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hey everyone my name is calif and uh i've had a number of people ask me recently how i've been transitioning my two-dimensional art to 3d and it's been a long process this is very much a still learning type of endeavor for me but i still want to share what i have learned i've been doing three models of furry heads for about a week now and i think they've been going well um and i've been picking up a lot of different information pieces from different sources and i think it's easiest just for me to kind of show my process and do a long form recording and kind of talk about it so i drew this picture yesterday um they don't have a name feel free to name them i just uh sat down and i drew this side view and i'm like cool uh i can do the model on this and then i place all these different guidelines it's really my biggest tip when creating these orthographic views of the pure side and the purefrontal is have guidelines so that when you draw whichever your preferred view is which for me is always profile because i always care about snoot is starting with like the top and the bottom guideline of course and any other really important parts this uh reference that i used before actually shows it better because the lines are on top so like having a guide for where the eyes are incredibly important um furry characters very important for the nose having that um where the sort of lips start and the smile sparks where the chin is um i've done 3d models on uh this first one over here this one and then this circle which i'll show off the circle just so that for anyone who hasn't seen you can kind of see what our our end goal is going to be so if i just say circle test so this is where i was at before um and this is using these references right here which are not showing for some reason oh because i move them um well don't worry about that so this is these references right here and i use it to create this 3d model including this very sexy chest which i'm very happy with but moving on we don't want to stare at sexy circles too long because it's very distracting so i'm going to model this friend today and the first step is we're going to go over to blender we're just going to do a new general it's the same as if you just open the file i mean if you open the program or just say control n this is what you're going to get so oh i do want to make sure that screen keys are on i'm going to change the color to when i was playing around with white i thought it was uh not very good we're going to hit uh this right here hey why aren't you showing buddy aha there we are so now we have this in the corner what i want a shadow i want a background i think that background is way too dark uh in the realm of things that don't matter i think i'm doing that right now sorry about that so here we go i didn't have a background before and some of the key commands were getting lost when i was kind of experimenting anyway this is why this is the long-form recording just the same as if i was streaming it just kind of going for just straight through but anyway we have this default blender file i'm gonna select everything with a we're gonna hit the delete key and that reference that i just showed you over here um just grab wherever your information is stored and stored in your pace with control c and what we're going to do is we're going to hit shift a and we're going to add a image reference so paste that url up here and we're just gonna grab this now this is not in a great place uh it's really hard to model off of any angled reference so i'm gonna hit n open up this panel right here this little selection spot right here which is really hard for me to click for some reason um is how you can pull that out but i just prefer hitting n so we're gonna go to item which is the very very top one i have some extra ones here because of add-ons so don't worry about that if you don't have all those they're not necessary i'm gonna click this friend boom and i'm gonna hover over rotation hit delete if you hit delete over any of these things it's just going to reset to the default so with this selected we're going to want to rotate around this x line right here which is the x axis so rx90 and perfect one nice thing about any of these images if i select and then go over here to this object data properties it looks like little picture and then check alpha we can lower this opacity and i like it for a very specific reason if you hit one on your numpad this is an orthographic view this is straight on no perspective so i'm going to click this image boom you can tell it's highlighted because this little highlight gx and we're going to use this combination of the opacity and this little z-axis line right here to make sure that we are kind of splitting the head right down the center which is awesome so that's all i wanted the opacity for i'm going to get rid of that i'm going to click this i'm going to move it back on this little y-axis line right here the green one um we're going to create our model basically within these confines so i don't want my pictures kind of overlapping on that it's not a science for how far these are going to be back i'm going to hit shift d while this is selected it's going to create a duplicate it's not linked if you don't know what that mean that's fine we're going to hit delete on this location to reset it back to the center and i want to rotate around the z axis which we can't see from this view but that's fine we can see from this view the z axis we're going to rotate z90 and there we are so i'm going to push this on the x-axis back and then hitting 3 on the numpad is the side ac the side orthographic view going to hit alpha lower these opacities and then go g y and i don't have an exact science for how i place this side view i kind of just eyeball it it's more important once we actually have the mesh going um and sort of feeling where you want that reference but right now i'm just going to put it there we'll deal with it later for organizational purposes i'm going to name all these so i'm going to say front view i'm going to name that one say side view i'm going to select everything and hit m i'm going to move to a new collection and it's going to call this references and the reason this is nice is it's basically like a folder that i can show or unshow at any time so at any point that these references are in the way like let's say i have an object right here when i look at it from the back well it's kind of hard to see it from the back because these references are right there so it's nice to be able to turn those on and off and it just helps you stay organized so anything we spawn is going to spawn right here where the 3d cursor is which is exactly what we want so shift a i'm going to go to mesh i'm going to go to cube oh i don't have my notes up on the side screen whoops here we are so now that i have the cube i'm going to hit one to go to orthographic just because i prefer that and i'm going to hit tab this enters edit mode we haven't been in edit mode yet together any time you hit tab almost you're always going to go to edit mode but this little drop down right here shows you all these different types we're only going to cover the top three in this tutorial but um if you have any objects selected while you're in object mode which is the default mode that you're usually in we're just kind of looking around and the hitting tab will be in edit so one on orthographic again i want to select everything with a and i'm going to right click and i'm going to hit subdivide now all the times when you apply modifiers is going to be this little box in the corner this is nice because it means we can edit the default values so i'm just going to go one two three four we want a total of five cuts and this is perfect the reason it's perfect for what we want to do right now is we want to apply a mirror modifier which speaking of something i didn't do is we're going to hit shift a sorry we're in edit mode need to be in object mode here we are uh shift a and then go to empty and then go to plain axis you can't see here right now i'm going to hit alt z so you can see through the cube it created this little axis i'm going to hide the cube so you can see it right here this is important i'm going to scale it down because i like them really tiny i don't want to see them i'm going to call this a mirror object and we're going to use this in just a second so now that there's some mirror object um i want to make sure it's selected hit m go to new collection and then we're going to say controller objects because they only exist to be uh used to help out our scene they're never going to be looked at i just want them off to the side so it's just i don't to think about it uh it's gonna be basically invisible the whole time let's go back to the cube and hit alt z again to make sure we can actually see we're gonna hit tab look at all these sexy vertices we have now so actually alt z was perfect we want to be able to see through this now i'm going to use box select if you don't have a little box around your cursor right here on the select box just hit w and you're going to start cycling through these different options uh box slots is what we want though i'm going to select everything to the left of the center i'm going to hit delete the reason that we hit alt d i mean alt z is that so we could we could select through the mesh and what i mean by that is if we tried this idea again we'd only select the front that's not what we want we want to select through the whole thing we've done what we want and we deleted half of it that's awesome so let's exit that let's go to object mode we're going to hit this little wrench and we're going to apply a modifier all these are non-destructive they don't actually affect your mesh but they affect how they look now that doesn't mean anything to you that's fine the reason that i like to use the mirror object is nothing changed for this particular example but it'll be important later um basically using this mirror object controller object right here prevents us from having to apply all these transformations and rotations and scales that we're going to be working with in our other objects it just allows us to mirror without thinking about anything which you know when you're learning about stuff not having to know things is great so that'll help us out later but for right now it just kind of works which is great uh click this very very important box please clipping um the other steps will not work without it we're gonna go back to edit mode by tab select everything i'm going to kind of minimize this modifier so i have to look at it i'm going to add a new modifier called the subdivision surface your queue will become a little bit smoother which is very nice exactly what we want make sure everything is selected again with a and we're going to go to smooth vertices raise the repeat pretty high go to something like 40 and this is exactly what we want do me a favor and click both these buttons so the difference is very subtle you can see this the selection of the mesh is a little bit over the actual point we want um the little points we click to be a hundred percent related to where they actually are and you need to click that little button to make sure it is so this is this is the first step uh we're done don't you love them don't they look exactly like the reference that was a lie i was lying so we're going to use this as our first kind of like rough placement of everything so using alt z which is very nice you can also hit shift z as well um shift c just make sure you can see all the way through it uh alt z keeps a little bit of the actual color to it that's whatever you prefer just be able to see through it i'm gonna hit one uh no i'm gonna hit two uh it doesn't matter uh ignore me right now so let's just hit a i'm gonna hit gz and i'm gonna hit uh s as well to scale i'm gonna hit sx to scale on the x we're just trying to get this general shape of the head going and i can already tell i'm going to want another loop cut so i'll explain what that is so let me make sure everything is like this so if i hit ctrl r it's gonna be able to cut through this entire cube it's mirrored so if i select anything over here it's gonna show me where it's gonna cut on the actual object so i'm gonna do this right here boom and the reason i did that is because there's a lot of space right here and i know when i do the snout later i'm going to want a little bit more information here so this is where that loop cut i placed is so we have this right here i'm actually pretty happy with my side view placement i normally am not happy with myself when i place that that's pretty close i'm going to raise this side view just a little bit g z and oops there we go then gz again and there we go so we have the general shape of the head right here i don't have it far enough back whatsoever um which i'm going to show you one of my favorite buttons right here which is proportional editing and you explain what that does so oh there's another issue right here so this is something that it took me a while to understand in blender uh but it's super important imo um so if you can see i'm zooming i keep pushing up on my mouse wheel to try and zoom in and i'm like damn i can't get any closer that sucks it's not true um so you can reset your zoom basically um the way that blender is thinking about it is you ran out of zoom right now you can't do any more but we can reset the start zoom location so your zoom goes in and out at an appropriate range and the way that we do that is um you can this can be done in either object or edit mode but just for simplicity i'm going to select this hit period on the numpad and my zoom has been reset and what that means is i can keep going in a lot it can keep going out a lot if you find yourself running out of zoom just click on whatever you want to look at and then hit period and while i was saying this does work in edit mode um you can be very precise with it you're like hey i really care about this part of this cube zoom uh it'll just take up your whole screen it's awesome it's a super great piece of information um so what was i working on next oh yeah i want to extend this now so i'm gonna hit three to go to face select you can just click these up here too i usually use one two or three this is either a face select an edge select or a vertices select so don't worry too much about that right now um so essentially i want to pull out some information from this cube to be able to create this snout so we're going to do some general guessing i prefer to use this circle edit mode which again just hit w to cycle between these different selections there are actually two different ways to use a circle select one is just hitting w and then being able to circle select like that and the other one is if you hit c on your keyboard you'll get this and wall looks very similar it's not because what this allows you to do is by using the mouse wheel you can uh you can use it to select and you can make it smaller you can hit the middle mouse button to deselect um so it's very different and it also means um you can't because middle mouse button is deselect instead of move around the scene here's you might be like how do i even exit this you can hit right click i believe you can hit escape you can escape too both are convenient i just really really like circle select anyway uh and part of the reason the c circle select is nice is you don't have to go up here to change information about the radius like you do with this circle select to be able to change the size of it you can just do it with your mouse button it just saves you a little bit of time um so anyway uh what i want to do is i want to pull this now information out a tiny thing i'm going to do is i'm going to add a loot cut here and using this edge select that's very important i'm going to hit this i'm going to hit gg um if you hit g twice it's just gonna slide information around and i essentially want to get these lines uh at least the ones that i care about right now matching with the top and the bottom of what i'm expecting so i'm only going to worry about this small section right here i'm not going to worry too much about this chin area just yet i'll show you how i do that in a second but right now i'm going to select i want to be on face select whoops um i'm going to select i don't know about right here we're gonna look from the front and alt z uh uh you know we'll figure it out so one of