1 00:00:00,880 --> 00:00:08,710 Hello guys welcome back in this with your school and during these areas together and make the primary 2 00:00:08,710 --> 00:00:18,010 forms and second forms of the body of our character as we see in the references much more as this character 3 00:00:18,010 --> 00:00:23,710 we discuss them it doesn't like you has a jacket and it has a short like this. 4 00:00:24,730 --> 00:00:32,710 So what we're going to do is we're not going to put a lot of time on the arms and or on the upper arm 5 00:00:33,310 --> 00:00:37,120 and too fast things to make things faster. 6 00:00:37,690 --> 00:00:40,990 So let's just go and join these areas together. 7 00:00:40,990 --> 00:00:43,630 I want to join these and this. 8 00:00:43,630 --> 00:00:53,410 Just join all of the food like this with control j and let's go to sculpting stuff and start the sculpting. 9 00:00:53,410 --> 00:01:00,820 So just press W and face it from visible to delete the face because I don't need them and then I'm just 10 00:01:00,820 --> 00:01:03,130 going to press control R to see what I got. 11 00:01:03,310 --> 00:01:04,250 So that's good. 12 00:01:04,300 --> 00:01:05,790 Good for this. 13 00:01:05,860 --> 00:01:08,560 The source for a starting point. 14 00:01:09,010 --> 00:01:12,070 So let's just smooth them with smooth brush. 15 00:01:15,400 --> 00:01:18,760 I think the stretch is too long, so let's just. 16 00:01:19,750 --> 00:01:20,590 Crank it up. 17 00:01:30,190 --> 00:01:30,820 For now. 18 00:01:30,820 --> 00:01:34,690 It's just a small two areas that are connected together. 19 00:01:45,050 --> 00:01:48,500 So now let's do some cleanup. 20 00:01:48,800 --> 00:01:51,200 Let's just remove some volume over here. 21 00:01:54,620 --> 00:01:58,540 Let's do that with clear strips, with all the in control. 22 00:01:58,640 --> 00:01:59,630 I'm removing. 23 00:02:02,510 --> 00:02:05,600 Some volume from this part. 24 00:02:20,680 --> 00:02:27,220 And you need to know that the knee is not round, it's more squarish. 25 00:02:27,820 --> 00:02:35,720 So making a squarish shape over here in the area and then just swing through that again. 26 00:02:35,740 --> 00:02:38,710 That's and trying to put all the time into it. 27 00:02:38,710 --> 00:02:47,200 But making some of these muscles will be helpful for me to define the muscles and all that. 28 00:02:48,040 --> 00:02:50,620 So then this is the gastrocnemius, soleus. 29 00:02:50,620 --> 00:02:53,620 Obviously, I'm just going to with the clear brush. 30 00:02:54,850 --> 00:03:00,390 As you can see, we did find some arrow here. 31 00:03:00,400 --> 00:03:06,820 So you can just go to brush and select from face only to not fade this area. 32 00:03:07,150 --> 00:03:18,820 But think before I ask this area from the front view from this area which this soleus muscles are and 33 00:03:18,820 --> 00:03:20,490 then a smooth mask. 34 00:03:20,510 --> 00:03:29,290 And so I to read the mask and then go to inflate and maybe inflate this area a little bit. 35 00:03:29,440 --> 00:03:31,270 That would be better. 36 00:03:35,290 --> 00:03:42,610 If you look at references when you're looking at the front view, this post is more prominent, more 37 00:03:43,090 --> 00:03:50,830 in the you see this part in the middle part more than the larger portion, but the post should stick 38 00:03:50,830 --> 00:03:53,410 out when you look at the front view. 39 00:03:53,410 --> 00:03:57,940 So the light goes like this and these muscles goes like this. 40 00:03:59,050 --> 00:04:05,650 The the medial will be more prominence and the lateral the less prominence y should be seen. 41 00:04:11,190 --> 00:04:18,510 So just inflate brush, bring out this muscle, and then we're just going to smooth here. 42 00:04:18,519 --> 00:04:26,760 So go ahead and exaggerate the stuff and then you just smooth this to make it more. 43 00:04:29,410 --> 00:04:29,950 Fitz. 44 00:04:39,970 --> 00:04:43,780 All right, now let's remove the mask and let's just go. 45 00:04:43,790 --> 00:04:47,620 And with a smooth flush the toilet and shift. 46 00:04:50,570 --> 00:04:52,670 Smooth this area and make it more 47 00:04:56,180 --> 00:04:56,780 believable. 48 00:05:03,780 --> 00:05:07,110 I think we need a little bit of information in this area. 49 00:05:07,410 --> 00:05:09,540 There's a muscle over here that connects here. 50 00:05:10,050 --> 00:05:13,320 And the origin of this muscle is over here. 51 00:05:13,950 --> 00:05:18,810 So it's a bit of a bulge will be helpful. 52 00:05:25,750 --> 00:05:26,140 All right. 53 00:05:26,170 --> 00:05:27,970 I think that's good enough for now. 54 00:05:29,540 --> 00:05:30,620 Let's go to the fishery. 55 00:05:31,360 --> 00:05:38,460 As you can see, the character, which should show the need to put a lot of time in this area. 56 00:05:38,470 --> 00:05:47,410 But we can go ahead and smooth this stuff so you get a more clean 57 00:05:50,350 --> 00:05:53,140 body in the end for our character. 58 00:06:00,800 --> 00:06:01,040 This. 59 00:06:33,890 --> 00:06:34,220 All right. 60 00:06:34,220 --> 00:06:36,230 That's good enough for the leg. 61 00:06:38,740 --> 00:06:40,210 For the premierships of the league. 62 00:06:40,210 --> 00:06:41,230 I think that's good enough. 63 00:06:42,250 --> 00:06:52,120 And again, we don't need this area because we are going to mask it and for the for the shorts. 64 00:06:53,560 --> 00:06:59,050 So just go ahead to the arm and connect the arms together. 65 00:06:59,060 --> 00:07:02,350 So I'm just going to select these. 66 00:07:03,760 --> 00:07:15,730 And first, I think what I should do is go to my modifiers and apply the mirror modifiers so that these 67 00:07:15,760 --> 00:07:17,470 all have mirror modifier. 