1 00:00:00,810 --> 00:00:01,390 Welcome back. 2 00:00:01,819 --> 00:00:06,540 So this is thought to be like an unsolved body. 3 00:00:07,080 --> 00:00:15,180 So let's bring up this the face over here, because we want to look at the body over here and let's 4 00:00:15,180 --> 00:00:16,710 make a plane. 5 00:00:16,890 --> 00:00:18,780 So we have a ground over here. 6 00:00:19,140 --> 00:00:19,500 All right. 7 00:00:20,940 --> 00:00:29,430 So I want to introduce you a way to how to do the proportions of the body. 8 00:00:30,150 --> 00:00:36,690 So the proportions are very important, because if you don't get the proportions right, then the it 9 00:00:36,690 --> 00:00:43,560 doesn't matter how many how many details you add to your character and the accessories and all that. 10 00:00:43,560 --> 00:00:50,370 Because even if you have lots of details and you're looking in any direction from zooming out, zooming 11 00:00:50,370 --> 00:00:56,400 it, if the proportions are not right, like if this is the head, you're going to call it the head 12 00:00:56,400 --> 00:00:57,570 and the proportions are right. 13 00:00:57,780 --> 00:01:00,840 This is not going to be called a head by another person. 14 00:01:01,750 --> 00:01:04,330 And this is proportionally rock. 15 00:01:04,680 --> 00:01:05,010 All right. 16 00:01:05,430 --> 00:01:05,880 So. 17 00:01:07,300 --> 00:01:16,570 Andrew Loomis has this propulsion like he made for humans that you can use for your project and all 18 00:01:16,570 --> 00:01:18,760 that and for this for a starting. 19 00:01:18,760 --> 00:01:20,320 I think this is great. 20 00:01:20,320 --> 00:01:26,110 Like using angel wings proportions for your project. 21 00:01:26,110 --> 00:01:34,060 For example, you're going to do Miles Morales, which is a teenager and you can use the proportion 22 00:01:34,060 --> 00:01:43,720 of at 15 years old or here, how it works is that you just going to duplicate your head and define the 23 00:01:43,720 --> 00:01:46,060 areas of your body with the heads. 24 00:01:47,020 --> 00:01:54,580 So for an adults, we have eight heads for 15 years old, you have seven and a half heads for ten years 25 00:01:54,670 --> 00:01:55,810 we have seven. 26 00:01:56,830 --> 00:02:07,000 So let's start that going to front for you and what I want to want to go to first, like sloths, make 27 00:02:07,000 --> 00:02:08,680 this out of the way. 28 00:02:09,130 --> 00:02:09,910 Well, it's a bit. 29 00:02:11,540 --> 00:02:12,220 All right. 30 00:02:12,640 --> 00:02:13,990 I mean, short for you. 31 00:02:14,380 --> 00:02:18,730 And I want to go to a lot of Z to. 32 00:02:20,340 --> 00:02:24,090 Go to x ray mode and select the face. 33 00:02:24,540 --> 00:02:28,080 All right, so maybe do something like this. 34 00:02:29,830 --> 00:02:30,130 All right. 35 00:02:30,490 --> 00:02:31,660 And I think I can shift. 36 00:02:34,220 --> 00:02:36,050 And bring it all to bits. 37 00:02:37,180 --> 00:02:42,910 And the x axis and the press p two separate selection. 38 00:02:42,940 --> 00:02:48,760 Now have a head over here and Loomis proportion is telling me I need similar and a half head. 39 00:02:48,760 --> 00:02:49,990 So this is one head. 40 00:02:50,830 --> 00:02:52,590 I'm just going to write this over here. 41 00:02:52,600 --> 00:02:56,290 So this is one head, this area. 42 00:02:56,530 --> 00:02:57,580 This is the head area. 43 00:02:58,180 --> 00:02:59,500 And this is to head. 44 00:03:01,180 --> 00:03:04,660 This is three heads and saw. 45 00:03:19,620 --> 00:03:19,950 All right. 46 00:03:19,980 --> 00:03:22,810 One, two, three, four, five, six, seven, seven and a half. 47 00:03:22,820 --> 00:03:24,270 And we're going to do the same thing. 48 00:03:24,750 --> 00:03:27,690 We can just start duplicating it like this. 49 00:03:28,140 --> 00:03:35,270 Or we can use a simple way, like select the herd and go to the properties over here, select array 50 00:03:35,310 --> 00:03:39,600 properties and we want it to be in the z-axis and you want to go down. 51 00:03:39,810 --> 00:03:45,000 So I'm going to just bring the X Factor to zero and bring does that factor to minus one? 52 00:03:46,920 --> 00:03:47,250 All right. 53 00:03:47,250 --> 00:03:49,440 And then I want eight hits. 54 00:03:52,270 --> 00:03:52,560 Right. 55 00:03:52,580 --> 00:03:55,750 So I wanted to be on the ground over here. 56 00:03:55,760 --> 00:03:57,370 That's what I want to do. 57 00:03:58,090 --> 00:04:02,800 Like this is showing me that the head is not in the right way. 58 00:04:02,800 --> 00:04:09,520 It's location, maturity, report as click them and press G's to bring them up. 59 00:04:09,940 --> 00:04:14,500 So this is the eight F head and this is the midline. 60 00:04:14,500 --> 00:04:32,260 So right now I have one, two, three, four, five, six, seven and seven and a half because the last 61 00:04:32,260 --> 00:04:34,990 head only to half is going to counts. 62 00:04:36,460 --> 00:04:36,740 Okay. 63 00:04:38,020 --> 00:04:39,430 So I'm going to do that. 64 00:04:39,700 --> 00:04:44,860 So let's go and let's make the look out of the body first. 65 00:04:44,860 --> 00:04:47,320 Let's press control scale always. 66 00:04:48,940 --> 00:04:49,960 And I want to start. 67 00:04:50,260 --> 00:04:58,590 So I'm going to just shift right click on this area to bring the my 3D cursor to this area, shift eight 68 00:04:58,870 --> 00:05:10,750 and let's make a UAV sphere or you can make it cube, make a subdivision little, maybe two, and then 69 00:05:10,750 --> 00:05:13,630 go to edit mode, select the face. 70 00:05:14,260 --> 00:05:17,890 And then as you can see, we don't have to be too accurate. 71 00:05:17,890 --> 00:05:21,670 We are not going to make a realistic character. 72 00:05:22,270 --> 00:05:28,900 So we may even not stick to these values, these things, or hit these proportions. 73 00:05:29,590 --> 00:05:34,780 But for the sake of this question, for you to understand the proportions, because you can do this 74 00:05:34,780 --> 00:05:37,570 by first, it's not possible. 75 00:05:37,570 --> 00:05:38,080 Believe me. 76 00:05:38,650 --> 00:05:44,800 You may see even the bodies should be over here because this doesn't make sense. 77 00:05:45,250 --> 00:05:48,580 And then when you make the list, you see the difference. 78 00:05:48,580 --> 00:05:50,140 The little eggs are too short. 79 00:05:50,410 --> 00:05:54,760 That part is too long, the head is years and the proportions drop. 80 00:05:55,180 --> 00:05:57,070 So are six this for now. 81 00:05:57,190 --> 00:06:04,450 But then we can go and like mess around with the proportions because our character is kind of cartoonish 82 00:06:04,990 --> 00:06:05,560 like this. 83 00:06:05,560 --> 00:06:07,660 I like these two concepts over here. 84 00:06:07,660 --> 00:06:08,830 I don't know who made them what. 85 00:06:08,830 --> 00:06:09,400 I like them. 86 00:06:09,400 --> 00:06:11,110 This is like this. 87 00:06:11,210 --> 00:06:19,500 My surprise here is very slim and very tall, but in the animation I think is actually short. 88 00:06:20,110 --> 00:06:21,630 I like it here, right? 89 00:06:21,640 --> 00:06:22,330 Is short. 90 00:06:23,200 --> 00:06:28,390 But in these two concepts the legs are longer and he's tall in sleep. 91 00:06:28,750 --> 00:06:36,160 So I'm going to like stick to these two more than the actual like the short miles Morales palsy. 92 00:06:37,450 --> 00:06:41,290 So this is start the body so as you can see the or here. 93 00:06:45,660 --> 00:06:47,550 The second hat and the third hat. 94 00:06:47,550 --> 00:06:49,530 Make the body over here. 95 00:06:49,840 --> 00:06:50,220 Right. 96 00:06:50,910 --> 00:06:52,080 So let's do that. 97 00:06:52,920 --> 00:06:55,820 I'm just going to press all this. 98 00:06:56,040 --> 00:06:56,520 That. 99 00:06:57,770 --> 00:06:58,490 To make. 100 00:07:03,490 --> 00:07:04,300 To make the. 101 00:07:05,980 --> 00:07:08,740 The proportions are the heights. 