490 --> 00:02:32,220 You need to go to re mesh and press this and then remeasured again. 33 00:02:32,220 --> 00:02:38,340 So I'm going to just I'm just going to press control after image and then I get a very consistent 34 00:02:40,620 --> 00:02:42,450 mesh topology like this. 35 00:02:43,200 --> 00:02:44,010 And now I can. 36 00:02:46,020 --> 00:02:47,970 Do more changes to my skills. 37 00:02:50,650 --> 00:02:50,950 Right. 38 00:02:51,820 --> 00:03:02,710 Of this I can go and maybe go at it more as a you visit over here but as a user over here. 39 00:03:02,740 --> 00:03:13,300 Now I'm trying to make the body so this that this goes into the nexus and as X this goes in the x axis. 40 00:03:14,750 --> 00:03:17,990 And then that's why that's good in the Y axis. 41 00:03:22,760 --> 00:03:25,700 And then they have this I can go to. 42 00:03:27,830 --> 00:03:32,010 Sculpts molds and manually change the shape like this. 43 00:03:36,510 --> 00:03:36,840 Okay. 44 00:03:37,830 --> 00:03:39,930 Then I can make the arms. 45 00:03:42,130 --> 00:03:43,670 So if I go to Scopes once. 46 00:03:45,870 --> 00:03:49,830 The good thing now is that we have to face it right here. 47 00:03:50,250 --> 00:03:53,070 And we didn't have to manage all this at the faces. 48 00:03:53,970 --> 00:03:56,630 That's the good thing about adding objects as it. 49 00:03:56,850 --> 00:03:58,320 So I'm going to do that also. 50 00:03:58,530 --> 00:03:59,730 So I'm going to add. 51 00:04:01,190 --> 00:04:06,260 An arm over here with just a cylinder, maybe. 52 00:04:07,580 --> 00:04:10,310 Actually, that's just stick to your sphere. 53 00:04:12,470 --> 00:04:13,230 Go here. 54 00:04:13,250 --> 00:04:13,610 Maybe. 55 00:04:13,610 --> 00:04:14,450 Rotated. 56 00:04:16,279 --> 00:04:17,300 Like this. 57 00:04:21,380 --> 00:04:22,370 Scale it up. 58 00:04:22,610 --> 00:04:25,130 So this is going to be the deltoid muscle. 59 00:04:26,300 --> 00:04:27,590 And then duplicated. 60 00:04:31,010 --> 00:04:33,830 And maybe it's true that. 61 00:04:40,020 --> 00:04:40,740 Like this. 62 00:04:48,770 --> 00:04:53,330 Still another extrusion a duplicate is actually. 63 00:04:54,720 --> 00:04:57,600 Make something like this for the former. 64 00:05:02,180 --> 00:05:02,480 Good. 65 00:05:04,010 --> 00:05:06,350 Then again, we can go to. 66 00:05:06,860 --> 00:05:08,340 Now this is only one objects. 67 00:05:08,360 --> 00:05:11,390 Remember we added these objects in the edit. 68 00:05:11,660 --> 00:05:14,580 So this is still part of an object. 69 00:05:14,600 --> 00:05:20,980 And the good thing is that this is now consists of different facets. 70 00:05:20,990 --> 00:05:23,060 So we can always go to arm research. 71 00:05:23,570 --> 00:05:27,480 The harder to do adjustments is also strong height. 72 00:05:27,900 --> 00:05:34,370 We'll go pet go and press shift edge to hide arm and do adjustments just the other parts. 73 00:05:35,360 --> 00:05:40,400 So this was of additional let's go to symmetries as strong as that is. 74 00:05:40,400 --> 00:05:46,640 So we have this as well and we can do the same thing we did over here for the legs. 75 00:05:46,640 --> 00:05:51,230 But I'm going to show you how easy it is just using the masking. 76 00:05:51,230 --> 00:05:56,180 So we go over here with the symmetry and this just. 77 00:05:57,940 --> 00:05:58,630 First. 78 00:05:58,700 --> 00:05:59,440 Let's. 79 00:06:02,030 --> 00:06:04,520 Let's first raemisch remeasured this. 80 00:06:05,900 --> 00:06:10,270 Decrease the works of science like this and then press on control. 81 00:06:10,300 --> 00:06:14,330 Or so we have this mess over here with its rehashing. 82 00:06:14,360 --> 00:06:15,780 You lose your face. 83 00:06:15,800 --> 00:06:17,510 It's so you remember that. 84 00:06:18,590 --> 00:06:20,060 So now the geometry has changed. 85 00:06:20,060 --> 00:06:26,600 If I go over here, this is the remnants of the last geometry for the two wireframe. 86 00:06:26,600 --> 00:06:29,210 Now, you see this geometry over here has changed. 