68 00:07:17,920 --> 00:07:23,920 So I can do I can just select them and then control a and visual jones sheets and mesh. 69 00:07:23,930 --> 00:07:31,240 So now all of them as well, all of the modifiers has been applied. 70 00:07:31,450 --> 00:07:34,330 Now let's just go ahead and connect these together. 71 00:07:34,480 --> 00:07:43,170 So I'm selecting these and this one as the active object control j to join them. 72 00:07:43,180 --> 00:07:46,960 And then let's just control a skill so it don't get into any trouble. 73 00:07:47,620 --> 00:07:49,960 Let's go to sculpting now. 74 00:07:50,260 --> 00:07:51,370 We have faces. 75 00:07:51,370 --> 00:07:53,740 You can keep the faces or you can delete them. 76 00:07:54,340 --> 00:07:55,300 They're just going to delete them. 77 00:07:55,660 --> 00:07:59,620 And let me just press once will r to see what we get. 78 00:08:00,430 --> 00:08:00,900 All right. 79 00:08:00,910 --> 00:08:01,420 The. 80 00:08:03,680 --> 00:08:06,890 Ramesh Well, exercise is not enough right now. 81 00:08:06,890 --> 00:08:14,930 So what we can do, we can click on this to see what is the geometry, and then we can go ahead and 82 00:08:16,760 --> 00:08:21,050 reduce the exercise to get a more resolution. 83 00:08:24,750 --> 00:08:25,160 All right. 84 00:08:25,270 --> 00:08:26,370 You know what I'm going to do? 85 00:08:26,400 --> 00:08:33,100 I'm just going to press control Z, because I think two hands need to be separate for now. 86 00:08:34,740 --> 00:08:40,919 So I am going to join the fingers with the hand or here with control. 87 00:08:40,919 --> 00:08:44,880 J And this one together with control J. 88 00:08:45,090 --> 00:08:47,940 So now I'm going to sculpt them one more one. 89 00:08:50,970 --> 00:08:58,050 So now if I press control are the best result I can with this low geometry, I can better define the 90 00:08:58,050 --> 00:08:59,910 shape of the hand over here. 91 00:09:00,390 --> 00:09:04,340 So first I am going to let's. 92 00:09:09,210 --> 00:09:10,560 Delete the grid over here. 93 00:09:11,160 --> 00:09:11,610 So. 94 00:09:14,350 --> 00:09:18,250 Let's first go and shake this area at the elbow area. 95 00:09:18,760 --> 00:09:24,480 I'm going to click on clear strips and that is control. 96 00:09:24,490 --> 00:09:33,370 I'm just going to make it dense over here and then just to smooth it, just very gently, the forms 97 00:09:33,370 --> 00:09:37,030 right here, because we did a good job with the proportions. 98 00:09:37,630 --> 00:09:43,720 The forms are good, so we don't need to do a lot of sculpting or in this area. 99 00:09:44,140 --> 00:09:50,410 We just need to define it's more so a more look like and elbow. 100 00:09:56,080 --> 00:10:03,660 Shh, shh, shh, shh, shh. 101 00:10:06,960 --> 00:10:12,640 As you can see, I draw with the clear strips and then immediately I press shift and as smooth as the 102 00:10:12,690 --> 00:10:17,880 draw, shift, draw, shift, draw and shift. 103 00:10:25,320 --> 00:10:27,120 Let's enable it from space only. 104 00:10:27,120 --> 00:10:29,630 So we think it's problems like this in this area. 105 00:10:29,640 --> 00:10:31,940 This area is very, very thin. 106 00:10:31,950 --> 00:10:34,130 So we got this area. 107 00:10:34,200 --> 00:10:35,250 Let's just go back. 108 00:10:36,690 --> 00:10:37,500 Don't panic. 109 00:10:37,500 --> 00:10:42,690 Go back and do it over again. 110 00:10:43,350 --> 00:10:44,940 That's the best advice. 111 00:10:50,720 --> 00:10:51,060 Six. 112 00:10:53,420 --> 00:10:55,250 Breast cancer are two remissions. 113 00:10:55,580 --> 00:11:03,500 BLITZER What was her geometry in these areas when we were adding stuff? 114 00:11:08,120 --> 00:11:11,270 So I need something here. 115 00:11:11,450 --> 00:11:13,420 I need a also bit inflation over here. 116 00:11:13,430 --> 00:11:18,820 So let's just add a little bit of inflation over here because this area is too thin right now. 117 00:11:20,780 --> 00:11:24,590 So I think inflation a little bit to this area as well. 118 00:11:25,880 --> 00:11:27,170 So now I think it's better. 119 00:11:27,770 --> 00:11:29,960 Let's just clear the streets again. 120 00:11:29,960 --> 00:11:33,530 Let's smooth this area better defined. 121 00:11:35,440 --> 00:11:37,150 The Elbow sponsored. 122 00:11:39,650 --> 00:11:45,050 Joel It's a bit silly to bring out the muscles of this area. 123 00:11:52,180 --> 00:11:54,040 And this area will be hidden. 124 00:11:54,190 --> 00:11:56,910 So we don't need to put a lot of time into it. 125 00:11:56,920 --> 00:12:04,060 But always giving some forms helps us to better understand the character and how we should approach. 126 00:12:04,060 --> 00:12:09,790 It's some keeping the the forearm very thin right now. 127 00:12:10,570 --> 00:12:15,790 Those are bits of information would help, though, because it's too thin right now. 128 00:12:17,680 --> 00:12:19,390 I think that's good enough. 129 00:12:20,350 --> 00:12:24,970 So as you can see, I forgot to enable the x symmetry while I was a sculpting. 130 00:12:25,540 --> 00:12:34,390 So don't worry, go to the cemetery and then we want to cemeteries from exposed to minus was so we're 131 00:12:34,390 --> 00:12:43,900 just going to do that X plus so minus books so now it's deleted there isn't is that that the origin 132 00:12:43,900 --> 00:12:50,920 is right now if I go to edit mode the origin are I don't see the origin but the origin is not in the 133 00:12:50,920 --> 00:12:51,400 middle. 134 00:12:52,120 --> 00:12:56,470 If you go right click and set the origin says origin. 135 00:12:56,470 --> 00:12:57,670 Origin the geometry. 136 00:12:58,240 --> 00:13:00,680 Now maybe the problem is fixed. 