102 00:07:09,490 --> 00:07:10,780 So this is the second one. 103 00:07:10,780 --> 00:07:13,060 This is the third months of this area. 104 00:07:14,080 --> 00:07:21,700 Four players press on this face first G's that this area should be the billy area. 105 00:07:22,210 --> 00:07:22,540 Right? 106 00:07:23,380 --> 00:07:24,910 This area should be the belt area. 107 00:07:26,740 --> 00:07:27,520 Like this. 108 00:07:28,300 --> 00:07:29,380 Something like this. 109 00:07:29,410 --> 00:07:29,680 Right. 110 00:07:30,400 --> 00:07:34,310 And then I can press all s x to bring it out. 111 00:07:34,390 --> 00:07:45,670 Oh, it's a bit to make, but the form of the party that made me go to the side view because as y to 112 00:07:45,700 --> 00:07:46,780 make it a little bit bigger. 113 00:07:50,690 --> 00:07:50,950 Okay. 114 00:07:52,820 --> 00:07:58,940 So right now I see some issues where the hell this angle is not correct. 115 00:07:59,210 --> 00:08:02,000 I can go right now and fix the car. 116 00:08:02,360 --> 00:08:04,940 Go and maybe. 117 00:08:06,800 --> 00:08:07,670 Fix it later. 118 00:08:07,700 --> 00:08:10,370 I can always go and fix it like this. 119 00:08:11,870 --> 00:08:15,530 So now we have the party or here, right? 120 00:08:15,560 --> 00:08:19,130 And then we must have delay. 121 00:08:19,700 --> 00:08:24,610 Now I can just play this over here and I'll go right into this cup. 122 00:08:24,620 --> 00:08:25,100 S'mores. 123 00:08:25,220 --> 00:08:31,700 I'm going to press on next cemetery and then just bring up this area. 124 00:08:33,020 --> 00:08:33,350 All right. 125 00:08:33,350 --> 00:08:35,210 This is going to be the hip area. 126 00:08:35,330 --> 00:08:36,320 I'm just going to bring it up. 127 00:08:36,919 --> 00:08:40,610 And I think this is not enough. 128 00:08:40,610 --> 00:08:44,720 Just Jason, just going to add a subdivision surface modifier. 129 00:08:45,490 --> 00:08:48,830 Let's go here and. 130 00:08:50,450 --> 00:08:56,990 Make the hip area like this and then bring out the shoulder area like this. 131 00:08:57,170 --> 00:08:57,500 All right. 132 00:08:58,100 --> 00:09:03,170 So this is going to be kind of straight for now. 133 00:09:03,680 --> 00:09:05,680 And this is going to be the auxiliary area. 134 00:09:06,980 --> 00:09:10,430 And this is going to be the shoulder and here is going to be the deltoid. 135 00:09:11,870 --> 00:09:15,580 And now we are doing good right to three head. 136 00:09:15,590 --> 00:09:16,880 And this is the body. 137 00:09:17,270 --> 00:09:19,820 And now we go to the leg. 138 00:09:20,720 --> 00:09:22,610 So now let's make the whole leg. 139 00:09:23,240 --> 00:09:26,390 We only have to make one leg. 140 00:09:26,450 --> 00:09:31,010 So let's go and make a U this year for this one. 141 00:09:33,630 --> 00:09:36,360 All right, let's slow it down. 142 00:09:37,980 --> 00:09:39,810 Bring it over here. 143 00:09:40,290 --> 00:09:41,600 Control a scale. 144 00:09:41,640 --> 00:09:42,840 Go to Scopes. 145 00:09:42,840 --> 00:09:51,210 Once we have all these brushes, this press control are remeasured, and then we can go and maybe bring 146 00:09:51,210 --> 00:09:51,840 this down. 147 00:09:51,840 --> 00:09:54,720 So let's go over and see the proportions. 148 00:09:54,720 --> 00:10:01,620 So the forehead over here and the fifth head are going to be above the knee. 149 00:10:01,980 --> 00:10:05,400 So I'm just going to go for fifth head like this. 150 00:10:06,000 --> 00:10:17,100 And if you look in the front for you, it is not is not straight like this, the upper left or here. 151 00:10:17,100 --> 00:10:19,110 It's not the straights like this. 152 00:10:19,830 --> 00:10:20,090 Okay? 153 00:10:20,550 --> 00:10:22,830 It has an angle like this. 154 00:10:23,520 --> 00:10:25,710 All the two legs are going to be like this. 155 00:10:27,300 --> 00:10:32,400 So for I usually do this for the this is in the ends. 156 00:10:32,670 --> 00:10:36,990 But for you to be see better when are the mirror modifier your object? 157 00:10:36,990 --> 00:10:40,140 Choose the body over here so we can see better. 158 00:10:40,140 --> 00:10:44,910 And then without the symmetry option on over here because we have the minimal. 159 00:10:44,910 --> 00:10:52,920 So we can go edit my Uncle Dick and as I said, it has an angle like this. 160 00:10:54,690 --> 00:10:56,520 So look at your references. 161 00:10:57,060 --> 00:10:59,040 I'm looking at my references. 162 00:10:59,070 --> 00:11:00,400 I always look at the references. 163 00:11:00,420 --> 00:11:06,450 Never trust that you know how this works and all. 164 00:11:06,480 --> 00:11:09,000 I can never always look at references. 165 00:11:09,960 --> 00:11:14,130 And then the 50th we have and this is above the knee. 166 00:11:14,310 --> 00:11:14,820 So that's good. 167 00:11:15,480 --> 00:11:20,340 We can go ahead and make the knee area over here with a UV sphere. 168 00:11:20,340 --> 00:11:21,720 So this is the knee area. 169 00:11:22,920 --> 00:11:23,220 Right. 170 00:11:26,120 --> 00:11:33,500 This is an area we can at a minimum, farai, you can click on this console and copy modify is coupled 171 00:11:33,500 --> 00:11:34,240 with the first order here. 172 00:11:35,630 --> 00:11:43,910 I now want to make the lower leg over here, but as I'm seeing my references over here, we're making 173 00:11:43,910 --> 00:11:45,110 the work out of the character. 174 00:11:45,110 --> 00:11:52,970 I'll see that the sheen to this part of the leg aid for this character is because it's cartoonish. 175 00:11:53,600 --> 00:11:55,730 It is too skinny. 176 00:11:55,910 --> 00:11:56,240 Right. 177 00:11:56,900 --> 00:12:02,150 So I'm just going to use something like. 178 00:12:05,920 --> 00:12:09,370 A cylinder like this. 179 00:12:09,370 --> 00:12:11,710 I'm going to scale it down. 180 00:12:12,430 --> 00:12:14,140 It's going to sit down more. 181 00:12:15,040 --> 00:12:20,320 And this is my sixth head, so I should have a bump around the knee area. 182 00:12:20,770 --> 00:12:21,670 Around the knee area. 183 00:12:21,670 --> 00:12:25,450 So this is proportionally correct now. 184 00:12:26,530 --> 00:12:32,140 And then I can click on this control cup in my first and me over this as well. 185 00:12:32,140 --> 00:12:42,040 And then I can just maybe go to edit mode, select this face, select the selected face, go to France 186 00:12:42,040 --> 00:12:46,110 view and press g z down. 187 00:12:46,120 --> 00:12:51,730 And as I can see, the lower leg and in this area in the seven head and then this seven and a half head 188 00:12:51,730 --> 00:12:53,170 is going to be the foot's area. 189 00:12:53,740 --> 00:12:57,780 So I'm just going to end it over here in the seven foot and seven head area. 190 00:12:58,810 --> 00:13:03,220 And I'm looking at my references and the from the France view. 191 00:13:03,220 --> 00:13:07,150 It is kind of stretched as you can see over here is kinda straight. 192 00:13:07,840 --> 00:13:18,090 A very short angle like this may help a bit sir, but from the side view. 193 00:13:19,210 --> 00:13:20,110 From the side view. 194 00:13:20,110 --> 00:13:26,770 If you go to the side view and if you look at here or here, it has an angle like this. 195 00:13:27,010 --> 00:13:27,330 All right. 196 00:13:28,150 --> 00:13:30,940 So this is when I go like this. 197 00:13:31,990 --> 00:13:36,880 So let's go to SA view and fix the proportion of the leg from the side view. 198 00:13:37,720 --> 00:13:40,270 So we have should have an angle like this. 199 00:13:40,480 --> 00:13:41,140 This bring. 200 00:13:42,220 --> 00:13:42,750 Back. 201 00:13:44,500 --> 00:13:51,460 And then I'm thinking that I'm looking at the proportion of over here and as you can see. 202 00:13:52,630 --> 00:13:55,420 So let me focus on this image. 203 00:13:56,080 --> 00:14:04,000 As you can see, as Andrew Loomis explains, it's showing a very well the chest area is going to be 204 00:14:04,630 --> 00:14:07,780 the center, the middle line. 205 00:14:07,990 --> 00:14:08,410 All right. 