WEBVTT

00:00.300 --> 00:05.730
Welcome to this lesson where we will continue working on the skull head and the previous lesson since

00:06.150 --> 00:14.550
you last watched, I have finished following the outline of the silhouettes of the concept art and now

00:14.550 --> 00:19.910
we can move over to the right view, holding down spacebar, left clicking and going to right view.

00:20.670 --> 00:23.730
Now, we can see this is still kind of a box shape.

00:23.730 --> 00:26.950
And so we have a lot of work to do to pull this around correctly.

00:27.510 --> 00:33.000
One thing you also keep in mind is the fact that this is, you know, there aren't any subdivisions

00:33.270 --> 00:34.320
on the face yet.

00:34.860 --> 00:39.480
So we're going to still work kind of in a boxy fashion for as long as we need to.

00:39.720 --> 00:46.050
And I'm going to show you an interesting technique we can use to try to sculpt a more rounded shape

00:46.050 --> 00:46.290
here.

00:46.560 --> 00:52.170
So I'm going to go into my vertices mode here and just start pulling vertices around them and hit be

00:52.170 --> 00:57.420
to pull on self select just because I know the vertices around it are going to need to be over there

00:57.420 --> 00:57.990
somewhere.

00:58.140 --> 01:04.770
And also, I'm going to remember that I need to turn off some select and we're going to the inside edge

01:05.160 --> 01:10.440
of this concept, art, because the drawing lines are very thick.

01:10.800 --> 01:18.180
So we can also see where there's some discrepancy in where the actual top of the head was finishing.

01:18.630 --> 01:22.050
But, of course, you know, these drawings are not perfect.

01:22.440 --> 01:29.670
And this is where the skill of modeling comes into play, where you need to be able to interpret art

01:29.670 --> 01:36.460
and understand shapes in three dimensions going from a 2D drawing.

01:36.840 --> 01:41.990
So this is really the skill that's going to take quite some time to become proficient at.

01:42.450 --> 01:45.340
But again, you have to start somewhere.

01:45.360 --> 01:51.120
And so I'm going to speed this up for right now and then I will see you on one second.

02:12.020 --> 02:18.590
So now that we have this side profile done, I go over here to the appropriate editor and just turn

02:18.590 --> 02:21.230
down the transparency so we can actually see the object.

02:21.740 --> 02:25.530
You can see it has a lot of kind of ugly shapes to it.

02:25.550 --> 02:27.550
Right now, it's not circular in any way.

02:27.920 --> 02:30.150
So we need to resolve this somehow, OK?

02:30.590 --> 02:37.400
And because we can see that it's just kind of doesn't respect the three dimensions of this object in

02:37.400 --> 02:39.980
any way, like the nose goes all the way across.

02:40.160 --> 02:41.930
So we need to start dealing with that.

02:42.470 --> 02:48.790
And we can do that with adding more geometry here on the front, because we can see there there is none.

02:49.070 --> 02:52.520
So for us to resolve this, we need to add a lot of geometry here.

02:52.880 --> 02:58.370
But the problem is, if we start adding loops, I'm going to click the edge loop to go to the tool settings

02:58.890 --> 03:02.350
could have multiple edge loops and you to add a bunch of geometry here.

03:03.140 --> 03:06.590
It's all kind of concentrates up here through the top.

03:06.980 --> 03:10.040
And that's not really what we want.

03:10.430 --> 03:16.520
You know, we want to have the type of edge flow into biology we talked about earlier where things can

03:16.520 --> 03:17.960
redirect and whatnot.

03:18.200 --> 03:22.070
That's where the edge technique works sometimes.

03:22.070 --> 03:26.270
So we could start with a I'm just going to do that.

03:26.270 --> 03:32.120
We could start with a just a new plane and start working that way.

03:32.360 --> 03:40.620
We could also just kind of rough in the shape here with that topology that we don't like and then read

03:40.620 --> 03:44.230
topologies it and I'll explain how that works as well.

03:44.690 --> 03:50.900
So let's let's go ahead and go with the method that we tried here and add all this topology.