137 00:13:00,680 --> 00:13:01,360 So let's see. 138 00:13:02,500 --> 00:13:04,540 No, I actually didn't fix it. 139 00:13:05,020 --> 00:13:15,190 So all we can do well, other thing we can do, we can just go to edit mode and select this with l delete 140 00:13:15,190 --> 00:13:15,700 this. 141 00:13:17,450 --> 00:13:18,290 Right click. 142 00:13:18,320 --> 00:13:25,600 So the origins of geometry now the geometry is all be here I think because of the overlays are of for 143 00:13:25,610 --> 00:13:28,820 this the you know origin will not be shown. 144 00:13:28,820 --> 00:13:34,850 Now here as you can see, the origin is right here now are the mirror modifier. 145 00:13:36,740 --> 00:13:43,820 For now, we can just keep them here modifying the sort of the image, if for God now with the mirror 146 00:13:43,820 --> 00:13:49,010 motherfer, everything we do will be it will be applied to the other side as well. 147 00:13:51,360 --> 00:13:54,680 So, all right, that's for the hand. 148 00:13:54,680 --> 00:13:58,760 For now, let's 149 00:14:01,340 --> 00:14:06,740 make it dense in this area of where the elbow is. 150 00:14:06,740 --> 00:14:07,730 Not too much, though. 151 00:14:08,840 --> 00:14:10,010 Just a little bit. 152 00:14:14,070 --> 00:14:15,410 All right, so that's it. 153 00:14:15,420 --> 00:14:16,940 So the hands are kind of the important. 154 00:14:16,950 --> 00:14:21,650 The hands are going to be seen and we can texture it above this. 155 00:14:21,650 --> 00:14:25,830 So let's go to the hands there. 156 00:14:25,850 --> 00:14:31,320 One object right now, and that's good for us because we can keep it low on objects. 157 00:14:31,800 --> 00:14:34,260 We don't need to join these areas together. 158 00:14:34,260 --> 00:14:39,630 We just need the arms and the body for making the jacket. 159 00:14:39,720 --> 00:14:47,940 So we are going to join these two together, but two for the hand over here, we can just keep it as 160 00:14:47,940 --> 00:14:49,050 separate objects. 161 00:14:51,630 --> 00:14:54,510 So let's press control R to see what we get. 162 00:14:54,780 --> 00:15:03,390 As you can see, there are some problems in this area, so I'm just going to go to re MASH and select 163 00:15:03,450 --> 00:15:09,420 the exercise and then I can go ahead and reduce the exercise. 164 00:15:10,020 --> 00:15:13,620 So it was all point three I can go for or point to. 165 00:15:14,430 --> 00:15:18,300 Let's see what we get, not the results I want. 166 00:15:18,300 --> 00:15:19,590 So what's one? 167 00:15:20,790 --> 00:15:25,500 No, let's go a bit to all points. 168 00:15:25,500 --> 00:15:28,410 All nine and Ramesh. 169 00:15:30,050 --> 00:15:30,920 That's not good. 170 00:15:32,600 --> 00:15:33,680 Let's go more. 171 00:15:34,040 --> 00:15:37,810 Two points or eight and rematch. 172 00:15:38,390 --> 00:15:40,040 So I think we can work with this. 173 00:15:40,640 --> 00:15:47,540 So if you never work for him, this is the genius that we get because workable for the hand right now, 174 00:15:47,540 --> 00:15:52,610 because we got the main shape and we just need to do some sculpting on top of it. 175 00:15:53,270 --> 00:16:02,060 So with the smooth brush, I'm going to smooth this areas and the two fingers of joint. 176 00:16:02,240 --> 00:16:04,040 It's a hand. 177 00:16:05,960 --> 00:16:06,320 All right. 178 00:16:07,670 --> 00:16:08,090 Okay. 179 00:16:08,570 --> 00:16:12,050 Now see some references for the hand. 180 00:16:13,250 --> 00:16:14,570 Looking for some references. 181 00:16:14,570 --> 00:16:16,910 This this is the knuckles area. 182 00:16:16,910 --> 00:16:19,300 So I'm just going up with the clear strips. 183 00:16:19,310 --> 00:16:26,810 I'm just going to join these areas to go together like this and make the shape of the hand. 184 00:16:33,390 --> 00:16:34,890 But this is the knuckle area. 185 00:16:39,980 --> 00:16:41,510 And this one as well. 186 00:16:43,070 --> 00:16:47,660 The tone needs to be connected. 187 00:16:49,430 --> 00:16:50,210 Like this. 188 00:16:58,530 --> 00:16:58,770 Just. 189 00:17:02,970 --> 00:17:04,680 And then the palm of the hand. 190 00:17:05,579 --> 00:17:10,650 If you watch your hand, the palm of the hand is all like this. 191 00:17:10,920 --> 00:17:15,569 So we're going to first do something like this, smooth thirds. 192 00:17:17,190 --> 00:17:25,849 And then this area, when it joins this muscle over here, it turns the time is prominence like this. 193 00:17:27,540 --> 00:17:30,990 And then the muscle in the last finger 194 00:17:33,660 --> 00:17:36,420 over here is prominence as well. 195 00:17:41,150 --> 00:17:44,120 We're going for a more stylized character. 196 00:17:44,120 --> 00:17:50,030 So we don't need to do to do so realistic. 197 00:17:50,270 --> 00:17:52,520 We don't need to sculpt everything. 198 00:17:52,520 --> 00:17:55,100 But you can go ahead and withdraw. 199 00:17:55,100 --> 00:17:59,060 Sharp maybe due to solve the creases, all that, I don't know. 200 00:17:59,720 --> 00:18:06,770 But for this, probably we need more geometry so we can go ahead and do that if you want. 201 00:18:08,030 --> 00:18:18,710 So as I'm seeing here, this area needs to be much lower like this and then go to Pierce Console R because 202 00:18:18,800 --> 00:18:22,010 I got something like this, so I'm just going to press control. 203 00:18:22,010 --> 00:18:25,850 R And then the will to control R again. 204 00:18:25,970 --> 00:18:28,220 And then the problem here was fixed. 205 00:18:34,570 --> 00:18:36,850 This area needs to be removed. 206 00:18:51,100 --> 00:18:53,320 I'm looking at my hand right now and my time. 207 00:18:56,310 --> 00:19:03,290 The hand is kind of one of the hardest parts to do in the sculpting, the body, the shapes. 208 00:19:03,300 --> 00:19:08,070 It gets hard to get some of the shapes. 