206 00:14:08,890 --> 00:14:10,960 So this is going to be the middle line. 207 00:14:10,990 --> 00:14:15,100 It's going to go down and then it's going to end on the foot right here. 208 00:14:15,430 --> 00:14:15,760 Right. 209 00:14:16,360 --> 00:14:23,950 So I'm looking at the proportion of this character over here, and I'm seeing that this is the middle 210 00:14:23,950 --> 00:14:24,730 line over here. 211 00:14:25,480 --> 00:14:27,070 So maybe I should. 212 00:14:29,850 --> 00:14:31,280 Bringing all these. 213 00:14:31,290 --> 00:14:32,100 Oh, it's a bit. 214 00:14:33,160 --> 00:14:35,410 Backcourt like this might be. 215 00:14:35,800 --> 00:14:36,940 So this is the middle line. 216 00:14:37,300 --> 00:14:41,410 It's just, gee, why bring it back like this? 217 00:14:42,040 --> 00:14:42,350 Right. 218 00:14:42,760 --> 00:14:51,610 And this is really helpful because now we can see better that this over here has an angle. 219 00:14:51,820 --> 00:15:02,740 Also, I've pulled it so it could sit here and you choose all these over here and give them some angle 220 00:15:02,740 --> 00:15:03,430 like this. 221 00:15:15,170 --> 00:15:22,340 It's just about adjusting to get the correct and get the correct. 222 00:15:24,590 --> 00:15:25,340 Proportions. 223 00:15:31,050 --> 00:15:31,330 Yet. 224 00:15:31,800 --> 00:15:34,830 Now I'm seeing that this is now too much. 225 00:15:35,760 --> 00:15:38,310 It has too much angle here. 226 00:15:39,090 --> 00:15:44,580 So it can reduce angle like this, bring the knee a bit forward like this. 227 00:15:46,100 --> 00:15:46,850 And I have. 228 00:15:47,900 --> 00:15:48,830 This kind of --. 229 00:15:49,220 --> 00:15:53,270 Let's make the Lexx to make portions much easier. 230 00:15:55,310 --> 00:15:56,840 Let's duplicate this. 231 00:15:57,050 --> 00:15:58,060 Bring them down. 232 00:16:00,170 --> 00:16:01,280 Why access. 233 00:16:02,460 --> 00:16:05,190 And this is going to be the lick area. 234 00:16:06,120 --> 00:16:14,340 So it's good to scrub somewhat and let's press em to bring the mask brush. 235 00:16:14,340 --> 00:16:17,910 And this mask, this area control I inverted. 236 00:16:18,950 --> 00:16:29,030 And this just press G for grab rush over here and then let's go to this window to say side view. 237 00:16:30,050 --> 00:16:38,840 Grab the fronts of the visible mesh or here and bring it forward to the midline like that. 238 00:16:41,900 --> 00:16:46,280 Then as I can see, it should be always a bit. 239 00:16:50,980 --> 00:16:56,350 More to what ground so we can adjust it like this. 240 00:17:05,319 --> 00:17:11,859 Then it's just a game of adjusting and adjusting and I just I'm just going to press control are. 241 00:17:15,810 --> 00:17:20,819 They just make a general shape of the foot over here, sir. 242 00:17:22,500 --> 00:17:22,859 Which. 243 00:17:24,859 --> 00:17:34,590 A very quick and not very accurate because I'm not looking at references, but I'm just making this 244 00:17:34,590 --> 00:17:37,050 shape to look a little bit better. 245 00:17:47,900 --> 00:17:48,500 All right. 246 00:17:48,650 --> 00:17:54,500 So now, now, as you can see, the proportions are looking real good. 247 00:17:55,220 --> 00:17:56,570 So I can go ahead. 248 00:17:56,610 --> 00:18:05,660 And in this area is the area I can go and maybe bring out this area to more look like a human and then 249 00:18:06,110 --> 00:18:08,000 cover this area a bit more. 250 00:18:08,780 --> 00:18:14,540 And they can also go to draw sharp and draw this area with the cemetery. 251 00:18:15,020 --> 00:18:24,440 The midline area over here, I make a little bit of like more defined that this section over here is 252 00:18:24,440 --> 00:18:28,550 just about section or here to look more like a human. 253 00:18:29,780 --> 00:18:33,470 And then over here, we have a high force. 254 00:18:33,620 --> 00:18:34,730 So it is. 255 00:18:36,000 --> 00:18:37,470 Like toward the outside. 256 00:18:37,480 --> 00:18:38,700 And over here we have a lower. 257 00:18:38,910 --> 00:18:42,870 So the back the back is like this. 258 00:18:43,290 --> 00:18:45,630 So the neck has a lotus. 259 00:18:45,900 --> 00:18:47,520 So it has a curve like this. 260 00:18:47,520 --> 00:18:49,260 And we have a kid like this. 261 00:18:49,860 --> 00:18:51,540 Then we have a kid like this. 262 00:18:51,900 --> 00:18:53,490 And then this is the bottom area. 263 00:18:53,880 --> 00:18:59,070 So this is how the back looks from the sides with adults. 264 00:18:59,700 --> 00:19:03,960 Q It can go to other objects in a scope more than we can change. 265 00:19:03,960 --> 00:19:08,460 It's like this to get the shape as we wants. 266 00:19:10,230 --> 00:19:15,750 So, I mean, object more right now I want to compare. 267 00:19:15,750 --> 00:19:16,140 It's. 268 00:19:17,920 --> 00:19:19,960 To my references. 269 00:19:21,220 --> 00:19:25,900 So now I think the head is too much forward light, right? 270 00:19:26,020 --> 00:19:30,340 Because the chest is right here in the midline and the head. 271 00:19:30,640 --> 00:19:34,240 And I look at in the side view, it's too much forward. 272 00:19:34,840 --> 00:19:40,100 So I'm just going to select it and bring it back like this. 273 00:19:40,150 --> 00:19:44,920 Maybe then maybe select them all. 274 00:19:44,920 --> 00:19:46,600 See what's with Jet? 275 00:19:48,070 --> 00:19:55,360 With this now and then go to support over here is X Cemetery. 276 00:19:56,410 --> 00:19:58,500 Bring the chips a little bit forward. 277 00:19:58,540 --> 00:19:59,890 We are going to adjust. 278 00:19:59,890 --> 00:20:01,600 That's all later. 279 00:20:01,690 --> 00:20:04,360 But for now, to get the proportions correct. 280 00:20:05,320 --> 00:20:12,640 Let's stick to the to our reference, our Andrew or Mr. Reference. 281 00:20:14,430 --> 00:20:15,050 All right. 282 00:20:15,060 --> 00:20:17,040 I think now it's better. 283 00:20:21,170 --> 00:20:21,980 This. 284 00:20:24,460 --> 00:20:24,800 Now. 285 00:20:24,800 --> 00:20:25,550 Are things better? 286 00:20:25,580 --> 00:20:27,200 Yeah, definitely better. 287 00:20:30,290 --> 00:20:30,920 Okay. 288 00:20:31,370 --> 00:20:35,330 So now let's go to the hands, because now it doesn't have any hands. 289 00:20:35,900 --> 00:20:38,420 So let's just look at the hands over here. 290 00:20:38,600 --> 00:20:42,050 So to do that, let's first make a US sphere. 291 00:20:44,870 --> 00:20:46,340 In this area. 292 00:20:50,190 --> 00:20:50,600 All right. 293 00:20:50,610 --> 00:20:56,400 Now let's go ahead and wants to make the upper arm. 294 00:20:56,610 --> 00:20:58,070 So let's go to front view. 295 00:20:59,550 --> 00:21:03,990 And the general thing about the proportions of the hand is that when you. 296 00:21:06,990 --> 00:21:09,570 When the hands are on the side like this. 297 00:21:09,570 --> 00:21:10,050 Maybe. 298 00:21:10,320 --> 00:21:14,430 All right, we should be in this, like with. 299 00:21:14,940 --> 00:21:15,480 With the hand. 300 00:21:15,480 --> 00:21:16,160 The whole hand. 301 00:21:16,250 --> 00:21:17,070 Hold on a hand. 302 00:21:17,700 --> 00:21:21,090 It should rest in this area when it's. 303 00:21:23,290 --> 00:21:28,900 When it's in this position, like like the character we have you like we have the best reference lawyer 304 00:21:29,560 --> 00:21:31,430 jurists in this position. 305 00:21:31,450 --> 00:21:35,720 So that's how long the has should be. 306 00:21:35,740 --> 00:21:43,270 Another way to like I was I was reading about this and and and then I think for Scott the other thing 307 00:21:43,270 --> 00:21:55,390 was that when the hand is arm, a hand is straight like this from the midline or here the tip of the 308 00:21:57,220 --> 00:22:03,610 of the hand of the hands or here it should have the same range as you have from the hip area over here 309 00:22:03,610 --> 00:22:05,560 to the tip of the foot. 310 00:22:06,190 --> 00:22:06,570 All right. 