the things and i i try and tell myself this a lot one of the things about working with 3d art that i'm learning is it's going to look bad for about anywhere between 60 to 70 of the time and you know what that's okay it's okay if it's going to look bad for a while so i'm going to extrude here isn't that beautiful i love it so we're going to extrude we're going to pull it up um i'm going to add some more information here just with some loot cuts and using my mouse and oh man speaking of looking bad look at this look at this chunker we'll deal with that in a second don't worry um so have i talked about personal editing yet i don't know if i have but anyway i love this button i think i was about to talk about it and then i got distracted so um using proportional editing is amazing and it really makes your life a lot easier and i'll show you why so if i select this right here and then i hit drag with g like i'm going to grab it um i'm only so i'm only moving the information associated with the exact selection that i have selected which can be nice but using this little sexy button um let's talk about the circle so when i select something with proportional editing on if the circle is really tiny it's essentially going to act exactly how it did before but as i increase this circle of influence it's going to affect more and more of the surrounding geometry which is really nice and it's fun and can make it look like your model's dancing that's great so using a combination of proportional editing and alt z to be able to see between things and maybe a little bit r to rotate stuff begin to start blocking out some general shapes of this character that we want to deal with now i don't think it's a great idea at the moment to switch between the front and the side views um i think we should really just focus on one right now it's you're not going to get both at once you're just not you're not going to be able to work on one when you're first starting out uh with 3d art stuff you're not going to be able i definitely just created a divot there on the head i could tell you're not going to be able to get both at the same time so don't worry about it like as soon as i get this kind of general shape going uh i know when i go to the front view wow that looks terrible and you know what that's okay so uh we will deal with this very wide thing in just a moment uh i want to do right now no i think i should do the extrude first so i want to pull this kind of chin out right here i only want to think about the chin so is this a good spot i think i might want this information to very much a fly by the seat of my pants kind of set up so i think i'm gonna do this i'm gonna hit e i'm gonna extrude i'm gonna hit s to scale and add some more information just like i did when i pulled the snout out so i'm gonna like i said it's gonna look bad bad for a hot minute and we don't care about that we care about the eventuality where this is gonna look really good that's what we care about and that's what we're working towards right now so one trick that i really like is you can see how lumpy this is and you might think to yourself wow that's lumpy so something you can do is we can go sculpt mode i'm not going to overload you with information about sculpt right now but just know if you hold shift um this is going to activate a tool called smooth which is its own separate tool it's one of these red ones here we are just going to activate smooth and what that does is it cures lumpy disease it's kind of the smooths everything together now when you do smooth it's going to push it in a little bit but we're definitely happier now uh in this less lumpy zone it's not fully anti-lumpy but it's less slumpy which is an improvement and i think we're all happier to see that all right so i told you i would show you how to to cure wide snout so to cure a wide snout um we're gonna it doesn't matter what type of selection you have we're gonna select the side and we're gonna hit g and we're gonna hit x we're gonna just kind of go and proportional editing helps a lot here too we're gonna kind of shove that in and again this is gonna create some weird topology and we can just fix that with smooth right now um if you know anything about uh 3d art and topology you might look at this and be like wow this is evil i can't believe kelp is doing this and you know what you're probably right but the thing is um this topology is not in its final state whatsoever and we're going to be do using a remesh tool um to basically create an entirely new topology later on so if anything looks weird if anything is crunchy you can just smooth that stuff out we do not care about how the topology looks at all at this moment that is not the goal of this step this goal of this step is to get some uh general vibes going i'm gonna smooth that snout out too i think uh get some general vibes going and to eventually uh find a good fit for a friend here that's the main goal just to create a friend shape can't go anywhere in quarantine make your own friends that's my plan um i want to tug this information in here a little bit more of a facade of a lip i think i haven't even been looking at my notes i like before i started filming this i was like you know i care so much about the notes you know like i'm to make sure i mention all these things and then as soon as i start working i'm like i'm in the zone already like i don't even want to look at my other notes um so hopefully i'm not missing too much information i mean that's why this is the long form it's just me working in real time i'm gonna smooth out this weird like bump a bump i'm definitely uh going on the back of the head instead of there that's one of the only weird things about the mirror modifier is that sometimes it just uh when you when you try and edit something on the mirrored side it's gonna act weird sometimes so hey let's go make a neck and also oh let's save holy i actually muted myself earlier somehow which i'm checking to make sure i'm not muted now so i started doing this tutorial and i muted myself so i uh ended up restarting it which is fine i only got like 20 minutes in do do do isn't that nice also hey we didn't even name this cube wow so i'm going to use that same idea that i use for both the snout and this chin here to create the neck but one of the first things i want to do is i want to make sure this actually goes back a little bit more because it's not fitting right now so let's do that let's drag now we're actually getting more of like a skull shape going this weird well not what i wanted to do that's okay there's no mistakes in 3d that's not true uh i want to be on face select for this next bit we also want to sip some coffee oh hell yeah okay cool um so i'm going to extrude the neck now uh if you want to smooth it out a little bit uh might help too smooth smooth all right that ruined the general back shape uh surprisingly no i usually try and uh selecting rectangles on these types of things we feel and go one more back maybe one more back hit save actually hit play not gonna do any animation stuff during this tutorial stop it if you do what i did there and you might be confused your key commands are dependent on which larger window you're in so if i want to change between the orthographic views like we've been doing with one and three that's cool if my mouse happens to be over there nothing's going to happen if it's over here nothing's going to happen because it's not in the right context view uh that was definitely a thing that got me before and it got me right then it'll probably get me again during this tutorial so i just did that selection that i had i extruded it i'm going to do control r up on the mouse wheel to add more info and hey speaking of bad looks look at that uh don't put your friends on a pedestal don't put your friend's head on a pyramid either uh so let's get some general selection and i think i know how i want to fix this i think i just want to select a bunch ctrl r the neck for me usually doesn't start looking good until the sculpt section and when i say sculpt section i don't mean like what we've been doing here where i just smooth things out there's going to be a section where we're doing more dynamic topology um which is a very wonderful thing um oh sorry i used the key commander without explaining it um you can there's two key commands in sculpt mode that are really sexy even if we're only doing the smoothing stuff if you hit f that's to increase or decrease the size of like your kind of reticle there you can see that radius number here in the corner and that's really nice because it's bigger affect a bigger area if it's tiny effect a smaller area of course uh shift f um is the intensity so if i go up here this is wow huge smooth power uh and if i go down here it's oh wow tiny smooth it's actually still pretty strong i do everything here with a mouse by the way if anyone was curious um so this is not working from the front that's fine let's uh play with that a little bit dude [Music] not working from the side either huh that's okay oh whoops you hit r and then g in like the same transformation it's just weird things happen as you can see i'm basically just um like coloring within the lines but with a 3d model instead you know what i don't hate it i hate this though or we're gonna do we're just gonna smooth now let's fix this back of the head i don't like that all right so how are we feeling about this in general dang it uh in general i don't hate it there we go i definitely want to smooth this sound i really don't like that i'm actually going to talk to you about one of the first brushes actually literally the first brush is called draw it's what you're always defaultly on and just to show what it does and make it bigger and defaultly just sort of tugs outwards one thing that works with all the sculpting brushes is if you hit control and then do whatever you're doing it does the opposite so now i'm pushing in here i'm deflating him so i'm going to actually do that here a little bit i'm going to control push in and then smooth and i'm sure i'm out of the dimensions now of what i was looking at but i think in general that was a good idea yeah i knew i would be off on this view and that's okay you know what maybe i do want a smaller look to this section it doesn't need to be exact like i do want to keep mentioning this is these views are suggestions for your 3d model they were a great base but if something looks better in three dimensions than it did in your two-dimensional drawing the three dimension is going to just eclipse that out of the water so i want to actually look at my notes i haven't been paying too much attention to them is there something that i want to talk about that i didn't talk about okay so as you can see there's more information on this character than we're actually doing at the moment um there's the eyes there's the nose there's the mouth there's these little uh little horns right here there's the ear there's this big horn i'm going to ignore all the horns for now i'm going to use a different approach on them when we get sort of later in this mesh but i think with the ear we can actually get away with kind of an extrude method um it might not work out so i'm going to create uh i'm just going to copy the original object that i had head that i had that i had i'm going to call this head experiment oh actually an ear experiment because i don't know how well this is gonna work and i definitely encourage you if you're um worried about you know screwing up your model just make a copy you know information is cheap it's going to work out so let's see this is basically the start point of the year it does not match on you but i like the side view better anyway so it's going to look terrible for a sec just like it always does whenever i do this but you know what actually kind of fun it's kind of fun to see how wacky um a good idea can start out in blender holy man amazing you know i didn't think it was gonna be an airplane skull but we got it all right so we can fix this it's never it's never a big deal uh what would that be rz brz okay well i'm not selecting through the whole model so that's a big issue here oh you know what i actually want to try first i just want to do a huge proportional pull not a scale how am i going to fix this how am i going to fix this oh i have a better idea it's going to go back okay so now we're on that original selection that we had and before i do the loop cuts i'm going to get this in a better spot because then there's less information to have to deal with so i'm going to gx oh look at that oh look at that so much smarter look at me look at my brain grow a couple sizes hell yeah see that's already a better it's already a better start for this information now i'll do the loop cuts here we go look at me learning during my own tutorial uh so um i want to want to lower the size a little bit uh i actually don't want to be a proportional for the moment then i want to be back i'm proportional i almost always want to be unproportional that's just a me thing for me and the way my brain works especially when uh working with these models almost always want to be unproportional okay so we have the correct start point um i feel like that's a really good start so that means i want to tug kind of this information down a little bit if we want to match what we have here and i do want to match what we have here uh doing something weird what do you look weird actually you don't look too bad you don't look too bad hell yeah hell yeah honestly i did not expect this to work out i expected when i created uh this this uh extra one here it was gonna end horribly so super happy super happy with that hell yeah how's your width looking i feel like i want to go to sculpt mode i'm going to lower my brush a little bit i'll see if the strength is fine i kind of want to just puff up this a little bit and give it some more definition using this draw tool which again is just um i don't want to use the term inflate because it's actually a different brush here i don't want to get those too confused but i do want to extend some more information to this actually pretty happy with that i knew it was going to match the front um so here's the thing i want to show let's go to edit mode um i don't know what this technique is called i saw it in some random video but i'm going to add a loop cut right here um it's going to go basically around actually i don't know where it's going to end actually goes farther than i thought but that's fine so i'm going to hit this and i'm going to tug it close to the end and you can see like this pinching starts to happen i can hit alt click here select this edge gg to slide it on proportional which i think is ruining it oh can i not get that any closer i came with gg for some reason but i'm going to get it closer anyway this is not like a perfect edge which is why it's being a little bit weird am i unproportional and not a proportional so i wanted that kind of pinch there to happen so that i could make this a little bit bigger and we'd get like this sort of kind of curve going in which i thought would look better than it does but that's fine it's fine that it doesn't look exactly how i was imagining it i still think it's a better um choice to have there i think this general shape of this ear is actually kind of working out alright this is definitely one of the one of the situations where i think how it feels in 3d space is much more important than what the actual reference looks like i'm going to show a a different tool with sculpting um there's a couple of these yellow ones that'll do a similar thing elastic deform is really nice because it essentially allows you to move some information there and if i make it bigger it essentially acts like a a big proportional edit uh just it acts slightly differently it feels differently even if they're basically doing the same thing um so if you are doing one and you're like something doesn't feel right i'd suggest trying the other like your proportional editing and you're like man i can't get this to work i thought this is the right idea try out elastic deform and sculpt and see if that feels a little bit better to you i think i'm getting distracted i am i'm definitely getting distracted i don't need to worry about this that much right now um but i do add another loop cut here cut tug closer gg edge slide can't edge slide that's fine because it's not going all the way around uh that might be pinching a little bit too much i'm getting distracted again