209 00:19:08,910 --> 00:19:12,930 There are so many minor shifts that influence a lot. 210 00:19:13,350 --> 00:19:14,280 The whole thing. 211 00:19:34,430 --> 00:19:40,190 So there's a tendon over here that goes like this. 212 00:19:40,970 --> 00:19:45,710 It goes like this, and it's kind of prominence. 213 00:19:45,920 --> 00:19:50,810 If you look at your hands, you can throw darts. 214 00:19:52,340 --> 00:19:58,850 But as I say, this area and the fingers joint needs to be more connected. 215 00:19:58,850 --> 00:20:01,580 So I'm just adding some volume. 216 00:20:25,220 --> 00:20:32,690 So this area between the Tom and the first anger it's more teen. 217 00:20:33,020 --> 00:20:40,610 So with the grep brush, we can go ahead and bring these together or we can use another brush. 218 00:20:41,420 --> 00:20:42,200 I want to show you. 219 00:20:43,070 --> 00:20:44,880 And it's paintbrush. 220 00:20:44,930 --> 00:20:51,950 So with paintbrush, you can go ahead and pinch these two together like this and then to smooth it to 221 00:20:51,950 --> 00:20:54,140 get the better more. 222 00:20:56,320 --> 00:21:00,240 As a result or as it will look so social. 223 00:21:03,250 --> 00:21:07,870 So now let's go ahead and sculpt this area over here. 224 00:21:08,050 --> 00:21:13,060 So it also needs more volume. 225 00:21:13,130 --> 00:21:14,830 In this area, it's so thin. 226 00:21:15,850 --> 00:21:21,610 If you look at it from the side, it should be like this. 227 00:21:22,000 --> 00:21:22,330 Right? 228 00:21:22,480 --> 00:21:23,110 With this. 229 00:21:23,650 --> 00:21:25,990 So we can go ahead and volume. 230 00:21:41,120 --> 00:21:43,730 So I'm just thinking about primal forms. 231 00:21:44,600 --> 00:21:54,290 As I said in previous videos, don't even go into the detail like, I don't know, adding wrinkles maybe 232 00:21:54,290 --> 00:21:55,580 in this area and all that. 233 00:21:56,400 --> 00:21:58,310 Or only the primary forms. 234 00:21:58,310 --> 00:22:09,420 Because if you if you add details and then you find out that it is the primary forms are not correct, 235 00:22:09,420 --> 00:22:20,420 then you have to you have to delete all those all those forms, write all those details, and that sucks. 236 00:22:21,440 --> 00:22:22,760 So that's just. 237 00:22:25,010 --> 00:22:29,390 Stick with the primary forms and then we can go ahead and with the grab first maybe. 238 00:22:30,430 --> 00:22:32,210 Bring this up a little bit. 239 00:22:33,100 --> 00:22:34,270 So this area 240 00:22:37,060 --> 00:22:38,530 will be like this. 241 00:22:57,560 --> 00:23:03,950 They were built a bit down, go down compared to the four. 242 00:23:06,850 --> 00:23:08,620 And now we're getting closer as lists. 243 00:23:08,860 --> 00:23:16,360 Zoom out, always zoom out to see how it looks from from afar. 244 00:23:18,580 --> 00:23:24,400 And I thinking what I'm thinking is that this area is still not good. 245 00:23:24,430 --> 00:23:25,480 I don't like this. 246 00:23:27,520 --> 00:23:30,470 The best way is to define some of the major forms. 247 00:23:30,470 --> 00:23:32,920 So, as I said, there are knuckles over here. 248 00:23:32,920 --> 00:23:37,210 We can just draw the knuckles right like this then to smooth them. 249 00:23:37,690 --> 00:23:44,050 And then there are some tendons over here that go like this, like this, this, this and this, right? 250 00:23:44,140 --> 00:23:47,590 If you see some anatomies, you see that there are some tendons. 251 00:23:47,590 --> 00:23:56,470 And if you look at your hands, if you maybe extend them, for example, maybe make them make extension 252 00:23:56,470 --> 00:24:07,120 into your hands, make it like a straight you will see these tendons that go right like this and then 253 00:24:07,120 --> 00:24:15,460 like this, each finger then very smooth them. 254 00:24:15,640 --> 00:24:20,050 And there's a something you see or hear. 255 00:24:21,160 --> 00:24:30,250 This better defines hand because these are something that everyone sees on their hands especially. 256 00:24:31,030 --> 00:24:32,230 But it goes hand. 257 00:24:38,390 --> 00:24:45,680 I'm going to go with the grab brush for the knuckles over here and then just grab it and bring it up. 258 00:24:58,560 --> 00:25:06,690 This gutless move that play strips draw with a bit in this area. 259 00:25:28,930 --> 00:25:32,950 With a bit of sleuthing if we were to look at a reference. 260 00:25:46,140 --> 00:25:47,690 What we can do for the knockouts. 261 00:25:47,700 --> 00:25:58,050 We can go to Russia and then make it not a very too low to know a small radius, but with a radius like 262 00:25:58,050 --> 00:26:07,800 this, we can go ahead and make some dents like this in this area and then with smoothen it, these 263 00:26:07,800 --> 00:26:11,610 will be more visible. 264 00:26:11,610 --> 00:26:12,180 Like the. 265 00:26:22,970 --> 00:26:25,670 Like how they are apart from each other. 266 00:26:25,970 --> 00:26:34,310 If you look from the side view, you can see that the graph with the graph brush began with a bit Bring 267 00:26:34,310 --> 00:26:35,120 this down. 268 00:26:39,550 --> 00:26:41,890 So it has something like this. 269 00:26:42,550 --> 00:26:44,620 They should have something like this. 270 00:26:53,910 --> 00:26:54,990 And then just a small. 271 00:27:08,710 --> 00:27:09,190 Okay. 272 00:27:09,310 --> 00:27:12,280 So our character is wearing a mask, wearing a costume. 273 00:27:12,280 --> 00:27:19,150 So we don't need to add these things over here, like the joints over here. 274 00:27:19,870 --> 00:27:23,350 But if you're going to make a character, you can go ahead. 