311 00:22:06,580 --> 00:22:09,550 So that's out of the way to define the lens of the hand. 312 00:22:09,550 --> 00:22:13,000 But for now, we can just do this. 313 00:22:14,110 --> 00:22:14,440 Hey. 314 00:22:15,010 --> 00:22:17,380 Eyeballing me for the hands. 315 00:22:18,650 --> 00:22:19,850 Because I want it to be in the. 316 00:22:21,650 --> 00:22:29,570 You can choose if you want it to be in the temples, but AP or the sculpting papers I think it's much 317 00:22:29,570 --> 00:22:30,470 more easier. 318 00:22:30,560 --> 00:22:31,520 So let's make. 319 00:22:35,720 --> 00:22:39,080 I'm over here at this hour. 320 00:22:39,080 --> 00:22:46,640 Go to Scott Mall and grab this out and form the shapes like this. 321 00:22:51,940 --> 00:22:55,960 So in a sense, the form is of in the middle of the body. 322 00:22:56,980 --> 00:23:05,170 Not too precise, but it's kinda inside the upper arm in the middle of the body over here. 323 00:23:05,410 --> 00:23:06,880 So I'm just going to end it here. 324 00:23:08,710 --> 00:23:11,800 And then for. 325 00:23:13,130 --> 00:23:17,420 The album going to add a UBS sphere, a small one. 326 00:23:19,030 --> 00:23:19,660 The care. 327 00:23:22,940 --> 00:23:23,350 All right. 328 00:23:24,100 --> 00:23:26,080 And then for the 329 00:23:28,750 --> 00:23:29,860 for the forearm. 330 00:23:31,570 --> 00:23:37,290 I'm looking at the references over here and he has a jacket on. 331 00:23:38,400 --> 00:23:43,620 But I think because he's very slimy, the forms are going to be slimy, too. 332 00:23:44,130 --> 00:23:48,690 In the end, you have to understand, you have to know your character. 333 00:23:48,700 --> 00:23:49,510 You make it right. 334 00:23:50,790 --> 00:23:58,200 So this character, if you're making just one post and if you know that he never is going to like if 335 00:23:58,200 --> 00:24:01,500 you're making for animation, you have to fully sculpt. 336 00:24:01,500 --> 00:24:02,430 It's all right. 337 00:24:02,700 --> 00:24:05,760 But if you know that he's not going to like. 338 00:24:09,700 --> 00:24:14,280 He's not going to be seen without his jacket and his arm is not going to be seen to. 339 00:24:14,320 --> 00:24:14,610 Right. 340 00:24:15,080 --> 00:24:21,100 You just have to block out are more than just sculpted fully and all that. 341 00:24:21,610 --> 00:24:25,270 But let's continue with the forearm. 342 00:24:25,270 --> 00:24:27,820 As I was saying, it is also slimming. 343 00:24:27,820 --> 00:24:29,740 Some of them do what I did here. 344 00:24:30,150 --> 00:24:35,800 And so and so let's go down rotated. 345 00:24:40,610 --> 00:24:41,360 If this. 346 00:24:48,110 --> 00:24:49,450 Spit it down. 347 00:24:54,060 --> 00:24:59,810 Can I just add later we can select this face and print it out. 348 00:24:59,810 --> 00:25:02,400 So from the front for you into the eight posts. 349 00:25:03,510 --> 00:25:08,490 Oh let's give it a little bit of angular here. 350 00:25:08,490 --> 00:25:13,800 So this is the airport and we have this angle, this kind of angle that we can. 351 00:25:14,950 --> 00:25:16,060 At just later. 352 00:25:20,770 --> 00:25:22,060 So it's just eyeball. 353 00:25:22,060 --> 00:25:22,360 It's. 354 00:25:23,930 --> 00:25:27,130 So it should be in this area, right? 355 00:25:28,810 --> 00:25:32,050 But we are making the forum. 356 00:25:32,230 --> 00:25:33,220 So we have to. 357 00:25:34,520 --> 00:25:35,240 Also. 358 00:25:37,540 --> 00:25:39,390 Know that there is going to be a handover here. 359 00:25:39,400 --> 00:25:40,920 So I'm just going to leave it over there. 360 00:25:42,030 --> 00:25:45,780 I'm just going to go straight to make the hand over here. 361 00:25:45,780 --> 00:25:50,890 So I'm going to do it with a cube. 362 00:25:52,320 --> 00:25:53,250 It's got it down. 363 00:25:53,490 --> 00:25:54,600 Rotated. 364 00:25:55,730 --> 00:25:56,360 Over here. 365 00:25:57,860 --> 00:26:02,990 And then maybe scale it in the x axis of look. 366 00:26:02,990 --> 00:26:10,850 Also I double clicked on x to make it excluding the local add subdivision. 367 00:26:12,610 --> 00:26:13,750 Two of our subdivision. 368 00:26:13,930 --> 00:26:19,720 Let's go to mode and bring out this or hear this one. 369 00:26:21,890 --> 00:26:25,610 Like this or just in adjusting and adjusting. 370 00:26:30,550 --> 00:26:31,600 This is going to be. 371 00:26:33,060 --> 00:26:34,200 The front of the hand. 372 00:26:34,510 --> 00:26:35,920 The look. 373 00:26:36,850 --> 00:26:37,290 Oh, yeah. 374 00:26:37,530 --> 00:26:39,360 This is the front of the hand. 375 00:26:39,360 --> 00:26:42,940 And there's going to be the back of the answer, as we know, the back of the hand. 376 00:26:42,960 --> 00:26:44,880 It is like a dance. 377 00:26:45,270 --> 00:26:49,290 The back of the hand and some kind of press eye. 378 00:26:49,860 --> 00:26:51,270 It's going down. 379 00:26:52,170 --> 00:26:57,510 And to move it inside, to make a shape like this. 380 00:26:58,410 --> 00:27:00,780 No, actually, I'm just going to sculpt this area. 381 00:27:00,960 --> 00:27:02,970 I don't like how the shape was. 382 00:27:03,310 --> 00:27:05,300 Sculpting is easier. 383 00:27:07,120 --> 00:27:09,560 Let's just make the hand over here. 384 00:27:09,570 --> 00:27:11,820 But for this area, because this is going to be the knuckle. 385 00:27:11,910 --> 00:27:16,520 Yes, this is the back of sand and there is going to be a fingers. 386 00:27:16,860 --> 00:27:18,030 So it is going to be the natural arrest. 387 00:27:18,040 --> 00:27:24,960 I'm just going to press eye and then this and then at controlled speed to add some level. 388 00:27:25,680 --> 00:27:30,780 This is very temporary, but to just make it more flat in this area. 389 00:27:30,780 --> 00:27:33,180 So this is going to be the hand area. 390 00:27:34,870 --> 00:27:37,150 And you know what the hangover is. 391 00:27:37,150 --> 00:27:42,760 When you look in from the front of you, it is more angular like this. 392 00:27:43,330 --> 00:27:43,650 All right. 393 00:27:43,660 --> 00:27:45,640 It is not like this is not. 394 00:27:45,940 --> 00:27:51,750 So the best thing is just look at your hand when you are like stretching your hand. 395 00:27:52,930 --> 00:28:00,400 If you just do that and if you imagine you are looking from the France, many people suggest that if 396 00:28:00,400 --> 00:28:08,590 you're sculpting characters to put a mirror in front of you, so you always have the real life reference 397 00:28:08,590 --> 00:28:09,670 of what you are sculpting. 398 00:28:10,060 --> 00:28:12,310 But you can see that it is not like this. 399 00:28:12,310 --> 00:28:14,650 It has an angle like this. 400 00:28:16,160 --> 00:28:24,200 It is kind of hard to get, but you have to play around with the Russians with that just as much as 401 00:28:24,200 --> 00:28:30,020 you can to get the rights that this is going to be certain these are going to be the other four fingers. 402 00:28:31,280 --> 00:28:35,420 So let's make that let's make the fingers. 403 00:28:36,980 --> 00:28:40,010 So I'm just going to make it keep over here for the time. 404 00:28:44,750 --> 00:28:55,220 As you can see, we haven't done a lot of sculpting now because we can just I can just just go to like 405 00:28:55,220 --> 00:29:00,470 making UVs for our earth and make the head like this thing like this. 406 00:29:00,770 --> 00:29:04,410 I can just bring up the neck, okay? 407 00:29:05,570 --> 00:29:07,490 Then I can just control our. 408 00:29:08,120 --> 00:29:16,370 This is what I showed you about sketching in 3D, setting the head to this, and then. 409 00:29:19,290 --> 00:29:22,590 Bring out the shoulders easily. 410 00:29:24,050 --> 00:29:33,080 Like this until our control our just this is going to be. 411 00:29:35,500 --> 00:29:39,370 It's like that and then start the arms like that. 412 00:29:40,330 --> 00:29:44,650 But of course with masking and all the tools I have with brushes, right. 