03:51.200 --> 03:54.170
OK, let's go in both directions here.

03:54.170 --> 03:58.310
So we have all this topology now and right.

03:58.310 --> 04:02.420
Click and go to object mode, but it's very boxy, like I said.

04:02.420 --> 04:06.560
So one thing that we can do is go to poly modeling and bring up a sphere.

04:10.010 --> 04:21.470
Because I know the general shape of the skull should be circular and I'm going to turn down the transparency

04:21.470 --> 04:30.140
again on the one we're currently working on and assign a new shader to the sphere so we can see that

04:30.650 --> 04:31.040
it's going to.

04:31.040 --> 04:31.220
Right.

04:31.220 --> 04:34.150
Click on it and go to assign new material, which is a Lambert.

04:34.640 --> 04:36.350
And now we can see that through.

04:37.100 --> 04:43.040
So I want to turn this one up, back a little bit because I can't really still want to see where it

04:43.040 --> 04:44.030
is relative to that.

04:44.600 --> 04:51.790
So basically what I'm doing is I'm trying to create the form of the top of the head, you know, roughly.

04:52.520 --> 05:00.290
And it looks like the back is the only thing that's kind of messed up maybe.

05:00.890 --> 05:05.210
So I'm just kind of getting this in a general shape.

05:08.400 --> 05:17.190
And I want to go to the vertex mode and I'm going to make sure symmetry is on which it is, and if you

05:17.190 --> 05:20.700
don't remember how to do that, go to the tool settings, get on the symmetry settings.

05:20.700 --> 05:24.170
And remember, we left that on from when I showed you how to do that.

05:24.540 --> 05:25.350
That's what it be.

05:25.890 --> 05:28.620
And I'm going to hold downby and middle mouse drag.

05:28.950 --> 05:30.670
So now I have a soft selection.

05:31.530 --> 05:40.680
So now what I can do is drag this in and it looks like I need to go in quite a bit.

05:40.680 --> 05:47.160
So I'm going to actually do a really big soft selection back here and select more of those vertices.

05:49.050 --> 05:53.220
And I know it's going to do it evenly because we have soft selection on.

05:54.420 --> 06:01.020
So something like that is going to drag this, maybe reduce the self selection a little bit.

06:05.070 --> 06:06.180
Drag this back.

06:08.020 --> 06:18.720
But the idea is just to kind of rough roughly get a more circular shape and form for these top areas.

06:19.480 --> 06:27.610
So when all right, click and go to object mode to get off of that, I select this object and then I'm

06:27.610 --> 06:35.950
going to actually select the sphere and go to this little magnet up here where we click this.

06:36.100 --> 06:41.380
You can see right here changed from no life surface to P Sphere one, which is the name of this object

06:41.380 --> 06:43.480
here, which we can't.

06:43.960 --> 06:48.120
It's hard to click there, but you can see that the outlines turn green.

06:48.130 --> 06:55.810
And what that indicates to us is the fact that if we go to a component mode like Vertex and I click

06:56.350 --> 07:04.870
one of these and I start to drag this around, it's going to snap to that sphere and I can move this

07:04.870 --> 07:06.610
all around and it's going to snap to the sphere.

07:06.860 --> 07:08.110
You can see if we hit four.

07:08.530 --> 07:11.430
There's a lot of crazy stuff happening, though, because we have to select on.

07:11.860 --> 07:18.760
So it's best not to select what this method and just two individual points, but as soon as I touch

07:18.760 --> 07:26.590
this, it's going to snap down so I can go through these and kind of get them, you know, in the general

07:26.590 --> 07:33.220
area of this sphere, let me choose several of them without self select and see if we can do kind of

07:33.490 --> 07:34.570
more than one at once.

07:34.820 --> 07:36.640
You can see it doesn't really like that.

07:37.180 --> 07:39.760
So you will have to kind of go through one by one.

07:40.420 --> 07:45.190
And if you're click dragging, selecting, you're going to probably select things behind this.