sorry [Laughter] all right i think or the moment this is fine i'm not going to worry about this little lip i'll show you how to do that later more when we're in the dynamic sculpting and not just this current mode um so i'm going to stop worrying about that actually do i think we're ready for the next mode i'm gonna smooth out this nose a little bit made a butt i made a butt nose my bad this smooth tool is way the too strong get out of here there we go thank you sorry i shouldn't be focusing on this right now stop it okay cool i'll stop it uh and like i've said before when you're messing around with edit mode it is very likely gonna make whatever you're working on smaller so always make sure to check your references and that's part of the reason i have the references open all the time so they they stay in my mind if i just sort of had them hidden the majority of the time i think i would make a lot more mistakes by not paying attention to what's happening with them so i think in general it's actually looking pretty good i'm going to sip some more coffee and look at my notes i think i want to talk about the mouth now i could save it for later but i think it makes sense to talk about it right now so uh where's my mouse there's my mouse so as we can see i have this mouth right here um how are we going to deal with that well i'll show you so i want to just be on a select mode i don't think i've talked about this yet i want to reset my freaking camera so is it shift right click shift right click i remembered so shift light correct shift right click is going to place where the 3d cursor is and as i think i mentioned previously before wherever the 3d cursor is is where an object is going to spawn so in orthographic view i want to sort of put where this mouth is going to spawn that's pretty close who's right here cool all right so this is where this mouth is going to be i learned this by watching move so i want to be in object mode very specifically shift a add mesh we're going to add a cube now this is way too big let's make a little bit smaller so i'm going to shift y because we're looking from the side right now we want to be on this green so shift y make it nice and tiny don't make it too tiny you can fix it if it is we're going to scale it uh super down and hit period it's actually pretty good from the front view uh this will make sense later sx i want to make it really wide you want it wider than the head it doesn't matter with the ears you can imagine um that were if if our character was biting down on something this would they would be on biting down but actually create the mouth if that makes any sense um so we're gonna do r and orthographic and we're going to use this to build it out now here's a tool i'm getting a call which i'm 90 sure is spam because 90 of all calls are spam um so alt z i'm going to show you a trick that i really like if you click any mesh that you're working with i'm going to click the head that we've been spending a lot of time on if you go over here to object properties i think it's here now viewport display so if you go to again click an object over here object properties viewport display you can make display however you want separately to other objects i'm gonna make this look like a wireframe so that way we can actually see this information a lot more easily so i'm gonna hit tab only on this not including the head i'm gonna look from the side and what we want to do is we're gonna go to face select i prefer uh tweak i guess it's called i never knew the name um because it's gonna it's only gonna select exactly where your cursor is i'm gonna click this face go back to a side view and we're going to hit e and we're going to extrude we're going to pull out some more information here i'm going to hit g do not want proportional editing at all for this i'm going to hit r and try and sort of aim the new extrusion a little bit um this is very dependent on how you drew your character's mouth i'm just trying to follow the general line we can scale a little bit which was probably a terrible idea uh it did not it which i'm glad about is it s y z it was s z okay i didn't want to change the width of it which i did all right so pull this over here [Music] i haven't had one with this many turns before i didn't think about it when i was a when i was messing around with stuff a word of caution when you're doing extrude stuff like let's say i hit e and i'm like oh you know what i don't like that and then just undo it it's very likely that that extrusion information still exists which means you could be overlapping some information which could cause some problems so if at any point you extrude something and you undo it i would double check to make sure it doesn't already exist by grabbing it before you extrude again because right now i have this extra information and if i didn't realize that and extruded again there would be actually two layered on faces stuck here you can tell that this is slightly darker than this one which is referencing more information and this would lead to overlapping vertices which nobody likes to deal with but anyway that was just a word of caution um so now i'm confirming i don't have an extrude there and it's going to push over here i'm going to make this is it s z s z it says c cool z anyway do another oop whoops undid my face selection z and then extrude sc all right cool so now um i'm gonna go back to object mode i'm gonna click this it's gonna make it display as we've been looking before um but that was really helpful i think so if you look from the side um this sort of already gives you a good idea of how the mouth is going to look uh once we do create it um something i want to do is reset this cursor to be out of my hecking way because i hate it shift z shift c to reset it back to the origin and get it the heck out of your way um don't worry about this other stuff right now if you want a little preview of how it's going to look we can go back to this wrench i want to hide this oh i didn't name it i call it mouth cube i'm gonna hide mouth cube for now and i'm gonna go over here gonna go to boolean i'm gonna choose an object uh uh i'm currently on mouth cube my bad but i was on ear experiment uh boolean mouth cube and i selected difference and you can already see this is uh basically how whoops basically how this is gonna look when we do uh do our cut with it so this is not 100 how it's going to look but it's a really really good approximation so just kind of keep that in mind i just wanted to show you how you could feel about it in case you want to edit any information which i think i do i think i want to actually pull up one of these faces a little bit uh that's not what i wanted it's not what i wanted how do i fix that there we go uh oh no i want to do this and this i want to say gz then hide the mouth cube aha look at that a little bit more information there i want to tug up here too i think that's a good idea um so sorry i should explain that to you so let's say i'm just selecting a random edge and i hit gz well it's just going to go on the z if i hit g x it's just going to go on the x if a g y is just going to go on the y like we've been expecting if you hit it twice it's going to go it's going to change with respect to the local axis so g y y this is the y with respect to the object that i have selected so it's actually pulling in a perpendicular angle to the actual object which can be very helpful sometimes when you're trying to pull on a certain angle and look at that i think that'll be fine i'm not going to worry anymore about it i think that's a really good example so we know where we're gonna be later which is great so why can't i select you oh i'm in edit mode huh that's why um so i'm just gonna hide this i'm not gonna deal with that right now i'm actually just gonna get rid of it but that was a great example it makes me know and understand that my mouth is going to look really cool you should take this way there we go yes my mouth is going to look good this would have been a no this is a yes okay cool if you can't have fun with your 3d models which what's the even what's even the point what's the even point as i almost said um are we are we ready to remesh let me look at my thingy i think so i think that's what i want to do next uh how long i've been going i think i might want to take a little break it's been like uh 45 minutes i'm gonna take a little i'm gonna take a little stand and take a little stretch and make sure this recording is actually working and that'll be back all right hi again i uh a little step outside it's freezing and then i stretched i got some coffee some more really um and here we go so uh the next step that we want to do is we're going to apply some of these modifiers and now my nodes open again we're going to apply some of these modifiers uh i normally really discourage applying modifiers unless you 100 need to have to but um the next step that we're going to jump into which is my favorite step uh which is dynamic sculpting it's actually very necessary or else it's going to look really bad and really weird um so let's let's avoid that i'm going to apply this i'm gonna apply this and now this information is permanent i talked before about uh very vaguely about destructive and non-destructive um i'm gonna show more what i mean about that um if we just sort of hide these things this is what actually the information is stored at which looks a lot worse obviously so this subdivision surface modifier is doing a ton of work and this mirror is just making twice the information appear so if we had tried to do dynamic sculpting it would use this because this is the real information stored as opposed to this which is what we want to use so that means we have to apply both these so uh now we're going to as i lovingly say up in the best way possible so we're going to enter sculpt mode and we're going to click the second sexiest button in blender which is dynamic topology proportional editing is my favorite ignore this morning we're big boys we know what we're doing um or at least i'm a big boy i don't want to speak for the gender of anybody else so uh i should talk about this very good button that i just clicked the dine topo what i've been saying uh dynamic sculpting dientopo stands for dynamic topology so if we just start doing this it looks pretty cool and if we hit tab we can see that they have basically bug eyes which is not the goal really but we're creating topology whenever we use dynamic topology and i'm going to do a better example of that if i zoom really far in and then hit tab again you can tell there's a lot more information here than is over here with way more vertices um so the default setting for dynamic topology is something called relative detail and what that means is when we're really far away it's not very detailed when we're really close in it's a really detailed now if you enjoy this that's wonderful i'm personally not a fan and what i'd like to be using instead uh is something called constant i clicked the wrong one something called constant detail and now whatever we set which i prefer to start somewhere around between 30 to 40 is wherever we uh hit this stuff no matter how far away zoomed in or not we're going to create the same amount of detail it's a constant amount of detail um and that's what i prefer i think it's a lot easier um it means you can start from a completely low res approach and then get higher detail as you work on things so now um we're entering the realm of just play that's what this step is that's what the step boils down to is we're just going to play we're just going to have fun i'm going to be using a lot more of these sculpting tools than i have been before um so one of the two main twos that i use when i'm adding information are draw and clay strips now click strips which we haven't talked about um is really nice so it just literally adds like a strip of clay hens clay strips so um one piece of this model that has not been well represented in our current state of it is this right here like we have um this kind of jaw line going and i want that i want that jawline so what we're going to do is we're going to make sure we have more information here and again uh control is way too strong control is going to do the opposite and um i might enter some bad habits here of being a little bit more quiet while i work um just because i've never talked while i've sculpted before so i apologize if i do that i think it's very likely um i want to pull in here it's elastic deform which we've already talked about that's one of the nice things about elastic deform is no matter what you do with your model um you just kind of like tug it in place if like you make something look perfect and then it's just slightly off by like a sake of a dimension like on the x or y or z axis like it's just a tug and that's all it is it's really nice am i on clay strips i am i lower the strength so much i didn't uh didn't get that vibe oh you know what we need to do we need to add our friend hey boolean uh we're going to add mouth cube um yeah you can't see this stuff in uh dyn topo which is the correct choice but if we go back to object mode we can see that cut out mouth that we had before which is super good and the reason that i like to have it on here even though we can't see it in dine topo um it acts as a way for us to add a little bit more kind of like lip dimension like be able to extrude around this spot a little bit more and then pull in a little bit here closer to the mouth um and when we apply it later it'll look really good but since we can't see it in die in top it doesn't really matter for the moment uh word of caution uh sometimes when i'm messing around and just clicking in different views and whatever dyn topo will occasionally turn off on me i have no idea why i'm too new to this to really understand but do be wary that if this box isn't checked you are not creating dynamic topology uh which is what we want right now so just be wary i'm gonna cut out some eye stuff so the general flow for me is basically uh use when we're just starting out and we're getting some like rough uh but more detailed shapes um is using either again draw or clay strips and taking away information adding information and then just smoothing and then we're just going to compare to what we do have see if i want to just do like an elastic deform and just kind of like pull things more into place and look and see how it feels and then just play around with a little bit more i think the word that he used before is the perfect choice for this it's just play it's just plain that's all so um grab is another really nice one uh it's kind of similar to elastic deform but it's a lot more aggressive and it's a lot more hyper focused like if i like like you just saw i tugged right here on that and it's really only like pinching that one aspect of the clay quote unquote and a laxative form will do the same thing but it's it's less forceful um but it can be nice and i was thinking about using it here i don't know if i want to though i basically wanted to get that side lower i think it might look bad it doesn't look terrible um so let me try and use an inch so pinch and wherever the crease is pinching crease are similar um i definitely recommend that you kind of play around with these different brushes um i'll definitely link a tutorial that taught me a lot about how to approach these things in the description hmm that's definitely not what i want here uh oh is it ships okay uh that's a small trick that i haven't mentioned so let's say let me hide the references to really uh show this off so if i hit one which we've been doing a lot uh it's just front orthographic if you hit control one um it does the reverse of it so to see the underside of the chin easily i can do seven which is top view and then control seven and then just see the underside really fast which is what i did right there so i think this is far too wide i mean on the seven view i think you're also far too wide i want a little bit more point to you all right let's see how that looks from here a lot of this is just looking from different angles and thinking like oh hey that looks good from here but bad from there and then just going back and forth and back and forth until it looks good more often than not i want to use grab because then you want to be more specific here i want to do like a crease there or something i'm already happier with that than i was and i do think i want that uh i won't do like a localized a