413 00:29:45,220 --> 00:29:49,700 So I'm not going to do that because it's really going to be hard for you. 414 00:29:49,720 --> 00:29:55,710 I think when you are making your first character and you're just doing it sculpt. 415 00:29:55,810 --> 00:30:02,680 And so you need to do some of these simple modelling techniques to get the base mesh right, because 416 00:30:02,680 --> 00:30:06,880 if you don't get the base mesh right, it's going to look bad, right? 417 00:30:06,880 --> 00:30:09,310 It's going to really look passive over here. 418 00:30:09,460 --> 00:30:10,990 Let's just bring out. 419 00:30:18,330 --> 00:30:18,590 All right. 420 00:30:19,080 --> 00:30:22,140 So we were making the tone. 421 00:30:22,980 --> 00:30:30,830 So there's just a sub, there's a surface, and let's make the fingers over here. 422 00:30:30,840 --> 00:30:31,980 But control the. 423 00:30:34,050 --> 00:30:35,580 For fingers over here. 424 00:30:36,510 --> 00:30:37,710 And now we can go. 425 00:30:38,370 --> 00:30:41,190 Actually, this makes to subdivision. 426 00:30:48,060 --> 00:30:50,580 Now we can go and make the finger with this. 427 00:30:52,140 --> 00:30:54,960 With this method, with cube and subdivision, we can. 428 00:30:55,410 --> 00:30:57,140 It's really good for fingers. 429 00:30:57,150 --> 00:31:03,630 I did it with curves, with sculpting, extracting all those mechanics. 430 00:31:03,630 --> 00:31:10,920 But this method is the best, I think, because with this you can just extrude and then you can just 431 00:31:11,040 --> 00:31:12,870 this is the tip of the top, right? 432 00:31:12,900 --> 00:31:18,720 You can just scale it down because the tip of the thumb is like this scale is, you know, that that 433 00:31:18,780 --> 00:31:19,610 this part, right. 434 00:31:19,620 --> 00:31:28,170 If you look at your thumb, this part or here is more like bulkier, right? 435 00:31:28,170 --> 00:31:29,580 And then you can click on it. 436 00:31:29,580 --> 00:31:32,610 It's also click and then make it bulk like this. 437 00:31:33,570 --> 00:31:38,880 And then you click on the here maybe and then make it skinnier. 438 00:31:40,080 --> 00:31:40,830 That's enough for now. 439 00:31:40,830 --> 00:31:42,450 I'm going to do that later. 440 00:31:42,780 --> 00:31:46,530 So I'm just going to make this base of the fingers. 441 00:31:46,530 --> 00:31:54,600 The fingers have the thumb has one joint over there, but the fingers have two other fingers have two 442 00:31:54,600 --> 00:31:55,200 joints. 443 00:31:55,740 --> 00:31:57,060 So look at your finger. 444 00:31:57,300 --> 00:32:00,570 The index finger is going to be like, come over here. 445 00:32:01,230 --> 00:32:07,380 And then there's the joints over here and then there's the joints over here. 446 00:32:07,380 --> 00:32:08,940 And then this is going to be the. 447 00:32:12,130 --> 00:32:17,770 Area that is for the the nails. 448 00:32:18,130 --> 00:32:20,410 So we're just going to press on I. 449 00:32:21,450 --> 00:32:26,460 And I'm just going to make the nails area like this, right? 450 00:32:31,960 --> 00:32:33,220 Actually, I don't like that. 451 00:32:34,210 --> 00:32:35,440 I don't like that, sir. 452 00:32:36,550 --> 00:32:37,360 As to that. 453 00:32:37,580 --> 00:32:41,620 And now that I look at this, I can just duplicate it, right? 454 00:32:42,670 --> 00:32:43,660 You can just do it. 455 00:32:43,660 --> 00:32:45,340 This not that one. 456 00:32:47,210 --> 00:32:48,820 So these and the figure that. 457 00:32:48,820 --> 00:32:51,340 Let me save my file right now. 458 00:32:52,390 --> 00:32:54,760 Let's just duplicate it like this. 459 00:32:54,760 --> 00:32:57,220 One, two and three. 460 00:32:59,410 --> 00:33:11,000 And then we can easily adjust them like the middle finger or here is the longer one, these two fingers. 461 00:33:11,020 --> 00:33:16,720 If you look at your hand are kind of the same size. 462 00:33:17,080 --> 00:33:24,580 The last finger is the little finger, which is size is. 463 00:33:26,790 --> 00:33:29,830 Not is the the. 464 00:33:31,980 --> 00:33:35,820 Littlefinger So it's less ice. 465 00:33:37,680 --> 00:33:40,830 Then if we are done with size. 466 00:33:42,600 --> 00:33:46,200 We have to bring it up like this, that this is going to be the knuckles area. 467 00:33:46,200 --> 00:33:47,280 So we have to bring it up. 468 00:33:47,290 --> 00:33:52,320 This is going to be the tendon, the back of the hand. 469 00:34:00,670 --> 00:34:01,180 All right. 470 00:34:01,990 --> 00:34:06,790 Now, the beauty of this method is that now we can go ahead with it. 471 00:34:06,830 --> 00:34:12,310 So if you look at your hand, let's go to the index finger. 472 00:34:12,800 --> 00:34:13,719 You look at your hand. 473 00:34:13,719 --> 00:34:17,739 There it is not straight, but now our fingers are straight. 474 00:34:18,280 --> 00:34:22,590 So let's just go and select the slope. 475 00:34:22,600 --> 00:34:25,639 So this is our first joint. 476 00:34:26,440 --> 00:34:29,469 And then we can just bring it up like this. 477 00:34:30,460 --> 00:34:34,690 And then we can select the slope and bring it up like this. 478 00:34:35,650 --> 00:34:36,100 So we. 479 00:34:36,250 --> 00:34:37,179 We are making. 480 00:34:38,239 --> 00:34:38,840 I care. 481 00:34:39,199 --> 00:34:39,690 Right here. 482 00:34:50,670 --> 00:34:52,440 This is for other ones as well. 483 00:34:52,440 --> 00:34:55,560 So the select them all go to earth mode. 484 00:34:56,159 --> 00:35:08,390 Select these loops with shift and alt, bring them up, select these loops, shift and alt up. 485 00:35:09,360 --> 00:35:10,740 Now we have this kind of, 486 00:35:13,890 --> 00:35:15,180 this kind of shape now. 487 00:35:15,180 --> 00:35:16,470 Now it is not too straight. 488 00:35:16,500 --> 00:35:20,520 Now let's look at it like look at the in the front view. 489 00:35:21,090 --> 00:35:22,500 Let's shape. 490 00:35:25,540 --> 00:35:27,760 The the team were here. 491 00:35:31,240 --> 00:35:33,170 So let's get to it. 492 00:35:34,600 --> 00:35:36,940 And this is the. 493 00:35:41,090 --> 00:35:49,100 The joint, I'm going to just sort of make it move it to the middle and then it's going to have. 494 00:35:51,290 --> 00:35:54,010 Well, it's a bit of this kind of shape. 495 00:35:56,830 --> 00:36:02,230 So I'm looking at the fronts and I'm seeing that these fingers and knots, really. 496 00:36:03,960 --> 00:36:08,530 It's really straight like this and it should be actually like this. 497 00:36:09,250 --> 00:36:09,510 Right. 498 00:36:10,140 --> 00:36:14,250 So I'm just gonna do that with the annotation to, to we can just. 499 00:36:15,640 --> 00:36:20,200 Help us to better understand how much rotation we need. 500 00:36:25,200 --> 00:36:25,830 All right. 501 00:36:26,100 --> 00:36:30,210 So now we can go ahead and do more rotations 502 00:36:33,090 --> 00:36:36,830 to look at my hand. 503 00:36:36,840 --> 00:36:44,910 When you're looking from the front for you, the little finger is like more to the back side of the 504 00:36:44,910 --> 00:36:45,420 hand. 505 00:36:46,770 --> 00:36:48,120 So I'm just going to do that. 506 00:36:49,080 --> 00:36:51,510 Rotate it more like this. 507 00:36:53,270 --> 00:36:55,160 And we're just going to throw it at this one. 508 00:36:55,540 --> 00:37:00,950 So here, go to front for you to see what is happening in front of you. 509 00:37:02,120 --> 00:37:03,680 Rotate it this way. 510 00:37:04,790 --> 00:37:05,960 Let's do it. 511 00:37:06,380 --> 00:37:06,950 This. 512 00:37:15,350 --> 00:37:18,410 Maybe it needs to be more to decide. 513 00:37:19,880 --> 00:37:20,180 Yeah. 514 00:37:20,340 --> 00:37:20,470 Good. 515 00:37:20,480 --> 00:37:21,110 Then the fingers. 516 00:37:21,120 --> 00:37:21,470 Right. 517 00:37:21,470 --> 00:37:22,640 Is very important. 518 00:37:23,180 --> 00:37:25,610 And maybe the hardest part of the sculpting. 519 00:37:27,110 --> 00:37:29,900 Hopefully because our character is Virunga. 