275 00:27:23,350 --> 00:27:34,110 And so maybe with the clear strips, go ahead and carve in this area for the nails and all that. 276 00:27:34,300 --> 00:27:44,680 And maybe with the draw sharp, you can define the the joints or here like this movie and define the 277 00:27:44,680 --> 00:27:45,280 joints. 278 00:27:46,690 --> 00:27:52,710 And then as soon as the mouth and all the to gets the result you wants for this guy. 279 00:27:52,720 --> 00:27:54,850 So I'm just going to stick with simple. 280 00:27:57,040 --> 00:28:01,540 Just priming forms and can later we are going to pause it. 281 00:28:02,230 --> 00:28:11,260 You can do some some adjustments with the fingers because in the a pause we may not see some of the 282 00:28:11,260 --> 00:28:13,960 mistakes in the hand. 283 00:28:14,860 --> 00:28:15,130 Okay. 284 00:28:15,730 --> 00:28:20,740 So for now, let's just go away from there, from the hands. 285 00:28:20,740 --> 00:28:25,120 We can just spend a lot of hours just on the hands. 286 00:28:25,120 --> 00:28:33,100 Whether you have to be mindful and not spend time, that is not going to be seen or is not going to 287 00:28:33,100 --> 00:28:36,550 matter much for for the whole picture of an income. 288 00:28:36,580 --> 00:28:45,160 We're going to make it so now I'm going to do is a now I have defined the leg, all right now I have 289 00:28:45,160 --> 00:28:47,080 defined the arms. 290 00:28:47,710 --> 00:28:52,690 And now that I have done that, I want to join these together. 291 00:28:52,960 --> 00:28:54,910 So I'm just going to do that. 292 00:28:54,910 --> 00:28:59,620 I'm just going to apply the movement for this one and apply the movement for this one. 293 00:29:00,310 --> 00:29:11,050 And I'm just going to join this together and let's do a safe right now and now is click on the body 294 00:29:11,050 --> 00:29:12,250 and join them together. 295 00:29:12,250 --> 00:29:17,470 Let's check again if we need more adjustments anywhere we want. 296 00:29:18,790 --> 00:29:19,030 All right. 297 00:29:19,030 --> 00:29:22,450 I think the proportions is quite good for now. 298 00:29:23,220 --> 00:29:29,260 So after joining this together, then we can go and do more adjustments. 299 00:29:30,790 --> 00:29:33,190 So stood at the press console. 300 00:29:33,190 --> 00:29:36,310 Jay And now we have connected this together. 301 00:29:36,400 --> 00:29:44,860 Now, as you can see, this one again, I forgot to in this scope to enable the symmetry. 302 00:29:44,860 --> 00:29:46,000 So no worries. 303 00:29:46,000 --> 00:29:56,710 We just go ahead and alter Z, click on this X delete vertices and then we have this hand over here 304 00:29:57,010 --> 00:30:00,690 and we can go ahead and use them here on this far. 305 00:30:02,380 --> 00:30:02,740 Okay. 306 00:30:03,850 --> 00:30:10,120 Now that we have this, the body connected, we can go. 307 00:30:10,990 --> 00:30:19,990 I can also join the head, but I haven't made some changes to the head yet, so I just want to complete 308 00:30:20,020 --> 00:30:22,870 body and then go ahead and join the head as well. 309 00:30:23,770 --> 00:30:28,720 So it's just good to sculpting each of these facets. 310 00:30:29,500 --> 00:30:33,710 We can keep the faces for now, but we can keep the faces. 311 00:30:34,120 --> 00:30:36,910 Let's press control r to see what we get. 312 00:30:38,490 --> 00:30:39,390 All right, that's good enough. 313 00:30:40,290 --> 00:30:41,520 So let's go. 314 00:30:41,520 --> 00:30:45,660 And it is smooth brush, smooth areas that are joined together. 315 00:30:46,870 --> 00:30:49,120 Then we are going to sculpt on top of it. 316 00:30:49,240 --> 00:30:55,390 So remember to enable x symmetry and sculpt these areas. 317 00:31:02,540 --> 00:31:02,870 All right. 318 00:31:04,100 --> 00:31:05,540 Good to clear the streets. 319 00:31:10,180 --> 00:31:12,210 Well, it's more defined this area. 320 00:31:12,910 --> 00:31:14,200 It's not going to be seen. 321 00:31:15,190 --> 00:31:17,590 But let's just do it. 322 00:31:21,190 --> 00:31:22,270 Let's just 323 00:31:25,850 --> 00:31:26,350 switch. 324 00:31:36,890 --> 00:31:39,890 So I'm just drying out the deltoid muscle over here. 325 00:31:40,640 --> 00:31:44,120 This is one of the most prominent muscles. 326 00:31:44,450 --> 00:31:45,530 Deltoid muscles. 327 00:31:51,900 --> 00:31:52,110 No. 328 00:31:52,110 --> 00:31:54,350 We have here the trapezoid. 329 00:31:54,400 --> 00:32:02,560 We can go ahead and smooth this area and draw trapezoid before is smooth. 330 00:32:02,880 --> 00:32:04,230 And it's like this. 331 00:32:05,560 --> 00:32:05,940 It's. 332 00:32:07,480 --> 00:32:14,800 As you can see with some few brushes we made, we made it more believable. 333 00:32:15,010 --> 00:32:16,510 We can go ahead and. 334 00:32:20,580 --> 00:32:25,550 This area, this muscle over here needs to feel a bit up forward like this. 335 00:32:26,040 --> 00:32:32,840 So the shoulder muscle over here, it goes like this. 336 00:32:32,890 --> 00:32:34,430 So it goes like that. 337 00:32:34,440 --> 00:32:37,260 It's not a it's not a straight line. 338 00:32:38,250 --> 00:32:41,280 If you look at some motions, this sounds a straight line. 339 00:32:42,720 --> 00:32:44,840 I missed Miles on this character. 340 00:32:44,940 --> 00:32:46,560 We can even see over here. 341 00:32:46,560 --> 00:32:50,640 For example, it's like this when it joins with the neck. 342 00:32:50,970 --> 00:32:57,660 We haven't joined the Met yet, so we're not going to do a lot of so in this area when you join the 343 00:32:57,660 --> 00:33:00,600 neck, then this is going to be much easier to adjust. 344 00:33:01,860 --> 00:33:06,620 So this is just a little bit more of this and. 345 00:33:06,870 --> 00:33:07,310 All right. 346 00:33:12,290 --> 00:33:12,550 She? 347 00:33:16,250 --> 00:33:16,610 All right. 