little aggressive no dying topos on i do want to increase the detail a little bit here like 40. do i have numpad off i do i know how i did that more information here way the hell too big that's okay uh so so where was that general location i just kind of want to undo a lot of that stuff i didn't like it uh i like the idea i don't like how you did it oh you know what a pinch might help here how does that feel oh it's better i don't hate it i think draw sharp the draw sharp is more like if you're drawing with a little indentation kind of pen and then of course control is more like it's raising that a little bit i think that might help here so like push it in a bit and maybe like do a pinch or crease or something and then smooth i think that might help sell what i want i don't hate it from the front i think it's kind of not great i feel like an elastic to form here oh there we go there we go okay i'm feeling that oh you know what i think might help here is like a flatten so flatten um does exactly what it's talking about it's more like based on your camera view it's really good for hard service modeling which basically just means robots like let's say i want to give them like a flat head let me just do that which like from here doesn't look like much but from here we can tell we're like flattening it out a little bit i should just raise my strength to show that off better there we go flat head made like a little indentation but anyway i just wanted to show that off a little bit before i actually started using it so i think i might be able to utilize that a little bit here yeah i like flattened it just a bit i think maybe like a lot of this for me is hey this is how i imagine it's gonna look and then trying something out and being like that's not how i thought it was gonna be and you know what that's okay it's okay to be wrong not the one i wanted i think that worked out i don't know how i feel about that small dent that i just did i think if i pull that out a little bit more though like cut some information here and smooth them i think i want to increase the value that's smooth wherever i put it a little bit when you're holding shift on any of these tools it's actually referencing the strength that's on this tool it's not referencing the strength on your current tool if i raise the strength on this that sh that smooth is going to stay the same regardless it's referencing the what's actually set there which is why i went and did that i think i want to do a draw sharp and then just kind of indent on the mouth a little bit so is that a pretty good match that was a really good match that was a smart idea i don't know if i did that before hey save i haven't done that in a while so now that we're creating this smaller sort of go is pinch the right idea crease these are not like super similar tools i'm just not great at that yet so we want to kind of match uh where our mouth deformation is going to be which is why i'm using that as kind of a guideline because we didn't match uh it perfectly there do oh did i ever set my timer probably didn't i didn't that's okay oh well we'll take a break at some point i'm gonna sip some coffee i'm using my thermos again so it's still super hot from like four or five hours ago whenever i made it which god it feels so nice feels really good uh what i wanted i don't necessarily like this butt chin that's happening i got a butt nose earlier now i got a butt chin or we're gonna want to avoid that not a fan i think there's still a small element of it you know what i want to do not that please i want to reset my zoom by selecting something because i thought it was being too strong i'm going to do another sharp here and honestly that might be okay that's fine it's not great you know i want to lower this okay so that's still in line with his mouth cube ish ish especially not down here and you know what we can just change where the mouth cube exits but i don't really like that idea okay i think that feels better hell yeah it feels better oh yeah hey let's work on his neck a little bit i haven't touched this neck uh literally at all uh i don't even know what i had on before who cares um so like i've been like i said earlier it's like hey add detail hey smooth if you just try since this down here is untouched if you just try and like smooth it immediately it doesn't always do what you want because there's no new information here like you can tell even though i smoothed here it didn't add information like it did up here so if you want to kind of keep the same general shape that you had previously just add a little bit of information and then smooth it down and essentially just be like oh now there's a shit-ton of information here now you can mess with it however you want um usually adds a little bit too much like oh look at that chunk though yeah added way more than i wanted ah this is not what i meant to grab meant to grab you my neighbor's moan is long good for him it's like freezing outside it actually feels kind of nice what is this what is this holy holy nope bigger anytime i say bigger i just think of that one like giant bomb gif of like it's zooming in on the dude's face uh halo looks better i don't like this lower part i want to play with this a little more i prefer clay strips please here we are a little higher a little stronger here we go here we go getting the general shapes i want i think my dimensions are kind of getting but the general shapes are more important to me at least at the moment jewel not what i wanted there not what i wanted there okay starting to feel it a little bit it's nicer it's nicer uh this head is so boring like this top little bit so boring how do i make it feel less boring what am i doing wrong there we go yeah i knew i was up something here that's fine let's fly a little big dill uh i think i actually want to use grab here i want to deform this a little bit yeah look at that i look more of an adam's apple here in fact let's add on to that just a little bit please nice that really okay it's pretty close i think it looks a little wide and compared to my sketch yes it is uh makes slightly bigger when you do that yes yes okay yeah i thought that chin was real low um i think it'd be more aggressive on this one so something nice about this is that these little dots which i literally pointed out with my finger which sure you can see thanks um kind of show you where it's going to go so when you're really close to something like this division between the neck and the chin just being able to look at where it's going to be is helpful especially when you're trying to do my new edits like i am right now smile so fun to do you can't say it's not fun all right i'm sure i this up i multiple things up but i had fun while doing it so it was worthwhile you can mess around with this sort of stuff for so long like i i really enjoy this this is like a i mean when i'm not uh recording it it's very much a brain turn off moment i either have like a stream on or just have like music going it's kind of vibe so i hope you can uh you can vibe to here i think it's really fun uh it looks kind of shitty here stein topo still on sure is uh let me reset my zoom again uh so i want to do this part that's a general placement i did not realize how far off those were holy heckadoodle uh actually i don't i don't regret that is the last thing to form the better idea here maybe maybe i did not realize how far off i was it'll sound some more definition here i think i'm missing that all right i'm sure from the front oh it doesn't look nearly as terrible as i thought i would holy kind of looks okay i don't want it incredibly obvious like the mouth one was i want it more subtle on this one i think i can get away with that that's better i think that's fine let me fix like this kind of angle i don't know if i really like that all right so how do i feel about you i don't hate it that much i don't love it that much from the front front views are the absolute hardest thing in the universe for my brain front views don't make sense to me [Laughter] i'm trying to be better about it dent dented oh okay see like from this angle i kind of like it i'm doing something right you know what i want to do here i want to do like this i want to make sure that this is more obvious than it currently is doesn't need to be incredibly obvious oh let's do a little tuggy tug hmm was that a good idea maybe maybe not that's a little aggressive a rump a rump i say is there a different tool i could use here that would help me out more unsure i don't know what i'm doing [Laughter] uh oh this is if you don't know what i'm doing here if you're an author oh i guess you're gonna see on the numpad um the the four and the six are like going left to right and the two and the eight are like going up and down oh don't hit five five makes any angle become orthographic which uh you need perspective to be able to look good sometimes so yeah here we are there we go uh i kind of want to deal with the eyes a little more i haven't been dealing with them very much they strips sorry i thought i was making it a lot worse than i was [Laughter] sorry for the bad as somewhere there i increase the detail because i care a lot about how the eyes go i feel like i'm going slower but it's also i think i'm just being more judgmental on myself because i'm recording which i think is uh incredibly likely i think it's very likely you look so angry okay here we are so for this general eye socket-ish thing definitely too far forward and i think this elastic to form might not even be the right idea but um we're gonna try it out i think that's part of the reason i look angry i said i i'm not sculpting myself here this isn't me that way it's looking angry here i don't know kind of because i did the elastic deform this area got like all right i need smooth to be a lot stronger right now okay thanks so to get for upping detail okay i'm just thinking so sorry what i was thinking before i'm like i think part of the reason this feels weird is this is a straight line right here i really dislike that i didn't realize how much i disliked it until i saw from that moment oh yeah i haven't done like on the head i talked about it earlier even i was just like you know i haven't done anything on this forehead and it sucks i want to lower the strength a little bit okay i hate that less i hate it less that's a step forward i forgot that i did that kind of a kind of forehead here would you know an actual 3d space i might dislike we'll see probably looks weird i'm scared to hit tab sorry i hit the wrong button there alt see whoa i grabbed here instead of the end well uh that happened that's fine you know oh you know what i think i can get away with is just clay stripping that i'm not on that you know what i don't like that this right here has a higher air push than the stuff around it okay you know we haven't saved in a while there we go it's been it's been a while oh if i've saved in like 30 minutes uh so let's let's just play with some ideas like if i tug this over here no it's not the correct spot to tug i think is there any wrong spot to tug on a dragon don't answer that i'm just trying out some different ideas really whatever comes to mind to see if i i like or don't like things that's really all i'm doing this is the fun experimental stage where you do whatever you would want why can't i get this neck to feel good i need a slightly more information here i like that i don't i don't know if i like that part down there that i can i can get down with that i can boogie with yeah i knew i knew the side view would be weird that's okay oh versus i did this earlier uh let's change to grab actually be more aggressive you can literally spend forever on these steps don't always i don't like set a timer to sort of when i should stop but i try and uh think to myself i'm like am i overdoing it and do i need to slow it down i think i'm getting close to that point excuse me oh it's actually pretty close that feels pretty close to the sketch that i had oh yeah hell yeah so we like to see around here oh yeah i want to cut some information directly from here so i think i'm gonna do like this just a little bit yeah now it has like this you can see a line right there it's exactly what i wanted was to be able to see a line right there at that center part yeah like this perfect 100 what i wanted to see i'm gonna sip some coffee oh i lost part of the mouth line did it no i think i didn't want to go as far back on that front view uh so let's let's play some tug of war with you nah not what i wanted sorry i feel like yeah i was gonna say i'm like these are so low in comparison i think that's that's just the disconnect between the side view and the front view so i think what i actually need to change here is to lower these a little bit is that a good idea or is this a bad idea i think i think i got a pretty good in-between i think i got a pretty good in-betweener yeah okay okay okay okay oh wait sorry mm-hmm mm-hmm mm-hmm yeah i do look good yeah i haven't with the ears at all i think i would like to do that now uh do that same idea because there's been no new information added to it just do a little bit of pull out tug and then smooth let's get some more information on it all right you can tell wherever it looks blocky there has been no change to it i think i hit most every spot with it uh okay so let's see if my general idea of this is gonna work out i have no idea what's gonna work out oh yeah you know what we do and we don't know if things are gonna work out we uh oh it's still an ear experiment that's true uh we just uh play with it sorry there we go oh i'm off sculpty that's why i felt weird all right i don't know how well this ear is going to go i'm hopeful i hate when i hit spacebar uh i'm hopeful but we're going to see how it goes so what's the general play here i think the general play is to be like hey where does this line begin i'm going to follow a general kind of cut here and then i'm just going to it's going to cut out of here clay strips might be easier actually no because this is more circular instead of square i'm going to do more like this [Music] all right we need to reset our view goddamn okay you know what i want to increase this percentage and also the size from this view oh look at that i'm cutting out we cutting we cut in though okay okay i'm definitely gonna have to play with this there's no reality in this in which this is right already but i'm very happy with the direction that i chose here okay okay okay oh wait okay yeah up and down on the ear that's how we wiggle um so i know that i this up pretty bad in terms of the placement um but i'm in general pretty happy with that first attempt you are going to be a weird tug how do i actually how do i do this uh how do we do this how do i do this how to do this i essentially want to take this information and extend it i thought adding clay strips to the side would help am i not on clay strips i am it's actually cutting away i don't think it knows how to add that small part i mean you're technically adding more information it looks really shitty but you're doing it i think actually grab from up here might help out as long as i make it bigger i'm trying to curve it over oh no this isn't working out okay so i have more information here which is a step forward uh so how do we kind of convert this to be the nice looking thing that we had on the sketch i think i may got overzealous with my cutaways i was having a lot of fun i don't regret that i have no regrets about how much fun that was for me i mean that's part of this process is figuring out what works i can see why artists uh i was kind of critical of people not like you know recording their process because it's really hard to find you know stuff like this for 3d furry art but i think now that i'm doing it i understand how it can feel like there's a lot of pressure about it how why am i not adding information uh i think i think i'm visualizing this badly is that happening no okay so i'm misunderstanding what these tools are doing so what what will actually is it inflate is it blob what will add information to these this is adding information wow okay sexy sexy sexy it looks really shitty right now i don't care because now that more information is here i have more to deform i did not mean to hit that sorry i have more to deform which means i can get it into its proper place instead of essentially tearing it which is what i was doing before um sorry sorry sorry sorry uh let's like do a little squeezy squeeze over