520 00:37:32,440 --> 00:37:39,340 Mask and all this costume is going to have to suck up too much detail in the hand and just have to get 521 00:37:39,340 --> 00:37:40,590 the right shape. 522 00:37:40,600 --> 00:37:51,760 And that is why I am just going to put it as long as it takes to make the proportions and how the rotations 523 00:37:51,760 --> 00:37:52,660 are right. 524 00:37:52,660 --> 00:37:54,970 We can also later with the help of. 525 00:37:57,800 --> 00:38:02,300 The brushes set the proportions right as well. 526 00:38:02,870 --> 00:38:07,940 So I'm looking at all angles to see if this is right or wrong. 527 00:38:08,000 --> 00:38:09,080 It can also go on. 528 00:38:09,080 --> 00:38:10,610 I think it's too big. 529 00:38:10,790 --> 00:38:13,060 The fingers are too big. 530 00:38:13,070 --> 00:38:13,670 I go to. 531 00:38:15,800 --> 00:38:18,230 As most of us to. 532 00:38:19,370 --> 00:38:23,000 Make them a bit less big like the. 533 00:38:26,940 --> 00:38:27,320 Now. 534 00:38:27,360 --> 00:38:30,870 I think now that I'm saying it, we're getting close. 535 00:38:32,040 --> 00:38:34,500 I just have to be sure that. 536 00:38:40,640 --> 00:38:42,830 It's as best as it could be. 537 00:38:53,080 --> 00:38:53,650 Maybe. 538 00:38:55,810 --> 00:38:56,890 Make this more. 539 00:38:58,830 --> 00:39:00,330 Exaggerated like this. 540 00:39:03,650 --> 00:39:06,790 Well, so this one, maybe we need more angle. 541 00:39:15,420 --> 00:39:17,700 Now this one could use. 542 00:39:19,150 --> 00:39:20,440 Or I can go like this. 543 00:39:28,790 --> 00:39:34,290 And I'm keeping them separated like this because then we are going to join these together and remind 544 00:39:34,290 --> 00:39:39,480 them if they are close together like this, these are going to join together and this is going to be 545 00:39:39,480 --> 00:39:40,010 a mess. 546 00:39:40,020 --> 00:39:44,780 So keep them keep enough this distance between them. 547 00:39:44,790 --> 00:39:49,830 Then when we are going to them, when we go to the Scots north, you can always. 548 00:39:51,890 --> 00:39:57,740 Make make muscles over here, make the tendons that work here and make it look good, but make them 549 00:39:57,740 --> 00:39:58,970 separated for now. 550 00:40:00,690 --> 00:40:05,550 And I think it is it is getting good right now. 551 00:40:06,810 --> 00:40:10,620 I think this needs more rotation. 552 00:40:13,110 --> 00:40:13,500 Yet. 553 00:40:51,120 --> 00:40:52,500 All right, let's see if I'm tough. 554 00:40:52,580 --> 00:40:53,220 You with seven? 555 00:41:28,200 --> 00:41:31,080 We need to check from every angle that they are. 556 00:41:31,110 --> 00:41:31,600 Correct. 557 00:41:31,640 --> 00:41:32,010 I. 558 00:41:33,320 --> 00:41:41,660 Spend as much as I can on the finger and hand area for blocking outs and the whole sculpting. 559 00:41:42,440 --> 00:41:49,850 It is one of the hardest and it is going to be hell for you probably if it's for your first time. 560 00:41:50,690 --> 00:41:53,120 But don't worry if it didn't come out right. 561 00:41:53,510 --> 00:41:57,530 But for now, recommend that you spend as much as you can on this. 562 00:41:58,760 --> 00:42:08,150 And as you can see, I don't even try to go to the sculpts mods because if you if I look in the front 563 00:42:08,150 --> 00:42:14,360 of you like just what's happened right now or everything is good, then I'll get the top view and I 564 00:42:14,360 --> 00:42:21,110 see that OC they are so in France and then I just bring them all down. 565 00:42:21,860 --> 00:42:30,260 So for the hand, look at your fingers, look at how they sit and your when they're in the rest position 566 00:42:32,480 --> 00:42:35,360 and that's best reference. 567 00:42:36,260 --> 00:42:40,040 So I think the proportions are kind of correct over here. 568 00:42:40,220 --> 00:42:41,240 This is in this area. 569 00:42:41,240 --> 00:42:45,740 So it's going to correct and we can start. 570 00:42:48,120 --> 00:42:49,410 I think we can start now. 571 00:42:49,420 --> 00:42:51,240 So let's go to side view. 572 00:42:56,770 --> 00:43:00,800 And maybe what they did was a bit. 573 00:43:01,390 --> 00:43:01,840 Tom. 574 00:43:03,280 --> 00:43:06,100 They wrote it down this. 575 00:43:08,910 --> 00:43:09,630 Right now. 576 00:43:09,630 --> 00:43:10,170 This is good. 577 00:43:10,560 --> 00:43:16,950 So front view, let's check it from front view to the fingers should be in this rotation and this is 578 00:43:16,950 --> 00:43:17,940 kind of correct now. 579 00:43:19,200 --> 00:43:28,170 And from top view the fingers should be like to what downside if they're too much to the this side correct 580 00:43:28,170 --> 00:43:33,900 them from side view the thumb should have a downwards rotation like this. 581 00:43:35,200 --> 00:43:35,430 Okay. 582 00:43:38,170 --> 00:43:43,000 All right, now we can remove the head or he can hide it. 583 00:43:43,010 --> 00:43:46,390 Let's change the name to proportions 584 00:43:49,960 --> 00:43:51,040 the person's head. 585 00:43:52,510 --> 00:43:53,500 Then we can hide it. 586 00:43:53,950 --> 00:43:55,600 Then we can delete these. 587 00:43:57,220 --> 00:44:02,710 Delete these because now you're kind of done with the proportion of the body. 588 00:44:04,480 --> 00:44:11,680 With the help of these two photos from the amazing Andrew Loomis, really great for starting the proportions 589 00:44:11,680 --> 00:44:12,160 right 590 00:44:15,880 --> 00:44:16,230 now. 591 00:44:16,240 --> 00:44:20,840 Think of the bit rotation over here and then let's check out the hands. 592 00:44:20,840 --> 00:44:27,520 So now I see that the hand is not the arm and the hand is not correct proportionally. 593 00:44:28,240 --> 00:44:34,180 So let's select them all and bring them out a little bit. 594 00:44:34,180 --> 00:44:36,220 This shouldn't be too much for. 595 00:44:40,140 --> 00:44:41,310 Should be more. 596 00:44:43,480 --> 00:44:46,660 In this area, the pit. 597 00:44:48,440 --> 00:44:50,870 APPLAUSE, But. 598 00:44:52,020 --> 00:44:53,250 And then to arm. 599 00:44:55,910 --> 00:44:59,960 Is going to have is is going to have to work this. 600 00:45:02,830 --> 00:45:05,110 All right, so this is. 601 00:45:08,390 --> 00:45:12,140 This is how the honor should be when it's on the side. 602 00:45:13,190 --> 00:45:16,100 So now it's in the front view. 603 00:45:16,460 --> 00:45:19,190 Bring it closer to the body. 604 00:45:21,610 --> 00:45:25,510 View again on the angle of the arm looks. 605 00:45:26,900 --> 00:45:27,440 Better now. 606 00:45:27,470 --> 00:45:28,940 I'm looking at my references. 607 00:45:29,090 --> 00:45:31,130 So look at your reference ID. 608 00:45:31,130 --> 00:45:35,780 Look at your awesome reference to search google for like. 609 00:45:37,320 --> 00:45:42,540 Another reference from science and see how the hand looks. 610 00:45:44,440 --> 00:45:47,620 Never, ever trust your eyes. 611 00:45:49,040 --> 00:45:50,270 When it comes to this. 612 00:45:51,670 --> 00:45:53,900 The forum should have an angel like this. 613 00:45:54,200 --> 00:45:55,130 So I'm just going to do that. 614 00:46:02,830 --> 00:46:08,260 And there's going to be the votes going to be for the UN goes too much now. 615 00:46:37,230 --> 00:46:38,160 Oh, no, it's buzzer. 616 00:46:42,120 --> 00:46:43,310 Now it's better. 617 00:46:43,320 --> 00:46:45,090 But now I see the fingers. 618 00:46:45,090 --> 00:46:49,560 Maybe to lock it, bring this up. 619 00:46:50,460 --> 00:46:53,080 Then the forum will be short. 620 00:46:54,300 --> 00:46:55,200 So I think. 621 00:47:01,270 --> 00:47:02,470 Think bring up. 622 00:47:03,620 --> 00:47:04,250 This. 623 00:47:06,960 --> 00:47:14,150 To bring, you know, this side of the arm, the from the front of you. 624 00:47:16,850 --> 00:47:21,620 It's just more of the body over here. 625 00:47:22,490 --> 00:47:29,840 So this is going to be the deltoid muscle of the most prominent muscles of the whole body. 626 00:47:30,020 --> 00:47:33,650 The whole arm is going to sit here. 627 00:47:33,800 --> 00:47:36,370 This is going to be the biceps, triceps and all that. 628 00:47:37,580 --> 00:47:40,310 There's going to be an angle like this. 629 00:47:43,110 --> 00:47:44,730 If you look at the front there. 