348 00:33:17,060 --> 00:33:19,030 This area, again, will not be seen. 349 00:33:19,040 --> 00:33:22,220 But let's do more adjustments over here. 350 00:33:23,780 --> 00:33:27,140 And we can, even if you want to, you can even. 351 00:33:29,190 --> 00:33:31,410 Just six months or a year. 352 00:33:40,860 --> 00:33:42,970 As you know, he's not going to be seen. 353 00:33:44,110 --> 00:33:44,530 So. 354 00:33:59,760 --> 00:34:00,200 It's 355 00:34:03,810 --> 00:34:05,940 just defining some of the muscles over here. 356 00:34:15,210 --> 00:34:15,440 So 357 00:34:21,620 --> 00:34:25,880 with Joshua, I'm just going to make it dance for here. 358 00:34:33,980 --> 00:34:36,460 It's easy to. 359 00:34:47,219 --> 00:34:47,550 All right. 360 00:34:47,880 --> 00:34:51,719 Now, I think that we brought up the shoulder over here. 361 00:34:51,719 --> 00:34:54,570 The hat needs to be up like this. 362 00:35:04,560 --> 00:35:04,980 All right. 363 00:35:05,400 --> 00:35:11,220 So let's go and bring this area a little bit closer to the arm. 364 00:35:17,230 --> 00:35:20,650 Well, this is right now. 365 00:35:20,980 --> 00:35:25,840 The auxiliary right now is too big, so I don't want that. 366 00:35:27,130 --> 00:35:34,060 So this should be a muscle over here and there should be auxiliary area, the armpit area or here. 367 00:35:34,570 --> 00:35:39,960 So it shouldn't be too big or too like a cave or something. 368 00:35:39,960 --> 00:35:40,030 You. 369 00:35:41,660 --> 00:35:43,760 So I'm just going to bring this down. 370 00:35:45,790 --> 00:35:48,280 To have something like this, I think is enough. 371 00:35:52,570 --> 00:35:54,940 Now, let's just press control or squeamish. 372 00:35:56,170 --> 00:36:04,240 So I think we don't have enough geometry or you I show this is good enough for now. 373 00:36:04,450 --> 00:36:09,950 So we should. 374 00:36:16,390 --> 00:36:16,760 She's. 375 00:36:19,220 --> 00:36:23,080 Shh, shh, shh, shh, shh, shh, shh. 376 00:36:24,520 --> 00:36:28,930 Shh, shh, shh, shh, shh, shh, shh, shh. 377 00:36:34,990 --> 00:36:40,480 Or at least look from every wheel to see what we've got. 378 00:36:41,050 --> 00:36:43,480 What changes we need to know we need to do. 379 00:36:44,050 --> 00:36:49,210 And now that there is a connector, we can just go ahead and do change as quickly. 380 00:37:26,360 --> 00:37:34,820 If you want to see better charity, you can just go to the label the money and go to Glen Shade, smooth 381 00:37:34,820 --> 00:37:34,960 it. 382 00:37:35,720 --> 00:37:39,110 But remember, if you go to sculpting, it's going to be shown this month as well. 383 00:37:39,110 --> 00:37:44,750 So if you're in a stage that you want to see, it's with like better. 384 00:37:47,400 --> 00:37:52,560 Let's see how it's going to look in the final render. 385 00:37:52,800 --> 00:37:58,940 You can go ahead and share this with it because, well, it's going to be floods like this one. 386 00:37:59,010 --> 00:38:01,950 We're going to render it all the. 387 00:38:11,190 --> 00:38:19,680 This is the clavicle area, so I'm just drawing the club cut area to better form what I have here. 388 00:38:21,210 --> 00:38:28,200 Now I think it's time to go to head so there's some adjustment for the head and then join it with the 389 00:38:28,200 --> 00:38:28,650 body. 390 00:38:29,970 --> 00:38:37,440 So let's go to the side to you right now, I think may be. 391 00:38:44,250 --> 00:38:48,930 We can bring it up a little bit and bring it forward. 392 00:38:53,560 --> 00:38:54,490 Not too much. 393 00:38:56,570 --> 00:38:57,450 We can. 394 00:38:57,910 --> 00:39:02,910 Well, it's a bit rotated so the face would be forward. 395 00:39:09,640 --> 00:39:10,390 Like this. 396 00:39:12,510 --> 00:39:14,250 Then bring it down. 397 00:39:30,330 --> 00:39:30,690 All right. 398 00:39:31,140 --> 00:39:35,400 Now let's go and make some adjustments over here, for example, here. 399 00:39:35,670 --> 00:39:42,150 And with that, Russia, let's draw in this area below the line. 400 00:39:42,690 --> 00:39:46,210 So you would have a more prominent jawline over here. 401 00:39:46,230 --> 00:39:52,830 So if I draw up with Jaylon, we'll have a more prominent jawline. 402 00:39:54,490 --> 00:39:57,820 In this area and then smooth it out so it wouldn't be too much. 403 00:40:27,900 --> 00:40:33,800 Let's do some more adjustments to the head before we join it with the party, because right now there 404 00:40:33,890 --> 00:40:39,570 are not connected and it's more easier to adjust it because it's not going to affect the party as well. 405 00:40:40,170 --> 00:40:40,770 Then we can 406 00:40:43,740 --> 00:40:44,460 join them. 407 00:40:50,090 --> 00:40:50,320 She's. 408 00:41:05,840 --> 00:41:07,610 Let's look at it from everybody else. 409 00:41:07,610 --> 00:41:10,990 See what we're going to get after we join them. 410 00:41:19,030 --> 00:41:19,250 All right. 411 00:41:19,270 --> 00:41:21,400 I think it's time to join these two together now. 412 00:41:21,400 --> 00:41:30,220 So let's just join them with control j and let's let's keep the faith. 413 00:41:30,230 --> 00:41:31,870 Let's keep that. 414 00:41:31,870 --> 00:41:35,620 Go to Ramesh and set the faith that's also after remission. 415 00:41:35,620 --> 00:41:41,830 The first test will be kept first press console R and see if there are no major changes. 416 00:41:41,830 --> 00:41:45,190 So I'm just going to console Z and then control R again. 417 00:41:46,150 --> 00:41:48,790 So not there not major changes. 418 00:41:48,790 --> 00:41:56,710 So we just can go ahead and smooth the area to feel between the head and the body or here. 419 00:42:02,460 --> 00:42:05,370 And now we can define the main areas. 420 00:42:05,370 --> 00:42:08,640 There's a massive area called Estonia. 