here and then we'll tug it uh i want to actually elastic to form you cool so i don't care if this looks bad um because it's a step forward it's a step forward and or from understanding more about what we need to do i don't even i don't think i finished that train of thought i think you got distracted uh i was originally critical of like you know why why don't people just like record their processes and you know like narrate over them uh it's difficult [Laughter] um you know i'm still having a good time even if it's difficult i don't really feel the nerves in terms of uh people judging me that's not a part of it i'm worried about because you know i love seeing people work in real time i love seeing the decision process that they go through watching both milo and um moop stream was i think really helpful for me learning things and me gaining a lot of knowledge really quickly because as long as you are understanding the general steps that they're taking i don't know milo's pronouns but i know moops is they them as long as you follow as long as you understand what they're doing you can gain a lot of knowledge really quickly which is why it's so helpful it's so helpful so i really hope that this recording that i'm doing is going to help somebody out i mean i know it'll at least help one person out so i think it's worth doing and you know i'm i'm getting a lot more experience myself doing this i'm just trying to talk out loud sorry if it sounds like i'm just trying to fill time it's more just i'm trying to figure out how to do this in real time [Laughter] uh because i knew i knew going into this i'm like oh you know i've only done the one year it was semi-successful uh but i'm happy that i did it i'm happy that my thoughts worked out i think i want to do you pretty close to what i wanted okay okay we've i've been we're vibing with what we got now i think i want to do a little squeezy squeeze not as strong as that just like tiny squeeze like you're holding a small friend i don't know if i like all these angles the side angle is pretty good i thought i would like this more i don't like this angle more because i feel like there's too much of a cut here i don't like that i want to be more smooth and so let's hit seven the over the head view i think that feels a little bit better so if i do this yeah so this is actually good it's not adding topology it's just pulling it outwards which earlier i complained about but right now is actually exactly what i want yeah okay i think we're getting pretty close to something that i'm going to be happy with i might want to inflate you very gently because i want a small amount more information there before i smooth it and inflates actually really helpful and i didn't realize because there was when i was on the circle model and i was doing that one i wanted to do essentially exactly what i just did i just had no idea how to approach it it turns out the inflate tool is exactly what past me would have wanted did that really sloppy it's okay mostly i'm just trying to get like a kind of cut right here doesn't need to be a heavy cut i just want more of a shadow here i should be an orthographic you're pretty close you're pretty close to what i want do a little tuggy tug if you notice it there's a small slow down when you tuggy tug it's because there's so much more information like there's a lot of vertices here now uh my bad what am i i'm like 60 no like 60. the highest i've ever went is 80 and i really don't recommend going really much higher than 60. not for our purposes that make it look bad or good so yeah the front view is kind of what the ever uh oh no maybe not why is this happening i don't like that i like this kind of like patch that we made here okay so the question becomes well actually i want to tuggy tug this this direction just a little bit want to just like move the tip i don't really know how to do that you know what i think i might need to do just like do a select and then uh rotate please proportional all right was that was that regretful was that good or is that bad i don't hate it i don't hate it one of the many examples of me getting lost but as long as you're having fun it's it's super whatever so much about this is just learning i think i'm mostly happy with this actually in terms of going on to the next step this is 100 the longest step no question oh hey flatten i flatten i flatten beautiful beautiful yes okay that's exactly what i wanted i was just excited all right awesome next actually pretty close to what i originally envisioned it's a good feeling i think i might just prefer the jaw the way i sculpted it and less on the drawing i'll do one one try here okay what what no there's a big no i mean i don't hate the idea that was presented on on the drawing sorry i don't hate that idea all right so this look bad from the front it really doesn't it really doesn't i think i actually want to just move this inward i think that helped a lot to be honest uh i kind of want to change this a little bit oh i really like that small patch of light i'm a fan of how i got that to show up yeah okay cool oh is that mouth really sure is sure is that's okay just it's a small tuggy tug away all right so does that look bad from the front now sorry i didn't mean to actually keep that on no i think i might have gotten the best of both worlds there what i might not appreciate as much though what i don't appreciate as much confirmed is that that small part's tugging out a lot it's still kind of tugging out a lot that was a lot uh do me a do me a clay strip there i think like uh by the way i don't like this new this new shape i made inadvertently uh am i not on the right thing i'm not on everything not a fan of that shape i made no no no no no [Music] no no no no no no as long as the side's good with that i'm not too too perturbed i'm not super tipped about that okay so hey i think i'm happy with that aspect is there anything i want to change in regards to the ears something i want to try with the ears i wanted to do like a little hole there was that a bad do i like that more to like that less i think it looks better from this side actually because i think there's more there plus i'm crazy and i don't remember right which is very possible no i'm pretty pretty happy with this so let's see there's a number of things i need to do first is sip coffee okay so the thing i want to do is um play around with those horns and you know this can really be done in any order let's go back to object uh does that feel right about horns maybe not i don't know about horns so we're going to just do a little guessing so i'm using again shift right click we're back in object mode which is important um we're going to create a cylinder so i'm not too i think 32 vertices it's more than fine i'm just gonna scale down i'm gonna do rotate along x i'm gonna just kind of daydream about how thick i want this so i'm going to curve it a little bit that way move it over here x yes y i'm mostly just thinking about the bass right now how do i get it to move towards me at x and that's x uh wrong one three um looks like you need to be a little bit bigger so these are a hundred percent not uh in line with each other it was like from the side view it would be like oh you know that's porter guard but from this view it's i don't know not as much so we're certainly going to play around with this didn't mean to do like four of those things sorry uh okay that's fine so here's my thought i'm going to go face select i'm going to click this one and we're going to extrude we're going to make tinier [Music] okay so how does it feel from this side uh kind of shitty that's okay i'm gonna do an edge select uh i'm going to do that gg that's what i meant to do am i ready to add more information here it's a great question i don't know if i'm ready for that sorry i'm i got distracted doing those things forgot i was actually recording so i'm adding loop cuts at different sections and then just expanding them to try and match that general shape i actually got a pretty good general shape here to be quite honest so i should just look to see how this feels here i don't care about that tip at the moment i lied i do uh so we're going to just extend this into the head oh let me uh in object mode right click shade smooth so we got a better general idea about this horn and how it's coming across you know what i thought i would super hate how this is coming out i don't i don't isn't that nice so i'm gonna do an extrude i'm gonna do an s um take off proportional editing s extrude s did that way too much uh extrude very tiny s okay so this this is going to determine how sharp the point is which i definitely want a sharper point i'm doing gg to edge slide i'm gonna select this edge right here gg and you know what this amount of information is probably fine i really need to hit period there we go now i can zoom me farther oh here's a small tip if you're noticing this you're like oh man i wish i could zoom in farther but you know like i'm clipping into things so if you open n let's see where can i find this is it view and what's a camera thing okay so here it is so view clip start and then let's just make that really tiny like 0.01 i can zoom in really far and i'm not going to clip it and that's the setting that changes that oop i meant gg not ss how does that feel it should be more of like a point yeah exactly um so something i'm gonna do here and i don't know if it's gonna work out i'm gonna select one i'm gonna kind of rotate these actually if i do this from the side view yeah this is a bad i think this is a bad idea never mind i don't want to do that i look weird so i mean those proportions are pretty spot on for the side view oh this sucks here sorry sorry about that this sucks oh i did something weird i don't know what i did how does this angle fare singles fair fair is pretty okay let's lower this just a bit all right in general really happy with that horn hey you know what we didn't do we did not add a mirror modifier so this is what i was talking about earlier if you're creating objects and messing around with them there's a lot of things that can mess up when you're trying to do mirror modifiers we have the mirror object and that just fixes that um now i'm pretty sure i understand the correct way to fix this so let's see if i can prove that so ctrl a apply transformations right set origin to geometry and now i think if i get rid of that uh no i don't know what the i'm talking about ignore me use the mirror object i thought that was it uh i think it would be origin to 3d cursor oh wait ctrl c resets that then origin to 3d cursor and then then it works because it's based off the that pivot point but anyway i prefer use a mirror object and that way you don't even have to mess with any of that stuff alright cool so now it's being mimicked on either side and we have some cool ass looking horns going uh are we happy with where this is intersecting i'm gonna say no am i not selecting it there we go period have like this weird little divot here but um this is not the final state of this mesh just yet so uh don't worry too much about tiny details like that if your model like mine has stuff that's weird like that um so i'm pretty happy with these horns i might want to scale them up just a little bit and then i don't know place them like right here just messing around with them pretty happy with that so let's figure out this cheek stuff so uh on my sketches got these little like boom boom boom one two three i don't like uh little cheek spikes i've never done those before so do i want to just repeat these that's a great question i think i might regret that but you only live once sorry you're allowed to dislike the video because i did that yeah i think it'll be too tiny the proportions just aren't excuse me aren't just just aren't correct to copy so we are in object mode not edit oh hey we didn't need this is in references what the kind of getting references anyway new collection horns i'm a capsulogon for some reason horns i want to name this object of big hornies and so our 3d cursors right here we're in object mode so i keep mentioning that that's important when you're creating something and i guess it should show you why if you don't know if you create an object that was a terrible example if you create an object in a in edit mode then it does not create a separate object over here in the collection it adds it to the current selection the current collection um sorry the current object so this is all within here which i personally do not want if you want that you can mess around with that but i just always try and only create objects in object mode and join later that way i don't have to do any separation so now i'm in object mode it's going to spawn near the 3d cursor we're going to do the same basic setup i'm just going to go scale we're going to focus in orthographic mode uh how am i rotating is it y nope it's r x here we go scale that down and what's the general size so we want to kind of match that we want to be so let's rz i kind of want to point out sort of like that maybe a little bit more this direction scale down a little bit i think that'll be okay so i'm going to try a slightly different approach here a select or an extrude and go really tiny and then right here all right so how does that feel uh let's go back to object mode right click shade smooth zoom in i don't hate it i think it's too i don't like how close it is to the ear in the 3d aspect so i'm gonna make it point just a little bit lower and this is something i'm glad that we're doing this now before we uh remesh this guy right here which i know i haven't talked about what that means sorry that i keep talking about it very vaguely but that's fine um this makes me realize i want to pull this chin mark just a little bit inwards um but i'm happy with this um and actually speaking of i want to add this to the horns collection i want to say tiny horny one and we go here i don't care that it doesn't match the drawing i care how it feels so i'm going to reset the 3d cursor because it's in my way is that really the center no i'm i'm a big dumb i didn't realize i think that's fine so let's go back to tiny horny one and we're going to add the mirror modifier and how do we feel about that we're going to ignore references get out of here don't want to think about it i really like that i'm a big fan of that and um i think this is a great time to talk about link duplicates because i think that's exactly what i want so you can see how these horns oh but do link duplicates keep rotation oh they don't sexy never mind it's the perfect opportunity so a link duplicate so going back a little bit sorry if we do shifty like we did before this creates a whole separate object it doesn't retain any of this information but if we do alt d this is a link duplicate now it may look exactly the same i don't know what the i'm talking about i thought i thought i would keep the rotation and nevermind i don't know what i'm talking about i thought it was ulti never mind again uh this is why this is the long-form recording oh well you can't sound smart all the time uh do you want to keep the same angle here i think i wanted to to pivot out just a little bit more so like i think each one should pivot out a little bit more like to the side i think that would look good you get like the sort of like frayed effect that's the plan anyway i don't know if it'll work out uh let's hit tab and try and match these try and match these dimensions a little bit more and now that i have the base and the tip in the general location now i can just kind of mess around trying trying there yeah ah this one there we go okay how's that feel i think it feels pretty good and like i was saying i think this is more evidence that we need to move that uh chin line in on the actual sculpt but that's feeling pretty fun i'm big big happy i'm big happy with that i think i want to r z this actually our maybe our y is that correct or why because i really like that kind of this front view i think turned out really well does this still look good from the side and everything it does i think i might want to rz this one a little bit more outwards yeah okay that thing looks better from the back these are these are my new things that i should stop worrying about i'm gonna do another repeat uh so ooh you're not you're not too bad in terms of location okay so that definitely showed me i need to be more inside all right so how's this placement looking not great uh but do i care do i care that