87 00:06:30,170 --> 00:06:33,790 So now let's use the masking brush over here for the legs. 88 00:06:35,060 --> 00:06:35,450 All right. 89 00:06:37,170 --> 00:06:38,730 Then let's press control. 90 00:06:39,570 --> 00:06:45,000 And then I'm going to use the move to over here. 91 00:06:45,180 --> 00:06:45,810 So it won't. 92 00:06:45,810 --> 00:06:53,910 So I go to sculpts, I go to sits, permut sets, pivots and pivots on mask. 93 00:06:53,940 --> 00:06:57,570 Now my pivot has changed over to this area. 94 00:06:58,230 --> 00:07:01,370 Then I can just click and drag on the axis. 95 00:07:01,410 --> 00:07:02,490 There is only. 96 00:07:03,400 --> 00:07:07,840 So this is going to be the new area or in the new area. 97 00:07:09,840 --> 00:07:15,950 And then I can go and maybe say, okay, I'm done with this area. 98 00:07:15,960 --> 00:07:20,340 Press hold and then this mask again. 99 00:07:20,790 --> 00:07:25,110 And then the mask again, this area and this press control. 100 00:07:25,110 --> 00:07:30,900 I always press G this time to bring it out like this. 101 00:07:31,360 --> 00:07:32,520 Let's show it this way. 102 00:07:32,940 --> 00:07:34,560 As you can see, we don't have geology. 103 00:07:34,560 --> 00:07:39,270 So this pest control authority control are to bring my. 104 00:07:40,440 --> 00:07:41,490 So let's do this. 105 00:07:41,880 --> 00:07:42,330 Okay. 106 00:07:43,950 --> 00:07:44,450 So it's on. 107 00:07:44,490 --> 00:07:45,150 Do that. 108 00:07:45,570 --> 00:07:46,140 And. 109 00:07:47,220 --> 00:07:49,380 Let's go here and relish it right now. 110 00:07:50,550 --> 00:08:00,030 And this mask, this area, like this control, I it's good to move to bring it down like this. 111 00:08:03,290 --> 00:08:03,650 All right. 112 00:08:04,420 --> 00:08:09,020 Something like this to make it all right. 113 00:08:10,460 --> 00:08:14,450 And also, you know, the drill console or two, Raemisch. 114 00:08:14,690 --> 00:08:16,600 So a pest control artery image. 115 00:08:16,760 --> 00:08:23,480 Now you see with each control hour, we have a very similar wire from all over the mess. 116 00:08:23,540 --> 00:08:31,790 That's very helpful for your scalp since 10% for my masking brush. 117 00:08:32,549 --> 00:08:34,280 And I'm going to make the fit over here. 118 00:08:34,340 --> 00:08:34,850 Control. 119 00:08:34,850 --> 00:08:37,770 I want to inverted. 120 00:08:38,360 --> 00:08:46,310 Go to move two over here and then let's just move it along the y axis like this. 121 00:08:47,520 --> 00:08:49,150 We can also bring it. 122 00:08:49,900 --> 00:08:53,850 Oh, it's a bit toward the middle points like this. 123 00:08:56,100 --> 00:09:02,160 Laura, the compass console I saw, for example, you see that this area is not correct. 124 00:09:02,970 --> 00:09:08,790 So first console, inherit the mask and then just grab brush because this is mask. 125 00:09:08,820 --> 00:09:12,780 As you can see, I can change the area over here. 126 00:09:13,350 --> 00:09:15,180 Well, I can change the area over here. 127 00:09:15,180 --> 00:09:20,160 And that is very convenient for me to do changes like this. 128 00:09:21,330 --> 00:09:27,870 And then I press console, ah, because this area as you can see, is very stretched. 129 00:09:28,140 --> 00:09:34,200 So if I face control, R is going to give me this good geometry. 130 00:09:35,650 --> 00:09:36,070 Okay. 131 00:09:36,590 --> 00:09:39,190 And now this is the best mission. 132 00:09:39,190 --> 00:09:42,220 I have all the important parts of the body. 133 00:09:42,490 --> 00:09:45,160 Now I know the hands are big. 134 00:09:46,230 --> 00:09:51,900 The proportion is off, but that's just the first part. 135 00:09:51,900 --> 00:09:55,950 So now you have to go and change the proportions. 136 00:09:55,950 --> 00:10:00,020 Maybe use pause more to pauses like this. 137 00:10:01,330 --> 00:10:11,930 To move it maybe to a pause or to pause to your choice, maybe use infrared brush. 138 00:10:11,950 --> 00:10:19,570 It's called in control to deflate these areas that are seeming out of operations. 