421 00:42:09,360 --> 00:42:12,270 Estonia, the must read and the name. 422 00:42:12,840 --> 00:42:16,140 This is one of the most important muscles that you need to know. 423 00:42:17,130 --> 00:42:22,620 It's very prominent, and if you don't apply it to your character, it's not going to look real. 424 00:42:23,220 --> 00:42:29,430 So as soon as Chloe demonstrates that there is, there's a point over here in the chest area called 425 00:42:29,520 --> 00:42:36,750 sternum, and there's the bone over here called the correct clavicle. 426 00:42:38,010 --> 00:42:38,320 Right. 427 00:42:38,340 --> 00:42:39,750 This is the clavicle bone. 428 00:42:40,740 --> 00:42:43,210 So this area is the sternum born. 429 00:42:44,760 --> 00:42:51,080 And then behind the ears, there's there's a form in the landmark called muscle. 430 00:42:51,090 --> 00:42:52,140 It's in this area. 431 00:42:53,520 --> 00:42:58,020 So it's going to connect from muscle mass straight over here. 432 00:42:59,100 --> 00:43:07,980 If you look at the side, we'll sort of condense from muscle it go down the go all the way down and 433 00:43:07,980 --> 00:43:10,770 connect to the clavicle over here. 434 00:43:12,360 --> 00:43:14,570 So that's why it's important. 435 00:43:14,580 --> 00:43:16,050 It's going to be prominence. 436 00:43:16,230 --> 00:43:21,750 So I think we don't have enough geometry, so let's just bring down the geometry. 437 00:43:24,520 --> 00:43:26,590 0.88 looks good. 438 00:43:28,840 --> 00:43:34,390 And let's just smooth this muscle that we just draw just through. 439 00:43:39,670 --> 00:43:46,980 Now, as you can see, it's kind of you see the prominence area of this muscle here. 440 00:43:46,990 --> 00:43:50,710 We can just make it more if you want. 441 00:43:51,970 --> 00:43:53,340 It depends on the character. 442 00:43:53,350 --> 00:43:56,110 If it's a skinny, it's not going to be seen too much. 443 00:43:56,110 --> 00:43:58,570 If it depends on the expression as well. 444 00:43:59,260 --> 00:44:03,820 For example, if the character is the head of the character is turning to the right. 445 00:44:04,420 --> 00:44:09,400 So the right cynical, the monster is going to go inside. 446 00:44:09,400 --> 00:44:10,390 It's not going to be seen. 447 00:44:10,390 --> 00:44:15,490 But the left, cynical or the muscly, is going to be more prominent. 448 00:44:15,700 --> 00:44:18,640 It's going to be more stick out from the skin. 449 00:44:19,630 --> 00:44:21,960 So it depends on those situations as well. 450 00:44:22,120 --> 00:44:31,570 And on your on the pose of your character and all that's put to the normal so it draws 451 00:44:35,740 --> 00:44:40,840 the normal shape should be both a bit like sticking out from the area. 452 00:44:44,620 --> 00:44:45,040 She's. 453 00:44:55,200 --> 00:45:00,510 All right, let's see how the body of our characters by the now looks. 454 00:45:05,440 --> 00:45:06,610 I think we're getting closer. 455 00:45:08,320 --> 00:45:09,880 Maybe some minor adjustments. 456 00:45:12,400 --> 00:45:16,250 And also, this area since I closed my seat, it's not straight. 457 00:45:16,270 --> 00:45:23,560 When you look from the front side, it should be coming from the neck over here for any rookie from 458 00:45:23,560 --> 00:45:24,190 the front side. 459 00:45:24,850 --> 00:45:26,740 And then it should go like this. 460 00:45:27,460 --> 00:45:27,820 Okay. 461 00:45:28,660 --> 00:45:40,900 So we can just grab brush a little bit, push it in or and then between the clavicles, this area is 462 00:45:41,620 --> 00:45:42,460 like a dense. 463 00:45:42,460 --> 00:45:44,380 Or you can make it dense or you. 464 00:45:49,540 --> 00:45:59,230 As you can see, I've kept my geometry low except for the hands, because there were so many forms that 465 00:45:59,230 --> 00:46:02,440 I needed to sculpt to make it look like your hand. 466 00:46:04,330 --> 00:46:11,620 But ah, now we have a very low geometry, it's called and explains in previous videos. 467 00:46:12,070 --> 00:46:15,130 Never go for higher resolution until you have to. 468 00:46:17,140 --> 00:46:23,500 Because right now, for example, if I don't like this shape the center close almost to shape I can 469 00:46:23,500 --> 00:46:25,720 just go ahead and hold shift. 470 00:46:25,960 --> 00:46:27,130 And this is smooth too, though. 471 00:46:27,700 --> 00:46:30,160 And then the whole shape is gone. 472 00:46:30,660 --> 00:46:33,890 I just can just do the shape again. 473 00:46:34,060 --> 00:46:34,420 All right. 474 00:46:35,140 --> 00:46:38,980 But if you have higher resolution, that's not possible. 475 00:46:38,980 --> 00:46:44,230 You have to just sculpt and and do a lot of hard work to change it from its shape. 476 00:46:48,460 --> 00:46:48,820 All right. 477 00:46:49,720 --> 00:46:54,700 These areas probably wind up in a scene going to seen a little bit of clavicle over here, as you can 478 00:46:54,700 --> 00:46:56,080 see in this drawing. 479 00:46:57,430 --> 00:47:02,770 So for now, we have this this is not final, but we have this shape to. 480 00:47:04,060 --> 00:47:10,800 More define the shape of our character and how it's going to be will look in the end. 481 00:47:14,650 --> 00:47:18,010 Let's define more of the chest area as well. 482 00:47:21,220 --> 00:47:22,000 I think that's better. 483 00:47:22,460 --> 00:47:22,720 So 484 00:47:25,900 --> 00:47:28,060 let's see what we have over here. 485 00:47:28,840 --> 00:47:29,750 The near real. 486 00:47:29,750 --> 00:47:30,250 We're here. 487 00:47:30,250 --> 00:47:36,610 Let's, uh, let's bring it out or it's a bit so it doesn't be too short. 488 00:47:38,720 --> 00:47:39,470 In this area. 489 00:47:40,820 --> 00:47:45,560 So let's bring out the upper and lower area a little bit outside. 