07:45.580 --> 07:47.470
So you want to be careful about that as well.

07:48.190 --> 07:52.300
So I'm going to take a minute to snap all of these points to the sphere.

07:57.240 --> 08:01.950
And just really quickly, I'm going to turn off symmetry, there's also a shortcut for it up here.

08:02.390 --> 08:10.800
Just turn that off and I'm going to select everything from the kind of top portion here except for maybe

08:10.800 --> 08:12.150
this bottom row.

08:14.470 --> 08:17.780
Let's let's turn on six again to so we can see the texture.

08:19.120 --> 08:20.120
Yeah, I'm going to turn off.

08:20.140 --> 08:30.810
I'm not going to select that bottom row here and I'm just going to move everything, let's say, down.

08:30.940 --> 08:32.980
But as I try to move it down, it's going to snap it.

08:33.670 --> 08:36.280
So it's spazzing out.

08:36.280 --> 08:36.990
And that's OK.

08:37.480 --> 08:40.210
Um, we can clean this up later.

08:41.500 --> 08:45.490
And the other method we can use is to use the relaxed tool.

08:45.850 --> 08:53.740
So I'm going to go to object mode, select this and go to the sculpting tools, go to relax and with

08:53.740 --> 08:59.620
a larger brush, I'm just going to kind of click and drag on these.

09:00.790 --> 09:07.330
And we've kind of, at this point abandoned the symmetry of the model.

09:07.900 --> 09:11.410
And that's OK, because we're going to essentially redo apologized this thing.

09:11.950 --> 09:14.410
And I'll show you what that means a little bit later.

09:14.410 --> 09:17.320
But we basically just kind of want to get the forms down.

09:17.680 --> 09:26.050
We could also later on do the symmetry thing where we kind of delete one half and then mirror it over.

09:26.320 --> 09:30.490
There's a lot of different ways to work and there's no one right way.

09:30.910 --> 09:38.170
There's just you know, you should know as many ways as much as you need so that when the time comes,

09:38.170 --> 09:44.830
you can kind of dip into that toolset and take advantage of all that knowledge, which is why it's helpful

09:44.830 --> 09:51.040
to learn techniques that you may not use immediately so that later on when you run across problems,

09:51.490 --> 09:52.990
you can deal with that.

09:54.310 --> 10:02.950
So if we go back to texture mode with six hydrosphere control H, I'm going to look at this model.

10:03.130 --> 10:06.640
You know, it's, you know, obviously a lot more rounded.

10:06.640 --> 10:10.210
There's still some issues here and back here on the corners.

10:10.570 --> 10:16.360
But for the most part, you know, it's a quick way to get a more rounder shape instead of having to

10:16.360 --> 10:22.720
pull, you know, vertices by vertices over, you know, of course, the bad thing is there is a lot

10:22.720 --> 10:24.730
of geometry here that we probably don't need.

10:25.000 --> 10:29.470
And and the previous step, we could have just probably gotten away with a lot less geometry.

10:29.770 --> 10:37.840
You can also just reduce this stuff, you know, doing like selecting like every other one and reducing

10:37.840 --> 10:39.520
the amount of topology here.

10:39.940 --> 10:41.950
So I'm going to shift right.

10:41.950 --> 10:45.310
Click and go to the edge and I'm going to do the same thing in the front.

10:46.870 --> 10:48.910
I'm just going to take out every other whoops.

10:49.270 --> 10:53.800
It's going to take out every other edge and.

11:00.700 --> 11:06.580
Shift the left click, go to the lead edge so we don't have to pull as many points around when we're

11:06.580 --> 11:10.150
editing things, that's one important thing to keep in mind.

11:10.870 --> 11:19.210
Early stages of modeling is to keep it as light as possible so that when you're editing, you're not

11:19.210 --> 11:20.830
having to pull a ton of points around.

11:21.400 --> 11:28.180
So I'm going to continue to clean this up with the relax sculpt tool, and I will see you in the next

11:28.180 --> 11:28.600
lesson.

11:28.630 --> 11:29.260
Thanks for watching.