139 00:10:19,990 --> 00:10:20,400 All right. 140 00:10:20,410 --> 00:10:25,780 Or maybe adding deflation to the areas that you think need more inflation. 141 00:10:27,650 --> 00:10:28,100 All right. 142 00:10:28,340 --> 00:10:29,880 And a step by step. 143 00:10:29,900 --> 00:10:35,190 You're going to add more and more things to your character. 144 00:10:35,210 --> 00:10:42,050 You're going to see that now it is coming to life like this is how to do it. 145 00:10:42,230 --> 00:10:48,440 I think it's time that this kind of artefacts happens. 146 00:10:48,590 --> 00:10:49,730 You just press control. 147 00:10:49,790 --> 00:10:57,670 I know if you smoke this area, it's going to be fixed on this breast control or again, no, this area 148 00:10:57,680 --> 00:10:58,820 is fixed completely. 149 00:11:01,520 --> 00:11:03,560 And yeah, that's all. 150 00:11:04,520 --> 00:11:11,390 Then we can start sculpting the doing the forms, primary forms, secondary forms and all that. 151 00:11:11,390 --> 00:11:18,370 But making the first make in the basement is very important. 152 00:11:18,380 --> 00:11:18,780 All right. 153 00:11:18,830 --> 00:11:23,660 And you need to have this ability to make the best match, because maybe sometimes you want to make 154 00:11:23,660 --> 00:11:30,290 something that the base machine is very complicated and maybe you want to make something like a bird. 155 00:11:30,890 --> 00:11:34,360 Maybe you want to make something like a full length creature. 156 00:11:34,370 --> 00:11:37,730 So you need to know the things that you need to have. 157 00:11:37,730 --> 00:11:44,150 So you need for for the creature, you need the base or the like, this remote control or to revisit. 158 00:11:50,580 --> 00:11:50,950 All right. 159 00:11:51,100 --> 00:11:52,000 Because of the lottery. 160 00:11:52,000 --> 00:11:58,900 Mr. Abbas, whether you like this, I'm not going to put another, sir, but you can combine the methods 161 00:11:58,900 --> 00:11:59,310 as well. 162 00:11:59,320 --> 00:12:05,230 You can just mask this area for the leg work with X symmetry. 163 00:12:05,830 --> 00:12:07,600 Actually, why some mystery in this case? 164 00:12:08,170 --> 00:12:15,040 The voice of mystery on we can mask this and then is actually sinister as this one. 165 00:12:17,160 --> 00:12:25,730 Like this we don't get I could say this because I wanted to quickly add things over here, but. 166 00:12:32,620 --> 00:12:41,960 Those remove this and make a sphere again as it's good to go to here. 167 00:12:42,950 --> 00:12:48,320 And then we can just go to we can just use Ramesh to you. 168 00:12:48,320 --> 00:12:54,890 Ramesh, this is M for these areas I need more resolution. 169 00:12:54,890 --> 00:13:04,520 So shifts are at more resolution over here and then press M with voice image on and over here as well. 170 00:13:04,520 --> 00:13:06,760 So I want to make the lakes. 171 00:13:06,770 --> 00:13:16,060 All right, so console R to console I to invert the mask, use the move for us and then to sculpt such 172 00:13:16,070 --> 00:13:16,580 world view. 173 00:13:16,580 --> 00:13:19,970 It's a masked and then bring them down like this. 174 00:13:20,150 --> 00:13:20,480 Right? 175 00:13:21,170 --> 00:13:28,250 Or you can just maybe combine all these together. 176 00:13:28,250 --> 00:13:34,610 So you can just combine the things we learned here to make the base mesh you want. 177 00:13:34,610 --> 00:13:42,230 So you can just go over here to lasso stream and go to three mode, set it to join shape or initiate 178 00:13:42,230 --> 00:13:44,240 the surface use cursor to depth. 179 00:13:44,840 --> 00:13:54,890 And then just what you have to do is just to make the legs like this and then you just remeasured the 180 00:13:54,890 --> 00:14:04,970 make the head maybe over here and just remeasured the other mar to have a base finish a quick base motion 181 00:14:04,970 --> 00:14:11,380 like this that you can walk on quickly, do changes like this, right? 