it matches this better whoops whoops okay okay i'll fix that edge bit soon i can get away with it just uh it's doing like that is that correct technically all right uh uh how do i fix this how do i fix this oh it's the scale i don't know how i activate this little thing i do that accidentally sometimes now i'm looking on the mirrored side that's why drag the wrong direction okay i think let's try like this are this still inside the model still inside the model is this the final tiny tiny end it is okay i think that looks pretty good happy with those pokies now that these are all the accessories you need to add correct we have the horn we have the three pokies we have the ear which i guess counts as an accessory i don't know uh i don't care that these are separate in fact i want to control j to join them and just tiny horns uh and i want to go back to here and go uh now what i meant to do i want to go sculpty uh oh diane toppo is still on proud proud so is this going to create the illusion that i want so how does it look on the drawing remind me i don't know if this is going to create the illusion i want so now that these are together so this would be like right behind the the rigid sort of side right so this would be closer to what you originally imagined the question is is that what you currently want i don't know i don't know ah man i don't know uh here's what i want to try sorry here we go [Music] i am yes ooh that already feels better i am oh ooh they're not pony no that makes me sad i didn't mean to click that what should i do here so like rz that's all i have to change right technically technically so this will this should be the best of both worlds right kinda i don't know how i went so different i don't know if it's bad it's just different in terms of these angles my bad do i wish i didn't join them a great question i don't know because like it doesn't have to match my art the art is not important here the question is does this feel good it feels really good from the side uh where i originally had it and i moved it slightly there we go so that feels really good and this is before i did the angle correct no the angle's still here the angle's still noticeable i think i'm fine with this i think i'm happy with that oh you know we haven't done yet we haven't put in matte cap on which is one of the most fun things you can do sorry i got so distracted i didn't even think to put one on mat caps are really fun i like sculpting i like sculpting in anything really i'm not picky about what matte cap i have on i think studio is fine uh i mean yes these are way the more fun i mean look at that wow i got a metal dragon uh this is probably my favorite one uh i think it's not too aggressive i changed this slightly it's not too aggressive and whoops it shows me a lot of information actually sorry about that i literally just forgot oh i have a question uh how does this feel with shade flat uh kind of shitty i don't know somebody would be like cool with stylist i'm gonna take another tip okay so now now i'm ready to do that sorry there's a lot of why are there six emergency alerts what the they were all amber alerts that's sad uh it's been over an hour since take a break but i'm kind of obsessed right now and i get obsessive oh oh oh let's look at our friend oh let's look at mouth friend mouth cube hey so this is a preview this is not how it's going to look yeah okay okay okay pretty happy with this i wanna i think i tugged this in too heavily looking at it again so let's play with that let's grab this grab heavier bigger okay if i do this though i laugh what happens when you punch a dragon that's what happens what happens if they have a cold war droops that's what happens what happens if they smell something that happens okay uh i want to mess with the neck a little bit i think it's too much for that general idea i'm not against oh yeah hell yeah hell yeah hell yeah uh yeah okay i'm cool with that that makes me smile neck muscles so good love neck muscles uh am i am i happy with happier with that it was like [Music] i don't know i think i might be happier with that ha ha i want to make this small part down here pull out a little bit more i don't know why it's important to me but it is i think i did a little too much who's surprised no one absolutely zero individuals are surprised that i overdid something um so does it look good from here i think questionable ignoring my references completely ignoring them where do you feel like the neck should be that's more important side view sexy very happy with side view this not super happy with so let's go back to where this was covered like right here so this is chunk level i don't want chunk level and that's too small so i agree that there's some in between where i can be happier and this is not currently it i think i need more than just tugging you know what i think is just missing here loss this week on calif gets obsessed over things that don't matter actually still in a pretty good position still pretty good that's snakehook oh we don't want to use snake hook here that would have been uh yeah the general shape of the head is looking really good we are ignoring how the neck looks in the reference sorry that was creepy um and i think i'm ready to i need to check my notes really quick i think i left a note for myself about this next part ah stretch probably should take a break but i don't wanna i don't wanna take a break uh i'm very happy with the direction this is going though and that's taking me longer than normal that's just the pressure of filming yourself that's fine it's way the too high what the heck a doodle in circles this is way more pronounced than on most species but i still think it's important to hit hey let's hit seven i don't hate it i think you could push in a little bit here honestly pretty happy though this definitely fits my style and that's the goal like i would definitely draw a three-quarters view from below just like that and three-quarters upper just like that so i think i can say i'm happy i think i can say that so cool beans um what do we want to do what do you want to do yeah so um what's the play uh i'm gonna take a break and be good to myself instead of getting obsessed see i'm going to do that i'm going to take a small chill all right i had a stretch i had some more water and stepped outside so let's keep going okay so the next step uh now we've done our sculpting and looks real good and our mouth cube is in the right position and it feels nice uh let's get out of sculpt mode go to object mode uh get rid of the mouth cube so this is just kind of an example oh you can actually tell it's not it's not perfect like right here so let's go here go to mouth cube uh let's just let's just edit this information instead [Music] oh cause this aha hahaha why is it struggling to move these there's barely any information here is it just because there's a lot of information on the other thing i'm gonna just reopen blender there's some of the memory blender and we're thinking we're loading we're going all right cool still weird why is it so weird oh well i don't get it so oh you're being such a jerk to me right now all right we'll see if that caused me more problem later more problems okay so i shouldn't care about that i should not care about that and i'll talk about why later i do care about something like this let's bring back that mouth cube we're going to edit oh edit grab these tug them over here uh sorry i forgot alt z then grab otherwise we're not grabbing through the entire object i might want to do a shift shift c there oh no sorry i think it's just s z for real though like what's taking up all my memory it's nothing nothing is nothing's taken out my performance what's the what's your delia friend when i start dragging what goes up is it cpu yeah apparently there's a lot of information i don't know why i can watch my cpu raise oh well oh well okay so we don't care we don't care we don't care we don't care so going back to this in object mode we're clicking this we're gonna get rid of that um and we're gonna do an add-on which i'll have a link to in the description so this is one of those uh paid for add-ons but you uh have a free trial with it this is what i saw moop use on stream so we're gonna hit the so it didn't hit the x excuse escape i should have talked about more before i did it so in object mode we're clicking on our friend here that we just sculpted or is we already have x symmetry applied going through the x-axis from one side to the other um and you can just have a certain quad amount i don't know what a good number is i've just been doing in between like four to five k you watch your little progress bar go and you can see uh this looks a lot less detailed it also uh saves itself as a separate object which is very nice so if we hide that and look at you we might think like oh man you know we lost a lot of information well if we shade smooth this and we look at our new thing we shade smooth there's essentially no difference so essentially there was an algorithm that was run that took all of this complex information with all these vertices and what it did is it made this which has all quants a lot less vertices a lot less information but essentially is showing the exact same thing our horns are gone i was thinking like something feels weird that's what was weird and the horns were gone i didn't notice that um so now we can add this is on our new head which is automatically called re-topo underscore and then whatever the old name was but i changed it to just be retail head we're going to boolean we're going to use the object of mouth cube and we're on difference we want to get this to zero so it's just a pure cut out so it does not matter if this looks bad i will repeat it does not matter if this looks bad um i'm going to apply and we're going to enter something called re topology now something that just happened uh this quad remesher essentially already did a form of retopology for us um but what we are going to do is we are going to manually uh recreate this mouth now the reason i want to do this is so if i go into edge select mode and oh i'm on this i don't know what that is get out of here so if i try and do an alt click to get like an edge loop like let's let's click an actual edge loop if we click this it's a better one right here so you can see it's going to go around the majority of the topology that's one of the things about using an automatic remesher is that it's usually not perfect now the seam down the middle is perfect it's going around the entire model and occasionally we'll find some here like this goes around the entire model that's really nice but if we try and do this for the mouth right here nothing's really going to happen it's not going to go all the way around and this for us is really important we want an edge loop surrounding the inside of this mouth so the way that we're going to accomplish that is by doing it manually and i'll show you how we're going to do that so again we're going to do our trick well back in object mode specifically we're going to do our trick of shift right click put this here and we're gonna do shift a get a plane hey what happened to my request key so i quit and reopened that's what happened to my recast keys whoops oh well um so we got this up right here um i'm gonna rename this i'm gonna call it mouth re-topo just to keep consistent um so here's the plane it sucks let's make it suck less so we're gonna do ry90 and go i'm gonna zoom in using the numpad period trick uh we're just going to kind of pull this out a little bit oh this is the scale thing i don't know how to hide that i don't know how i activated it that's one of the fun things about learning a new program is accidentally hitting the key command and not knowing how to get rid of um so we're going to want to make i'm going to edit both these at the same time uh we're going to want to make this in general the kind of size that sucks really okay how about s shift x there we go an s y s oh i have to hit like this there we go i've did it twice to do the local all right so this is about the same size as these quads right here so what i'm going to do is i'm going to select this new plane the mouth 3 topo i'm on the modifiers here and we're going to go to where's shrink wrap shrink wraps right here we're going to select the target using this eyedropper and click our friend right here we're going to raise the offset a little bit i might want to do slightly more whoops not that much so basically um what's happening right now is we can see this this ghost right here is the actual information but this shrink wrap is essentially being like hey you want to apply this new plane this mount 3 topo directly on top of the retopo head so we're going to click this and now our vertices are actually represented here so what we're essentially going to do is i again want to have both these selected so i can see both information's happening and as i move everything it's going to be hugging this other face now sometimes it's going to go inside that kind of just happens and it's okay and we're going to work around that all right so selecting the edge i'm going to select this friend we're going to kind of build out now part of retopology is you're basically doing like like a little pie cross mission uh why is that going so deep let's say oh i don't know what happened there oh i know what happened uh we're basically doing like a little puzzle pie cross mission that's all you can think about it as we're just trying to get this new information right here we're trying to keep a bunch of quads we're trying to keep all these nice quads very consistent uh now occasionally the autosense is going to be really really jerky to you i've not figured out a way uh to stop it from being a huge jerk but doing this with the oh something we need to do right now doing this with the the shrink wrap modifier is really helpful something that's also helpful is a mirror modifier and again we're going to use mirror object that we don't have to deal with anything clipping really important here merge limit i don't know if it is important but let's take it to zero anyway so that way when we get closer to the center part over here what clipping is going to do is going to mean we can just sort of like hug it together it's occasionally uh not nice about that there we go another hugging there's a small amount of overlap which i hope doesn't matter well either way we got what we wanted yeah it's being a big old jerk to me right now but that's okay we will prevail now i don't know why it's uh it's trying to hug up here so aggressively i think it might have to do with the camera angle that i'm using yeah i think that might be part of it now why why oh why are you trying to tug up there when you have all this sexy space you could be attaching to instead let me try and uh snap to faces oh see look at that look at that why can't you be doing that oh my god maybe that was that was the magic button was just to snap to faces as well i'm very new to ritopo we have clipping on so why did you anyway anyway i think that might have been the correct combination so i think i can actually bring these up yeah okay because that's what was preventing me from going up before was it being just a huge about it [Laughter] oh that's not good uh but i'm gonna do a trick and select everything not a good idea i'm gonna select only this then select everything then say merge by distance so that means there were four overlapping vertices which means we got rid of them and those are the ones like i dragged and i saw an extra vertices so i knew that something was up so i got rid of that extra information there that was unnecessary i like seeing both at the same time um just so i can see that i'm matching these general faces wow this is so helpful i'm really happy i clicked that a little face magnet thing okay i'm just extruding moving around this is kind of relaxing i think the next step is really relaxing too i compared it to pie crust because i also find pie cross relaxing i'm going to add a loop cut here i'm going to drag this up a little bit i'm going to extend from here whoops that was a grab instead of an extend it's going to go and take my time following these lips i'll follow the lips of a dragon anywhere okay it's very close to being good there we are pull this over here i want to do this i don't know i think i'm going to do here and then extrude from there i think that should work out we'll see it's hard to explain what the next step