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For this lesson we'll finish the basic base meshes by adding additional elements that will help us sculpt the wrinkles and folds on the clothes.
https://drive.google.com/drive/folders/1_8hRFFbwesSkiLzOaeVFwIXOTAkitj_I?usp=share_link made some progress, I tried both the updated and old methods but the older methods showed better results for me. I want to add a belt loop like a karate belt has that stretches all the wat to the characters feet but i'm conflicted on how to go about doing that...
You did not give any reference, of what you are going to target...
Hey Julien, thanks so much for these tutorials! Just for future videos, could you enable feature that shows what keyboard buttons/shortcuts you're pressing?
*@Shion Fukuzawa* You're welcome! Yes I am looking for the ideal way of showing pressed keyboard buttons. The one I always used is not very reliable.
this tutorial is amazing, no you are amazing!!! Your knowledge about all the tools and extra features and come up with such creative ideas on making things work and look great is astonishing. How do you come up with that?
Best tutor, better than anyone i know so far!!! Thank you so much for all your work, your tutorials makes the 10 euros a month worth it.
Any possible sites to donate for your hard work?
*@Harald* Thanks a lot! I'm glad you like it ^^
If you want to donate more money then I can recommend the Blender Development Fund.
Helping out the developers at Blender is definitely helping me out as well ;)
*@Julien Kaspar* will do for sure
Not finished yet and technically I haven't started the cloth parts, but I am modeling the extra features right now and I wanted to share because I am following the class and trying some things on my own too.
extra question: Do you know if using a blender add-on for cloth simulation could be a better base for large and baggy pants? I tried something with the first two methods you gave (extrude mask and shrink wrap), but my result was terrible.
PS: and I wanted to model a nasty tentacle looking tongue coming from the shoulder mouth. should I model it straight from the start and then pose it?
*@calmels.gaelle* This is looking insane! I love that you are taking the course as a base-line and apply it to your personal character design.
About the clothes: If you want to simulate it, there are addons and features for Blender but you will have generally less control over the result. It's a bit hard to control a simulation over just modeling it yourself.
In the latest versions there is even the new cloth brush in sculpt mode but it's hard to get precise results from it. If you want to try it out it can give some nice base meshes to start from.
As an alternative way of sculpting the clothes, you could sculpt the pants (as an example) from a solid object with its own volume first and once they are looking like you want them, you can then extract the surface you need to make the pants. This way you can keep using the remesher and resculpt the clothes more easily.
I'll make a bonus video once some new features are in an official Blender release :)
About the tentacle tongue: I can definitely recommend to sculpt it already, either in pose or at first straight and then pose it afterwards. Add all the elements that would be created anyway to see how well they work while you can still freely change the design.
Since your design is so much more exaggerated I can definitely recommend to already think about how these limbs and extra elements will move & deform. There are certain poses and animations that will be harder to create with those big mouths and long sword arm. They also call much more attention to themselves, which can be a problem especially if you want the have him be an actual character with emotional range. The face gets completely overshadowed by the more interesting elements right now. Color & value-contrast can also help to balance this out more so I can recommend to do some rough painting on top of the sculpt with vertex colors.
Comparing the size of the hands, feet and head is also interesting since they are very unbalanced right now. If you would ever have a shot where the hands and the face are interacting or even just visible together, it will be a very noticeable issue. I think these 2 characters by Pedro Conti & Su Yeong Kim are interesting examples for making the viewer look in the right spots, despite the detailed areas or are a good inspiration for more balanced body proportions:
*@Julien Kaspar* Thanks for all the information. I'll take a look at these designs in detail. I did not merge the head and hands so I can still change the proportions a bit for sure.
I kind of imagined him dragging the blade behind him on the floor for an idea of his general behavior. Make him even heavier looking
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