182 00:14:12,320 --> 00:14:23,360 And then after a while, you know what I like, you know the muscles and you can quickly add primary 183 00:14:23,360 --> 00:14:28,700 forms to your shape and quickly make it come to life. 184 00:14:29,240 --> 00:14:36,650 But first, always at first, like it's something that works, that is something that has integrity, 185 00:14:37,970 --> 00:14:52,260 is always ugly, is like you you you can't expect your model, your sculpt to look good until the last 186 00:14:52,620 --> 00:14:59,480 just like until the last couple of hours that you are putting into your project, into your work. 187 00:14:59,930 --> 00:15:01,010 It's not going to look good. 188 00:15:01,190 --> 00:15:06,260 So you need to practice and remember the is is going to look bad like this. 189 00:15:06,740 --> 00:15:17,930 And then with the knowledge you have, you are going to shape this mesh into things that you you are 190 00:15:19,640 --> 00:15:22,490 into things that you want to make. 191 00:15:22,850 --> 00:15:23,180 All right. 192 00:15:24,650 --> 00:15:29,600 So this is so this is our last placements we made. 193 00:15:29,840 --> 00:15:37,850 This was made with just Raemisch tool re mesh and mask. 194 00:15:38,540 --> 00:15:42,500 So we just masked and re-emerged and make these. 195 00:15:43,660 --> 00:15:48,750 Thing over here and also with the help of adding objects in the edit. 196 00:15:49,660 --> 00:15:52,480 So one, two, three, four, five, six, seven. 197 00:15:52,510 --> 00:15:55,420 So these are seven methods to recap. 198 00:15:56,350 --> 00:16:07,150 Uh, one method is by making adding an object and doing with the help of masking and remission, just 199 00:16:07,900 --> 00:16:10,690 making the shape of your object, of your character. 200 00:16:11,320 --> 00:16:12,390 Does it. 201 00:16:12,430 --> 00:16:19,750 Is it matzo balls over here just duplicating it until you get the shape you want those metals with cubes 202 00:16:19,750 --> 00:16:20,350 out the region. 203 00:16:20,350 --> 00:16:21,280 So it's a cube. 204 00:16:21,610 --> 00:16:27,880 The cube go to subdivision, the South Asian surface and extrude until you get the show you want. 205 00:16:28,540 --> 00:16:35,710 The other method is skin modifier, so you just go to mesh. 206 00:16:35,710 --> 00:16:43,750 Q Make it cube merges in the edit mode and then add a skin modifier over here and then add the substitution 207 00:16:43,750 --> 00:16:44,680 modifier after that. 208 00:16:44,780 --> 00:16:46,060 Make the shape you want. 209 00:16:46,570 --> 00:16:52,000 The other method these are for gently raised this method. 210 00:16:52,060 --> 00:16:53,420 The other method is curves. 211 00:16:53,440 --> 00:17:05,020 So with the curves like make the shape you want and go to object properties, use pool and then we have 212 00:17:05,020 --> 00:17:05,859 greased pencil. 213 00:17:05,950 --> 00:17:14,260 So Griezmann so you just make it blank and go to griezmann so and draw the shape you want and then convert 214 00:17:14,260 --> 00:17:17,470 it to a curve. 215 00:17:17,470 --> 00:17:23,500 And then after that in the object properties make a bevel and then ramus. 216 00:17:24,369 --> 00:17:28,780 The last one is with the lasso train in the sculpt models. 217 00:17:28,780 --> 00:17:37,540 You go to sculpt one last string over here and then set the trimmer to join and just draw the. 218 00:17:39,460 --> 00:17:41,860 Basement freezer. 219 00:17:42,850 --> 00:17:47,860 So these are the seven, seven base mesh like methods you can use. 220 00:17:49,120 --> 00:17:56,080 I was I would recommend to you strongly that he would just practice making your own sculptures, just 221 00:17:56,410 --> 00:17:59,300 for the same reason I discovered over here. 222 00:17:59,380 --> 00:18:07,240 Sometimes you want to make a creature, make something that is very ordinary, right? 223 00:18:08,050 --> 00:18:10,690 Something that is out of your comfort zone. 224 00:18:10,810 --> 00:18:16,440 You have to have the knowledge to make the base mesh as best as you can.