630 00:47:51,280 --> 00:47:52,660 And from France for you. 631 00:48:01,700 --> 00:48:03,590 This should be more like this. 632 00:48:21,320 --> 00:48:22,510 This was side view. 633 00:48:22,840 --> 00:48:27,490 Things should be rotated a little bit to this side. 634 00:48:32,380 --> 00:48:32,970 All right. 635 00:48:33,580 --> 00:48:34,840 Now, I think that's good. 636 00:48:36,220 --> 00:48:43,480 Now, I think the arm, at least proportionally, looks good. 637 00:48:47,110 --> 00:48:57,790 So we can go ahead and control our mission and shape it a little bit so it doesn't look too bulky. 638 00:48:58,690 --> 00:49:04,810 So disperse of the arm is more pocket is going to be ten in this area. 639 00:49:05,620 --> 00:49:11,260 So the muscle is going to be like this because we have here. 640 00:49:13,290 --> 00:49:15,840 Because our character again is a skinny. 641 00:49:15,990 --> 00:49:24,060 We don't need all the muscles and because our character is very injected, we even don't need to sculpt 642 00:49:24,060 --> 00:49:26,610 too much in this area. 643 00:49:26,760 --> 00:49:29,190 So just need to have the proportions right. 644 00:49:33,540 --> 00:49:34,260 Okay. 645 00:49:34,260 --> 00:49:36,750 So now we can add a mere modifier. 646 00:49:38,690 --> 00:49:48,170 Main object, the body that we can select these select this one as active object control and copy modifier 647 00:49:49,820 --> 00:49:54,350 thing because we have a subdivision over here, it doesn't accept that. 648 00:49:54,350 --> 00:49:55,470 So we just apply. 649 00:49:55,470 --> 00:50:03,530 The subdivision was first and to like I need we need to apply these to so we are done with the. 650 00:50:04,670 --> 00:50:05,510 Base. 651 00:50:08,400 --> 00:50:11,160 The base proportions of the fingers are here. 652 00:50:11,160 --> 00:50:18,090 So he's just going to select and control a region and it's mesh to apply all the qualifiers. 653 00:50:18,540 --> 00:50:24,420 Now we can go ahead, active object console, copy money for us to mirror it. 654 00:50:25,350 --> 00:50:26,220 There's other sites. 655 00:50:28,410 --> 00:50:30,960 I'll just check how looks. 656 00:50:32,600 --> 00:50:35,540 Until our story mesh the bacteria. 657 00:50:36,770 --> 00:50:40,580 And now I think the head needs to be adjusted more. 658 00:50:40,610 --> 00:50:41,180 Yes. 659 00:50:42,380 --> 00:50:45,710 Let's go to Sophia. 660 00:50:46,880 --> 00:50:49,130 Let's get to the body. 661 00:50:49,130 --> 00:50:54,770 And this area, should it be should be like this. 662 00:50:55,490 --> 00:50:59,510 This is the area that we can define it right now. 663 00:50:59,510 --> 00:51:03,920 So this should be the clavicle area. 664 00:51:04,950 --> 00:51:08,900 So if you look from the front, the clavicle area. 665 00:51:09,940 --> 00:51:11,110 Comes from here. 666 00:51:12,500 --> 00:51:14,840 And that goes right here. 667 00:51:19,130 --> 00:51:22,310 I character is probably not going to see it. 668 00:51:22,910 --> 00:51:28,250 Maybe a little bit of the clavicle because it's prominence, but because it's you're in a castle. 669 00:51:28,470 --> 00:51:36,810 And when I got to say but for our for ourselves to see how this works, we should define the area that 670 00:51:36,810 --> 00:51:41,210 this is going to be the clavicle, which as you references and this is going to be. 671 00:51:42,920 --> 00:51:44,900 The chest area over here. 672 00:51:45,050 --> 00:51:50,090 This chest area is going to connect to the arm area with this. 673 00:51:51,080 --> 00:51:58,730 And then we can make something like this, the muscle of the chest of something like this to decide 674 00:51:58,880 --> 00:52:01,060 if you look at that, that this side. 675 00:52:01,610 --> 00:52:03,980 So we're just going to do the same with the clear strips. 676 00:52:07,580 --> 00:52:08,480 If this. 677 00:52:12,460 --> 00:52:20,500 So that is better to find that we can go ahead and bring this area inside. 678 00:52:26,140 --> 00:52:27,610 She was the clear strips. 679 00:52:28,060 --> 00:52:28,630 Maybe. 680 00:52:29,890 --> 00:52:30,760 In the middle. 681 00:52:34,030 --> 00:52:36,670 Make this area over here define. 682 00:52:38,880 --> 00:52:43,020 Then this area is going to be bigger because it's going to be the hip area. 683 00:52:47,150 --> 00:52:51,200 It's going to be the hip areas of the hip are going to be out of bit. 684 00:52:51,210 --> 00:52:53,000 These are the cuts certain, miss. 685 00:52:53,330 --> 00:52:53,820 I'm sorry. 686 00:52:54,620 --> 00:52:57,860 Uh, the what was. 687 00:52:58,250 --> 00:53:01,670 I don't remember the name because signaling is muscle. 688 00:53:01,670 --> 00:53:02,930 Is the muscle over here. 689 00:53:04,030 --> 00:53:05,170 Uh, what was the name? 690 00:53:05,280 --> 00:53:06,470 I don't know it, but. 691 00:53:07,760 --> 00:53:08,440 One of the biggest. 692 00:53:08,440 --> 00:53:10,850 The muscles in the body is over here. 693 00:53:17,300 --> 00:53:17,690 All right. 694 00:53:19,460 --> 00:53:23,150 So we're just going to just the body. 695 00:53:23,180 --> 00:53:24,920 No detail, remember? 696 00:53:25,100 --> 00:53:26,080 No detail. 697 00:53:26,150 --> 00:53:26,870 Nothing. 698 00:53:27,650 --> 00:53:29,060 Just the primary shapes. 699 00:53:29,570 --> 00:53:36,260 So when we look from this side, we can say, yeah, this looks like a human body. 700 00:53:36,570 --> 00:53:36,920 Right. 701 00:53:37,460 --> 00:53:42,620 No details at all, because then we're going to just press control R and then remeasured. 702 00:53:42,740 --> 00:53:45,830 And then if you have a lot of details, it's just going to disappear. 703 00:53:46,490 --> 00:53:48,650 I'm smoothing it now. 704 00:53:51,140 --> 00:53:51,920 Like this. 705 00:54:02,680 --> 00:54:04,540 Scott is a foot soldier. 706 00:54:05,250 --> 00:54:06,030 Well, it's Q. 707 00:54:07,280 --> 00:54:09,200 Let's adjust the food. 708 00:54:33,090 --> 00:54:36,840 And we have our crown arc the foot in this area. 709 00:54:38,430 --> 00:54:41,070 So it's the middle arc. 710 00:54:45,700 --> 00:54:50,650 Something like this, but for the lateral side of the foot, like this side of it. 711 00:54:51,370 --> 00:54:56,140 So this is the medial part of the foot and this is the latter part of this foot. 712 00:54:56,560 --> 00:55:01,600 Remember that you're going to see that a lot in the anatomy books like your middle part. 713 00:55:01,600 --> 00:55:07,770 And that's what is going to be the part that is toward the outside and medial play is going to be a 714 00:55:07,990 --> 00:55:14,200 part toward the middle line of the body so that we have a middle one in body that goes over here to 715 00:55:14,200 --> 00:55:17,860 the hip, to the front thing. 716 00:55:17,860 --> 00:55:18,190 It's. 717 00:55:20,350 --> 00:55:20,870 Oh yeah. 718 00:55:20,880 --> 00:55:29,460 From the front of the hip, then to the back of the knee and then to the middle of the of the pillars 719 00:55:29,460 --> 00:55:33,420 of the canals and all those bones in the foot. 720 00:55:34,530 --> 00:55:42,630 So we have a middle line also like gravity with the line over here and everything that is closer to 721 00:55:42,630 --> 00:55:48,090 this middle line, a gap that always occults. 722 00:55:50,750 --> 00:55:52,180 I think it was. 723 00:55:54,160 --> 00:55:57,640 Other emotion doesn't matter. 724 00:55:57,640 --> 00:56:05,980 But when everything is closer to this middle, one is going to call the middle to the middle, the middle 725 00:56:05,980 --> 00:56:12,640 parts, I'm sorry, the middle part, everything that is far are further away from this many, the lines 726 00:56:12,880 --> 00:56:13,930 called the lateral. 