490 00:47:46,220 --> 00:47:49,670 So outside of the knee doesn't look too sharp. 491 00:47:50,360 --> 00:47:52,430 Let's look from the side. 492 00:47:52,700 --> 00:48:00,860 And as you can see, the back of the knee needs to be more inside that than this is what that. 493 00:48:05,800 --> 00:48:11,440 And when we'll look at the front side, we shouldn't have something like this. 494 00:48:12,280 --> 00:48:20,590 So we should have something like this in that it should be very soft, like change of direction. 495 00:48:20,600 --> 00:48:22,270 So now it's just ready to shop. 496 00:48:22,750 --> 00:48:25,900 We can do that if you're doing stylized. 497 00:48:25,960 --> 00:48:32,590 But now, because I just want to show you how to make a base character. 498 00:48:32,590 --> 00:48:36,000 You know, my character need to know this is stuff done. 499 00:48:36,280 --> 00:48:41,980 When we're done with primary forms and all that, we can just go ahead and do whatever we want. 500 00:48:41,980 --> 00:48:45,460 So maybe our is like how very long? 501 00:48:46,270 --> 00:48:49,960 Like very big muscles and all that. 502 00:48:50,380 --> 00:48:53,680 We can just mess around with the proportions. 503 00:48:53,680 --> 00:48:56,380 Maybe it has a big knee. 504 00:48:56,710 --> 00:48:56,980 All right? 505 00:48:57,040 --> 00:49:00,340 We can just mess around the proportions after we're done. 506 00:49:02,540 --> 00:49:03,410 With this part of. 507 00:49:04,720 --> 00:49:05,320 Sculpting 508 00:49:08,660 --> 00:49:15,130 just in this area as opposed to so it looks more natural. 509 00:49:24,470 --> 00:49:30,690 So let's go ahead and hide the hands right here, because I want to see the portfolio. 510 00:49:31,190 --> 00:49:35,030 We can just go and hide or here the. 511 00:49:36,740 --> 00:49:37,430 The arms. 512 00:49:38,570 --> 00:49:39,650 With high brush. 513 00:49:40,820 --> 00:49:51,740 Let's just go to the side view and see how the path is or to make sure that it's moving in the correct 514 00:49:51,740 --> 00:49:52,220 position. 515 00:49:53,730 --> 00:50:00,810 Maybe bring it out a little bit because it's one of the most prominent muscles over here, gluteus maximus. 516 00:50:00,960 --> 00:50:03,780 And there's many good metal media. 517 00:50:03,960 --> 00:50:12,910 I think the name is because Maximus is one of the biggest muscles in the body, which is in this area, 518 00:50:12,930 --> 00:50:13,710 the body area. 519 00:50:15,760 --> 00:50:25,660 But it's very important to location as it's for the hipbone is as well. 520 00:50:25,960 --> 00:50:36,570 The hip hipbone is one of the most important points and joints of body for movement and all that. 521 00:50:36,580 --> 00:50:39,100 And the position is very important. 522 00:50:39,700 --> 00:50:41,620 So it's important to. 523 00:50:44,400 --> 00:50:52,910 Put this and although it's all going to be covered by clothes, but it's good to have a good primary 524 00:50:52,920 --> 00:50:56,790 forms of a character, so now things better. 525 00:50:57,900 --> 00:50:59,430 I think the body looks good. 526 00:50:59,940 --> 00:51:03,500 You can go ahead and press control. 527 00:51:03,510 --> 00:51:06,180 Also be thing controls. 528 00:51:10,980 --> 00:51:11,580 Yeah. 529 00:51:13,550 --> 00:51:19,300 We can go ahead and all two on how we can go ahead and attach on everything. 530 00:51:19,310 --> 00:51:24,000 I mean, this viewer can go ahead and multichannel. 531 00:51:24,850 --> 00:51:32,540 So, so so we only have our hands separated. 532 00:51:32,540 --> 00:51:40,730 I wants to do that because the hands are sticking out from the whole costume, the whole clothes and 533 00:51:40,730 --> 00:51:41,210 all that. 534 00:51:41,660 --> 00:51:47,060 So I just want to have it separated so I can adjust them more easily. 535 00:51:49,700 --> 00:51:50,060 All right. 536 00:51:50,060 --> 00:51:54,020 That's I think that's it for now. 537 00:51:54,020 --> 00:51:57,770 We can go and make some more 538 00:52:00,740 --> 00:52:05,240 some more changes to the head or here I think we can. 539 00:52:09,110 --> 00:52:14,260 I think we can make a face more longer because it's Spider-Man, right? 540 00:52:14,430 --> 00:52:16,190 It has a very long face. 541 00:52:16,780 --> 00:52:16,850 It's. 542 00:52:18,640 --> 00:52:23,860 So we can go ahead and do this, but it makes you make things harder later. 543 00:52:24,710 --> 00:52:25,000 All right. 544 00:52:25,000 --> 00:52:30,820 So I'm just going to do that later on when I'm done with the party, I'm done with the clothes. 545 00:52:31,180 --> 00:52:34,180 Then we can go ahead because it's a very simple head shape. 546 00:52:34,210 --> 00:52:36,160 We don't have eyes, ears and all that. 547 00:52:36,610 --> 00:52:39,640 We just have to just. 548 00:52:42,230 --> 00:52:46,550 Do you scrub brush and make it longer like this? 549 00:52:46,550 --> 00:52:46,800 Right. 550 00:52:46,880 --> 00:52:48,860 And then adjust that with the neck and shoulder. 551 00:52:49,250 --> 00:52:57,080 I'm not going to do that word now because as I said, I don't know how much changes I want to do before 552 00:52:57,440 --> 00:52:58,520 making the clothes and all that. 553 00:52:58,520 --> 00:53:05,890 So next we're going to do the clothes, make the clothes and make and so my recording and just started 554 00:53:05,900 --> 00:53:08,920 just stopped working so well. 555 00:53:08,950 --> 00:53:14,780 We're seeing in this video we're going to make the clothes to give it some more shape and then we can 556 00:53:14,780 --> 00:53:19,030 just go ahead and adjust the body more as we like. 557 00:53:19,080 --> 00:53:20,090 So I'm next with you. 558 00:53:20,270 --> 00:53:20,630 Goodbye.