is before showing it but just trust me that this is going to all work out there's a both a lawnmower going on outside and also dogs barking so hopefully y'all can't hear any of that this is why having this uh shrink wrap with a small distance on is nice because it hovers because otherwise you're basically just like directly on top of it and it sucks and you can't see like [Laughter] so that's why that's really nice because when we apply the shrink wrap it's going to go directly onto the face that is the target which is why that's so so valuable all right so uh hiding the head just so you can see what we do have we essentially just have the lips that's all that we have right now which is a little bit creepy and that's all right it's all right that is creepy forgot the mouth uh we're gonna have this on again so not selecting what we just created only selecting the head and hit tab go into edit mode and we essentially want to delete any information that is hidden below this um and this is going to be our new edge so if what you want to do is get this information a little bit closer to these edges i think that that could actually be helpful is that way it's still following that same uh that same line that we already designed and we already like feel really good about at least closely that was a part that i didn't put too much thought into maybe i should have before doing that but that's okay this is non-destructive right now so we're just we're just learning just having fun even if we don't know exactly what we're doing what's nice about this is because we created ourselves we know that this is already a perfect edge loop i alt clicked everything on the inside's already there it's really really good get out of here there we go now this does not need to be perfect this step that i'm doing right now is pretty superfluous but i think it'll i think it'll make future me happy and that's really the goal with a lot of 3d art uh is just doing things that i know future me will appreciate which right now i know is this i know future me will really like this and my future me i mean like 10 minutes in the future me let's go back to front yeah i was worried it was mapping to that face instead when you're using uh i should have done gz there we go when you're using this uh very fun button right here there we go that you're not like snapping to yourself buddy why not pretty good um sorry when you're using this it's very depending on your camera angle for which thing that it's snapping to so you can fool yourself sometimes into thinking that you're on the right spot but you're not actually all right so now we have a pair of lips um and what we want to do is i think i already mentioned we want to delete any information on our original retopo head that is under that um and feel free to know copy paste if you are like hey if i up what do i do it's fine you can just have another pair right there so we're going to go to edit mode i'm going to go to face select and i essentially want to select anything under this right here i thought i was on face oh i i hit 3 before after i hit c which means it didn't work i'm just using this circle select and essentially just tracing what we just created and it'll delete anything under it which is good i messed up i forgot to hit uh hit alt c there we go this is important because it's going to go through the mesh and if i mess anything up then it would just be found that way because we want to delete everything that's on the inside too because we cut all the way through the model there's probably a better way to do this that's as that's essentially what i should have called this series is uh there's probably a better way to do this but this is what i know okay so now that we have these selected i'm going to look it's going all the way through the model which is why we hit alt z i'm going to just hit delete and if i say vertices that should be correct so this is good this might look shitty this is good this is a hundred percent what we want so i'm going to take this mouth re-topo sorry that duplicate didn't do what i thought it would do did i mess something up yes i did so that retail that copy paste did not do what i wanted it to do and now i have a mess up here so let me fix my mess up so what's happening what's happening what's happening so this was the original that's what we were working on and this is for some this is somehow another one we have two of these these are all just my mess-ups for trying to copy-paste something all right so looking at what we do have we have the lips we have the head that we're working on this is also superfluous all i want to do is duplicate this copy save paste that made a lot of i didn't want control z does get rid of that good control d that's what i should have done was ctrl d my bad not copy paste so this is mouth retopo backup this is more just for me being paranoid and if i make a mistake i don't want it to be a destructive mistake uh because what we're going to do with this original object and then this head that we cut out of is we're going to select both of them and we're going to hit ctrl j and it's going to join them so now they're the same mesh oh we can see that there is a very tiny i know what i did uh there's this very tiny piece that i hit here that was not actually deleted so we're gonna delete this edge oh we delete this edge there we go okay so um now i think it's important to mirror the actual head we could have done that before but it's not a big deal that i didn't so we're gonna go to vertices make sure we can see all the way through bm box select and then cut half this information out delete vertices it's probably a better way to do this too but that's whatever delete that so now everything is just on the z axis which is sexy and good so we're going to take this friend we're going to add a mirror modifier and it looks like it's fine but i'm also just going to do this just for safety i think i might need to just apply sorry shifty no edit shifty no isn't it shifty am i crazy oh it's ctrl a because i keep thinking transformations what am i doing wrong shift a no ctrl a yeah i applied everything i saw this weird line i don't know why that line shows up sometimes to be honest now he even shows up in studio it's actually even more obvious in studio what did i do wrong is this a clipping thing i've never seen that happen actually a pretty cool effect that's pretty neat i have no idea i have no idea why there's this little line here i've had it before and then it's also just gone away before so i don't know what the f frick that's about even applying it that's weird is this a normals thing no oh it's actually i hate when i accidentally hit one or three when i'm not in edit mode so if i select this face and then hit l and then recalculate normals all right cool so now that's facing outwards which is what i wanted so if i if i just select everything and say recalculate normals is that the problem no there's like this weird seam happening i don't know why that's happening okay haha i figured it out uh apparently i needed to change my little merge limit to 0.002 instead of 0.01 all the things i thought it was it wasn't all right hey cool we can actually do stuff now um ooh what i didn't do and i should have done earlier was i needed to shade smooth on that um so now what we can do is there's a couple of fun techniques we can do what am i doing i'll hit f2 whoops instead of two so i'm going to select these two edges and if we use f3 we can search for bridge edge loops i don't know how to find it otherwise uh and then we can just select those i actually don't know if i can select a bunch like this and do them that'd be awesome that's awesome uh whoops i actually did want that in the center and do a loop cut here uh and then you can bridge these edge loops uh and then we can just select these three vertices and i can say f to fill in but now that i know i can do this this is pretty cool uh but up but dub it up the bridge edge loops uh i'm gonna use my knife tool make a little cut right here uh whoops go back to edit mode uh select these faces gonna say bridge again uh bridge bridge bridge bridge bridge bridge bridge edge loops uh that wouldn't work i would need to have a knife here sorry i should talk about what we're actually doing i got too excited um we are essentially connecting all this mesh that we the new mesh we created with the lips and the body mesh to work together in a smart way um and what i mean by just a smart way is trying to keep as many quads as we can that's why i did that knife tool here and the knife tool here is because all these quads these one two three four vertices are being kept intact that's why that's so nice so when i select all these right here and just say bridge edge loops we're gonna only have quads we're just gonna have a bunch of rectangles there and that's super awesome uh i'm gonna do another cut right here not what i meant to do holy get out of here knife tool [Laughter] um just selecting a bunch of things am i good to just i don't i don't know if i'm good i need to to look and watch uh oh i should do c this is going to be much easier select select select i mean it's good up to there it's pretty good f3 bridge wow this is so nice i'm really happy uh you i think i'm just gonna dissolve this one dissolve is basically like a non-destructive delete it got rid of the edge but it didn't destroy any information uh so i think i'm actually good here i can go up to here i think sorry this is this is a little bit weird i'm hitting gg twice to kind of i was talking about edge sliding earlier and then just like vertices sliding uh let's move you right here oh we still have this on packet and an error one two three this should be pretty perfect and then [Music] okay and then bridge edge loops sexy look at that okay so this is gonna look a little bit weird sometimes and that's okay i'll show you how to fix that there's like this uh this information it doesn't know what to do with it um so again this weird chunky vibe and what you can do is we're gonna be in sculpt mode dyn topo is not on we do not want it on right now and i can basically smooth it out and boom look at that all that weird information and didn't know what to do with it's fine um now we are going to have to play with this a little bit more because if you just say smooth perfectly it's not always going to look great but uh it is very helpful on some of those situations where you might not know what to do normally so what can i do here we want to connect some more information i think uh whoops i want it to be you make these a little bit straighter which i will barely ever say i think i actually just dissolve that one i don't know if i hit the right one it happened very quickly um so we're going we went uh bottom up now we're going like top down basically oh i can select these two i know i want these together uh i actually know what i wanna do i just wanna dissolve both these uh that's not what i meant to do delete dissolve edges and now uh i can just bridge these edge loops and then i know i just can't see it from that angle so u and u part of the reason that was perfect then i got rid of it uh part of the reason i really like using mirror is in this situation if i was selecting over here on a non-mirrored object and it was all just pure mesh i would be i could select some of this stuff back here and run into weird errors oh speaking of we have a weird error inside look at that do do do oh i got fooled you know what i thought i saw this y-axis and i thought it was like a highlighted edge whoops that's okay big fool moments here uh so what else can i do let's do deselect you so here if i did this this will be wrong correct this won't look good yeah that's so how can i fix this i think all i do is just do this and i want to select both these alt m to merge we're gonna merge those at center and now uh select select bridge edge loops and then here i can just select select select f to fill that uh but [Music] if i extend u and then is that not right that's not right i was hoping i can get away with that can i get away with this hell yeah i can hell yeah i can uh actually perfect then because that means i can extend extend extend extend and go to edge uh i would need to cut you for this to work thing here here return and then wahoo wait did i up here no you're attached did my knife tool uh did my knife tool like splice it okay for some i saw for a second was disconnected over there it was must have just been a weird mistake i did uh let's not do that let's select uh e and then this should work and hit right click bridge edge loops almost oh something's happening down here that i didn't realize what's happened okay so is happening in here which we super don't want uh let's delete uh this information so delete vertices i want to be a destructive delete i don't mind going back to here so there was some mistake that happened i don't realize what i did but we're just gonna redo a small amount of work i'd rather redo work than uh and make mistakes uh oh i'm a vertices select of course that's what's going wrong all right i am 90 confident that this should just work as long as i don't miss select something okay of course this should just work yes oh i didn't realize how far in you were that's that's what's weird about it my bad from this uh orthographic view i couldn't understand what was happening but now that i know so gx i can deselect you dx yeah this is just me being weird [Laughter] what else is new all right cool beans hey we did it cool uh f for phil f phil yes f for phil cool so now i should be able to do that same idea here so if i do like extrude extrude extrude is this creating like a weird angle happening it is okay so i understand now why that's happening how do i fix it even if i understand why i don't know let's try and stick with these angles [Laughter] i can't win that's okay hey you know what this is way better than the previous one step forward step forward i'm not an edge select my bed we gonna [Music] and that should be fine hell yeah hell yeah that's fine it's probably gonna look weird not as weird as i thought look we only have a tiny hole to fill tiny hole tiny hole tiny hole so if i do like this hitting f does nothing oh makes a triangle avoid i'm sure there's good intentional triangle usage uh i'm not that smart so i just don't do it so i should be good here right i know i'll have to do ah not really not really all right i'm gonna try a different approach well i mean i know this will work because i can bridge that so i only have to do half the work on you uh but this keeps the same weird like uh you reset my zoom again uh keeps that weird like happening i'm very new to read topology feel free to make fun of me in the comments i'm gonna do extrude actually this is this fine this is fine right all right so what do i need to do here i need to do knife tool cut that's not knife tool you're a knife tool hi why why why'd you do that to me so here here here do another knife tool here daydream about quads that's what's happening so here here here here here here so i'm thinking so i essentially need a knife tool here too like i said i'm new to read apology what i'm doing is stupid i understand that it is uh this is not going to be the worst idea in history but you know that's what you want to hear from your tutorial it's not the worst thing in history okay how do i connect you the only way i know how to do it is to duplicate and then say merge it center that's the only way i know how to do that then we have connection connection oh my god do i have to do another one so like this this should be sexy for you right so i should be able to select all this and then just say bridge so what happens if i select this this is important no yeah i hear dissolve it was you're not important really really kills that vertices that is all that that's fine so now i've done that ooh whoops whoops whoops whoop whoops whoop whoops whoops get away stop it stop selecting [Music] there we go all right now we're connected that should not have taken as long as that that's fine you know i don't mind that there's like this small bulge there this is non-destructive stuff we're doing right now because this is the uh we're not using dyn topo this is just pure sculpt mode stuff let's see you matter yes that matters all right so what we can do now is so i hit all click there we're selecting everything that was really the main goal and uh we can hit f3 and then mark seam and something i want to do is be inside the