727 00:56:14,470 --> 00:56:20,770 So that is why we have in our books, if you look at these wasn't going to be last report. 728 00:56:20,980 --> 00:56:22,420 This was going to be middle. 729 00:56:23,050 --> 00:56:26,640 This is going to be the middle part of the NIE. 730 00:56:27,280 --> 00:56:29,700 This is going to be the last report to me and so on. 731 00:56:30,030 --> 00:56:31,620 So let's get back to the foot. 732 00:56:31,630 --> 00:56:36,280 This is going to be the lateral, the medial arc of the foot. 733 00:56:36,280 --> 00:56:40,570 And the latter part of the food is more flats. 734 00:56:40,870 --> 00:56:41,920 So this is more flat. 735 00:56:44,210 --> 00:56:51,570 And then if you look at the foot itself, the foot itself is gonna sit on the floor. 736 00:56:51,630 --> 00:56:52,970 All right, these are the. 737 00:56:55,350 --> 00:57:03,060 The toes if you don't need to sculpt the toes because that character is not going to have a foot to 738 00:57:03,060 --> 00:57:03,390 show. 739 00:57:03,960 --> 00:57:09,050 We are going to model and sculpt actually, because we modeled a shoe. 740 00:57:09,150 --> 00:57:15,150 The last parts really show you how to sculpt shoe in this one. 741 00:57:16,790 --> 00:57:19,640 Well, they can always go ahead and make it proper foot. 742 00:57:21,370 --> 00:57:26,890 Like this is the big tool and all the tools that we have. 743 00:57:29,260 --> 00:57:35,470 This tendon over here, they have three tendons over here of the foot like that. 744 00:57:37,360 --> 00:57:41,560 This always helps us to better define the forms of foot. 745 00:57:41,560 --> 00:57:43,800 The foot is one of the hardest. 746 00:57:43,810 --> 00:57:50,430 If you if your character doesn't know why it's got the character that doesn't how shoe they think it 747 00:57:50,500 --> 00:57:59,980 is going to take long it's like the foot is one of the hardest part for me actually because for for 748 00:57:59,980 --> 00:58:09,220 example, the hand, you always see the hand for the face, you always see the fist of what the hole 749 00:58:10,070 --> 00:58:10,930 for your whole life. 750 00:58:10,930 --> 00:58:13,210 You always look at the face of few people. 751 00:58:13,210 --> 00:58:14,720 See you always have something. 752 00:58:14,720 --> 00:58:16,540 You look for the foot. 753 00:58:16,580 --> 00:58:22,330 Like like, yeah, just do it with references. 754 00:58:23,350 --> 00:58:29,740 Let's put some references in Peoria for people in there and do the hat like we have middle. 755 00:58:29,800 --> 00:58:34,960 Like if you look at the anatomy books, we have middle dinosaur here, no middle. 756 00:58:35,290 --> 00:58:37,150 And the letter comes comes over here. 757 00:58:37,150 --> 00:58:40,990 So they make them they make the. 758 00:58:42,620 --> 00:58:48,650 Ankles like or here the lateral and go parts will. 759 00:58:48,690 --> 00:58:49,080 Whoa. 760 00:58:49,310 --> 00:58:49,980 I don't remember. 761 00:58:50,030 --> 00:58:51,410 It was a cult, but. 762 00:58:52,340 --> 00:58:52,790 Yeah. 763 00:58:56,800 --> 00:58:58,390 So it has an angle like this. 764 00:59:06,970 --> 00:59:10,270 I was always sorry for my bad English. 765 00:59:10,810 --> 00:59:15,340 I really try to explain everything as best I can. 766 00:59:16,300 --> 00:59:22,000 Sometimes I don't remember what it is called in English saying this part. 767 00:59:22,000 --> 00:59:27,640 This is the lateral calcaneus in anatomy is called up, I believe. 768 00:59:27,940 --> 00:59:29,650 And this is a midship medial kitchener's. 769 00:59:33,050 --> 00:59:40,220 The prominent part of the foot that you can see in every person. 770 00:59:47,070 --> 00:59:48,810 I'm putting too much time to this. 771 00:59:49,080 --> 00:59:54,750 I'm just going to submit right here because this is not even going to be seen. 772 00:59:55,560 --> 00:59:59,850 But it's always good to have a proper base and we're going to join these two together. 773 00:59:59,850 --> 01:00:03,540 And then this gulps it together, or maybe not even join it. 774 01:00:03,540 --> 01:00:04,730 I'm not going to join it. 775 01:00:04,770 --> 01:00:09,720 This is going to even they're not going to be seen because we have a shoot. 776 01:00:10,020 --> 01:00:13,350 So we're just going to go ahead and sculpt this area over here. 777 01:00:14,500 --> 01:00:19,510 So speaking of, let's just go here and console our two, Ramesh. 778 01:00:20,440 --> 01:00:25,930 Let me have as I said before, we have an area here, cialis and gastrocnemius. 779 01:00:26,590 --> 01:00:26,860 Okay. 780 01:00:27,610 --> 01:00:33,910 So as we can see here in the reference we have here, we have an area that is like this and then it's 781 01:00:33,910 --> 01:00:35,320 going to be certainly amino acid. 782 01:00:35,320 --> 01:00:37,930 So those then they're going to attach. 783 01:00:39,250 --> 01:00:40,900 To the phones over here. 784 01:00:41,140 --> 01:00:41,470 Right. 785 01:00:41,790 --> 01:00:43,180 So you can do that. 786 01:00:44,370 --> 01:00:47,790 Like this or the best way. 787 01:00:48,920 --> 01:00:50,180 Is to use. 788 01:00:52,290 --> 01:00:53,130 Schizophrenia. 789 01:00:54,690 --> 01:01:03,390 The best way is to use masks so its control shifts and clicking create this area. 790 01:01:03,450 --> 01:01:08,700 A and a smooth to smooth that control I inverted. 791 01:01:10,000 --> 01:01:12,450 And so act and strike it. 792 01:01:12,460 --> 01:01:13,110 That's. 793 01:01:15,980 --> 01:01:19,640 So once like this is part of primary forms, right? 794 01:01:20,870 --> 01:01:24,080 So just want to have a little bit more. 795 01:01:26,260 --> 01:01:26,830 Of. 796 01:01:29,930 --> 01:01:31,580 Forms where he is. 797 01:01:32,030 --> 01:01:34,970 It looks more like a human 798 01:01:37,910 --> 01:01:39,700 on the front for you and me to look at. 799 01:01:39,710 --> 01:01:42,140 They should be seeking out. 800 01:01:42,980 --> 01:01:45,440 So maybe add to the mystic. 801 01:01:52,500 --> 01:01:56,120 I am sick by removing the mask so I can do that later. 802 01:01:56,510 --> 01:01:56,780 Let's. 803 01:01:57,590 --> 01:02:10,220 Let's not get ahead of herself on the the main thing of this with you was to make you more familiar 804 01:02:10,220 --> 01:02:15,890 with the proportions, how the proportions worked, how to make the base mesh of your character. 805 01:02:15,890 --> 01:02:17,900 So this is now the base of a character. 806 01:02:17,900 --> 01:02:24,560 And then we are going to join these together, join these together, and then start sculpting and using 807 01:02:24,560 --> 01:02:26,530 this brushes and the sculptures. 808 01:02:27,260 --> 01:02:29,180 So I hope this video is helpful for you. 809 01:02:29,190 --> 01:02:36,260 This is one of the main most important parts because as I said so many times, if you don't get this 810 01:02:36,260 --> 01:02:42,830 correct, like I didn't do it, this guy, like I check this a lot and I still didn't get this correct 811 01:02:42,830 --> 01:02:44,690 because this should be in the midline. 812 01:02:45,410 --> 01:02:50,420 The length, length of the foot should be like this. 813 01:02:51,320 --> 01:02:59,660 But you try to focus more like you talking and about this and the doing. 814 01:02:59,660 --> 01:03:08,150 It is really hard to try to focus more on your sculpting your character and get the proportions right. 815 01:03:08,990 --> 01:03:15,410 When you get the proportions right, when you get to sculpting, it gets so much easier because if you 816 01:03:15,410 --> 01:03:19,310 get don't get the proposal right, like it's like this. 817 01:03:19,310 --> 01:03:29,900 And then you get the hard part this time just masking this out and not like correct proportions. 818 01:03:30,680 --> 01:03:31,070 So. 819 01:03:32,240 --> 01:03:32,720 All right. 820 01:03:32,720 --> 01:03:36,080 So that's it for this video and next video. 821 01:03:36,200 --> 01:03:36,590 Goodbye.