head while i do this here we are i'm inside the head and i'm going to hit e x go all the way until it's overlapping clipping is preventing it from going over each other and what we're gonna do is we're gonna add a loop cut around it and then push up and add another one and push up the same here i sadly didn't keep a an edge around over there that's fine that just means i can dissolve some of these all of these can be dissolved right an important how far does that go it was pretty far i super don't want that this helps keep like a nice sort of smooth edge which is why i want to do it here i think i'm just going to do um knife cut stuff because i actually don't know of a smarter way to do this and as always this is a still learning opportunity for me [Laughter] [Music] that make a triangle made a triangle that's fine i just need to remember and like it's not all triangles are evil i just uh i'm still in a little bit of that mindset which i know is not the best thing to do triangles are situational not evil off really i didn't do that correctly i mean either way this mouth's looking pretty good definitely happy with that mouth i think i want to do some sort of like elastic deform i'm confused why isn't a planet on the mirror so it is though but when i do that like one side's up higher is it not oh i get it what i was seeing here is that's the lower part of the mouth that i'm not affecting that doesn't bother me okay i was just trying to tug up the corner to be more like smiley to be honest that's all i was trying to do i'll show references i can kind of uh try and match that a little bit more all right so i think we're gonna do the eye next also i just want horns again there we go i just missed having they're gonna sip some water so we're gonna do the same thing with the eye that we did here oh yeah this is the pre so you can tell the difference here like this is how the mouth used to look before we did the re-topo and then this is how the mouth looks afterwards so it's a lot more smooth 100 and that seam i think was really helpful oh actually i think what i can do this only goes to there perfect it's not a perfect seam but it helps trying to give it an extra one over here ooh i'm happy i'm happy with that it's looking good i think i want to like lower this little section just a bit oh okay i was gonna try and help with that but i made it worse whoa what's this like little uh divot that's happening here oh that's what hap i get it i should have gz'd that's why that was weird i didn't do what i expected so how does it look from one okay so this like that one specific no i'm gonna try and find you and try and find you you are you specifically like being really weird i don't know if that helped at all probably not yeah shift c is not always i mean uh smooth is not always the option 100 that's for sure oh where's crease that should help right over here at least it should help uh because that see this is one of my uh my small triangle endeavors you can tell it made like a weird happen you can tell like this little divots there uh let's see how can i fix this this is retopology stuff that i'm still learning so we have quad quad quad quad quad it's all surrounding this triangle so how can we fix that well this is not what i want so if i cut it here just move the triangle down is the thing let's see how can i fix this how can i be smart about this and not bad about this so am i just creating more information for no reason at this point or am i leading somewhere where i know where i'm doing that's the real question so we have a one two three one two three how can i fix this is it easier for my brain if i just delete these whoa okay so how can i connect these in a way that makes sense can i just seal this actually okay so that's why that would be weird because those two wouldn't have anywhere to go how do i add a that's the other vertices right i don't know how to add a vertices i just say subdivide yes okay so that added one and then if i merge these right was that the answer we got we got quad quad quad quad quad quad quad right let me look better for sure this isn't doing what i want here this is topology stuff i just don't understand yet to be honest that's okay i will get better at it i hadn't saved in a while so i just did i don't know how i feel about this right like this little little uh twirl that we got going on here i made it worse i wasn't grabbing an elastic to form i'll always get you oh disgusted happy sad okay uh sorry i got super distracted what else is new so we don't want to copy this exactly yet we will use that as reference later i want to add a small cut go here and i want to connect these two for the moment so i basically want to make an eye hole right now and get away with this as an eye halls it's a bad idea just too big this feels like it's too big hmm you know we could do don't you dare don't you dare hit control control c control v you know how much we regretted that before this is eye test all right so this is a seam correct this is a seam i'm gonna mark seam all right we're gonna do nice cut around this look at me learning at these little square corners okay so this is not the correct shape that we want whatsoever but it's a start now that we have the start going let's go to sculpt mode and let's push and tear hopefully not tear too much but definitely push dude don't worry gonna push gonna push gonna push push push so at least from the side we're totally obeying the sketch which feels very nice so from the front who knows wow so happy so happy compared to the other one holy it's really hard for me to try and get both these going let's see oh i feel like this general shape can get it 100 can get it oh it's not too far off from you i feel like i have to sacrifice a little bit of that height to get it to look good from both sides i think i want change to grab for a second be more deformative a little aggressive is it just that there's not enough information there i think that's 100 what's happening what is what merge yeah there's four on top of each other i could tell at least something was going wrong there we'll play with the topology later right now it's just about getting the feeling right now we're still on grab which is why it's so aggro that's okay we're getting we're getting closer every tug is a helpful tug see that's not helpful so why does this feel so bad there's a lot of reasons holy look at you oh you're not you're just here you're just here hey buddy let's connect you i don't know how i did that okay so how do i correct zoom didn't weigh the too far how do i correct stuff like this so i have i have two triangles right on top of each other we have all these squares oh there's another triangle right there i just merge these is that smart or no yes yes yes that was smart oh this is unfortunate what's happening here too this is this is technically quads right here uh oh i think i see it i think i see how to fix this i don't know why you went all the way down there okay then we'll do the basic same idea right here okay did i fix all the weird topology no [Laughter] do i know how to no does it look fine yes that's what matters okay so in terms of shaping back to the shaping thing i feel like i can this this part right here can be smoothed in for sure i'm still an elastic i sure am a little sad when you do that a little tuggy again here push this is there no uh sorry yeah this is a this part's a little bit weird right there i was on grab i wonder i could tell there was a bunch of stuff happening here this is definitely the part that i'm the the weakest on no question but hey is it going to look good i think so side references right now i'll just play with the shapes you know what i think that actually might be good in terms of a shape so what i'm going to do is i'm going to pull myself inside the head again all right i hit e rude pull this in and fill oops yeah i'm just playing around is there no connection point here but i made sure to do that on all of them was there yeah there was there was it got shoved in real hard there was a connection point it was right there wow i was gonna say i'm like i thought i was pretty good about doing that sort of thing oh wait wait wait i think i know something that might help a little bit scaling and then f not that button that's super helped i think this this part sucks this is because i don't know how to do topology so how can we how can we make this better you know what i'm gonna do i'm gonna use an idea i got from milo all right that was a good idea oh wait can we focus on something like this i actually think that looks pretty good oh yeah i really like how this sort of window happens here i feel from below from below it feels alright i kind of want to just push this in a little bit not a ton i want to push this little part into it's a bit much but thank you don't go wild don't go too ham i don't know if i like that whatever's happening here with me and my bad edges this is a triangle too i just super this part up my bad and what is this huge end gone what is this what are you doing keller okay so let's think i thought he hit that did not okay i was gonna say i'm like what the what the definitely uh still learning hashtag still learning [Laughter] the edited video is gonna gonna cut down a lot of this scrap for [Laughter] me oh there was literally a part of my screen like a little messy bit that i was trying to smooth out because i thought it was on the model you know in general feels really good even if i don't know what the i'm doing i'll zoom me in on this general area um so we want to create an eyelid now i'm just gonna have to over select and then modify fine is this what i want yes 100 what i want do i want to go further there no i think i can go easy don't worry all to fix this and i do i do remember the last time i did this method yeah that these these faces were like all the wrong way i did remember that from the last time i did this so let's go back to regular face orientation it already looks slightly better excuse me but we can do a little mergy here we can connect these two a little eyelid going trying to make it longer but i messed that up a little bit uh where's references yeah look how that one was that one was so long comparison i don't know i kind of i kind of want to change how i did it how far back can i go without ruining everything uh not far back enough actually i can fix it from here basis and edges actually uh well in terms of the length i can fix that from here right nope nope okay we need to do that it's not going to be exactly the same that's for sure but i think i can get a straighter line here and enjoy it more i got more of a hood there which is what i wanted should i make this slightly thicker i've never tried that i have no idea if i'm doing this right i'm probably not a fixer right or are these technically inside out now yeah they're inside out i thought so that's okay i do not want to be in super red zone that's okay i'm just messing around i don't know how i would do that so anyway uh going back to object mode focusing on things actually do know how to do uh we're gonna go to a cylinder i did the that was that's a cone um i shift right clicked in the eye we're gonna create a pupil uh i wanna do a cylinder we're just going to say r what's r y 90. all right so in general pretty close to what i want uh i mean yeah so we don't want a completely round pupil i think that's boring uh it is going to be hard to get that's actually pretty pretty fine thickness so the hardest part imo is getting this placement perfect so let's reset 3d cursor and let's add a mirror modifier using the mirror object so how does this vibe how does this feel hmm i've never tried this before i don't know if it'll look weird or what does that look weird or does that look okay i think it might look weird oh no i feel like this is going all right look this is kind of okay then name either these oh you know what i want to try so i want to take do like a loop cut here and then [Music] select the face and say what would that be like e s no proportional edit this is a bad idea to get like a little ring i don't think it's a terrible idea oh you know what i can try what if i do like a a bevel here instead [Laughter] it's terrible topology looks kind of cool so that's that's without so bevel's not what i want i thought it was inset faces is that what i want uh what why are there two here i just understood it's like that that does the effect i want to write basically out of here i don't want you it kind of does the effect i want is it really only sold if i go deeper i don't know if i like it at all to be honest how would i do like a little line there not with extruding the scale down i mean grease pencil but i don't really have much experience with grease pencil but i think that would be the call there to do that instead beside the references for a second i don't know is that a fun idea you can always try it out uh in general i'm really happy with this though i thought it came out super well i was turning my tablet on i don't know i might miss around then otherwise i'm pretty happy with this i like the neck shape i like those little pokers and how they came out i think the eyes are pretty good i just get rid of the iris looks more mischievous that way the smaller eyes oh something i did actually want to do though so i need to test to make sure a key command does what i think it does and it does perfect so shift h then how do you undo that is it alt h it's alt h perfect so keeping that information in mind i'm going to go inside the head try somehow desperately to get an angle and i got one perfect i'm gonna do some loop cuts here let me hide the horns right now because they're very much in the way so let's select oh i have a better idea okay so i'm going to create two separate seams here so mark seam so when i select one of these and then hit l it's delimiting by seam so i've only selected the top of the tongue so shift ace oh this is creepy with just the eyes um but now i go to sculpt mode this should still work right that's vertex paint which is not what i meant and then i just sort of tuggy up so is it blob i think blob might be good no it's pushing down okay i guess i'm just gonna hit ctrl here oh yeah so it's gonna look weird from the side now or no i think it looks actually pretty good and we can do the same for the lower aspect of the mouth get inside the head somehow okay cool and then l it's not a face select though there we go then shift h and this is the bottom and then back to sculpt and [Music] push down here all right so how's that going to feel it was altage isn't it it is okay oh yeah you can tell like it's it's really hard to see we i can tell a difference i think it's worth it i don't think that nose is very perfect the last time i tried to uh mess with the nose though i didn't really like what happened and i think this is probably going to create weird issues i don't know how to do the topology for a nose not yet but i think this turned out pretty well the eyes didn't keep the same characteristic that i wanted to but i think that's sort of my weakest point right now is doing eye stuff i think if i try and mess i mean anything with the pupil is just not going to work out but i'm still happy with that i feel good i'm glad that i recorded all this and now i can actually edit a video on it oh the it's pointing through just barely just barely barely notice that oh it's going back in it i don't want them to pierce their own ear i don't know if they're ready for that whoa yeah in general uh i think i hit all the high points i was hoping to hit for this example i really like this jaw structure i really like the mouth i think the ear turned out surprisingly well these little uh little spikes right here i'm happy with the horns i'm happy with so yeah i think that's good yeah oh yes yes yes yes yes yes i'm happy with who i am i don't expect anybody to watch all the way through this video but i hope somebody out there appreciates the long form uh that was me unplugging my table and it ruined the screen capture for a sec but that's okay i hope someone appreciated this and can learn something from it while i'm still learning
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Channel: Keliff Sa
Views: 1,168
Rating: undefined out of 5
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Id: 2UHJJ8fv2EA
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Length: 210min 28sec (12628 seconds)
Published: Sat Oct 31 2020
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