# nx_yt_transcript v1 # video_id=MeHSoIaA060 # title=Sculpting the Human Skull in ZBrush # lang=en # kind=asr # format=json3 # segments=2331 # video_url=https://www.youtube.com/watch?v=MeHSoIaA060 # source_url=https://www.youtube.com/api/timedtext?v=MeHSoIaA060&ei=zPOtaquCPdaY-coP6IrW-A0&caps=asr&opi=112496729&xoaf=5&xowf=1&hl=en&ip=0.0.0.0&ipbits=0&expire=1789810237&sparams=ip,ipbits,expire,v,ei,caps,opi,xoaf&signature=29213ADD0EA848BC381A5C54E952E444FCEB318C.DC41A13AB255EB86D775F8D3A4ADF7710C5425FE&key=yt8&kind=asr&lang=en&fmt=json3 # fetched_at=1789785037 1680 4079 hello everyone my name is bryce and in 3990 1769 4000 3440 this video we are going to look at how 5749 1691 5759 3920 we can sculpt a human skull 7430 2249 7440 4319 using zbrush the footage you're about to 9669 2090 9679 3521 see is actually a snippet from a course 11749 1451 11759 4080 that i'm teaching this summer 13190 2649 13200 4320 called anatomy for digital artists below 15829 1691 15839 2881 you'll find a link if you wish to pick 17510 1210 17520 3519 up the sculpted 18710 2329 18720 4639 skull file along with the reference i 21029 2330 21039 4400 used in this footage 23349 2090 23359 5041 i hope you find this content useful and 25429 2971 25439 2961 i'll see you next time 28630 0 28640 3599 so i kind of went through and gathered 30710 1529 30720 3200 some skull images 32229 1691 32239 3761 um and threw them in here and i think 33910 2090 33920 5360 this is pretty good enough 35990 3290 36000 4480 to be able to sculpt the skull so if 39270 1210 39280 4000 we're looking through here 40470 2810 40480 4320 uh you can see these are kind of some 43270 1530 43280 3279 references i got from that sculpt 44790 1769 44800 3680 anatomy for sculptors books 46549 1931 46559 4241 and it's like little tips like this that 48470 2330 48480 4559 i think are super helpful in that book 50790 2249 50800 3520 it's like you should understand kind of 53029 1291 53039 3281 like this angle 54310 2010 54320 4320 like if your skull the orbital is 56310 2330 56320 4000 looking kind of weird in this area 58630 1690 58640 3680 it's it could be something as simple as 60310 2010 60320 2800 like oh maybe you made the lower part of 62310 810 62320 3920 the orbital 63110 3130 63120 5999 kind of out further than the upper part 66230 2889 66240 4720 um so like tips like this help uh the 69109 1851 69119 2961 head isn't perfectly round it's not a 70950 1130 70960 3360 perfect oval either 72070 2250 72080 4079 kind of tapers in the front and you're 74310 1849 74320 3360 more flat in the front of the head and 76149 1531 76159 3041 around in the back of the head 77670 1530 77680 3119 so this is kind of the things i'm 79190 1609 79200 4880 looking for when i'm gathering 80789 3291 80799 4000 reference to kind of make these complex 84070 729 84080 4320 shapes 84789 3611 84799 4640 uh simplified um in like really break 88390 1049 88400 3359 them down to the 89429 2330 89439 3441 the the fundamentals i guess these basic 91749 1131 91759 4000 shapes and forms 92870 2889 92880 4879 is super helpful uh when you especially 95749 2010 95759 4481 when you're doing something complex like 97749 2491 97759 3441 a human skull because a lot of times 100230 970 100240 4000 what i think 101190 3050 101200 4000 uh we do is like we just try to recreate 104230 970 104240 3040 what we see 105190 2090 105200 4000 without really understanding what we're 107270 1930 107280 4879 looking at and that's kind of the 109190 2969 109200 5120 big pitfall i see in a lot of artists um 112149 2171 112159 4161 so we really want to just it's 114310 2010 114320 3920 tedious it's a lot more work than just 116310 1930 116320 2799 looking at one photo and trying to 118230 889 118240 2640 sculpt it 119109 1771 119119 4161 but really what we want to do is we want 120870 2410 120880 4879 to see these shapes see these patterns 123270 2489 123280 4400 make sure our proportions are right and 125749 1931 125759 2241 that's what we want to do to create uh 127670 330 127680 2079 really 127990 1769 128000 3200 awesome artwork and then even if you're 129749 1451 129759 3441 doing stylized stuff 131190 2010 131200 3840 you still would want to understand what 133190 1850 133200 4000 it looks like realistically 135030 2170 135040 3040 so you know what you need to push what 137190 890 137200 2560 you need to like 138070 1690 138080 3920 focus on when you're like pushing 139750 2250 139760 3600 proportions for stylized stuff and and 141990 1370 142000 4400 whatnot 143350 3050 143360 5519 okay so pure reference uh 146390 2489 146400 4320 pure ref is a free software um and 148869 1851 148879 2321 basically oh i should have had my raw 150710 490 150720 3200 photos 151190 2730 151200 4240 but all i did was i googled and i used 153910 1530 153920 3520 like pinterest and stuff 155430 2010 155440 4000 i gathered some photos i put them in a 157430 2010 157440 3200 folder and i just dragged all those 159430 1210 159440 4400 folders into this 160630 3210 160640 4000 pref software and i kind of placed them 163830 810 163840 4960 into an 164630 4170 164640 8080 order i like so i know where stuff is 168790 3930 168800 5600 all right so a lot of people will like 172710 1690 172720 4159 just have their reference on their other 174390 2489 174400 4559 scene and check their proportions by 176869 2090 176879 5360 doing like paint overs and stuff or 178949 3290 178959 4961 yeah like a paint over um but 182229 1691 182239 3841 what we can actually do what i like to 183910 2170 183920 4239 do when i'm working on proportion stuff 186070 2089 186080 4640 uh in the beginning is actually bring in 188149 2571 188159 5601 a really good reference so i can 190710 3050 190720 4560 have those views in in my scene to block 193750 1530 193760 4720 out the reference 195270 3210 195280 6239 um so how we do that is 198470 3049 198480 3679 that file that i just uploaded you'd 201509 650 201519 3841 want to grab 202149 3211 202159 6160 that so 205350 2969 205360 4799 this one and just put it somewhere where 208309 1850 208319 4560 you know how to access it so i'm just 210149 2730 210159 6321 going to put it on my desktop 212869 3611 212879 3601 and what i can do 217509 0 217519 7041 is i can use my it's in the 221190 3370 221200 4959 draw palette or menu 224550 1609 224560 3599 so what i want to do is i'm going to use 226149 2010 226159 2481 this a lot and when i click off it goes 228149 491 228159 2160 away 228630 1689 228640 3840 so i'm just going to dock this for 230309 2171 230319 5200 convenience sake to dock it 232470 3049 232480 6080 i'm just going to expand the divider 235509 3051 235519 6800 double click this icon right here 238550 3769 238560 5840 go to my draw and 242309 2091 242319 3361 to dock it you just grab like this kind 244390 1290 244400 4080 of circle with the 245670 2810 245680 3360 diagonal arrow and just drag it right 248470 570 248480 4080 there 249030 3530 249040 3520 and i'll collapse my brush one 252830 0 252840 5720 okay 255670 2890 255680 4320 anybody need me to repeat what i just 258550 1450 258560 5600 did 259990 4170 260000 8240 yeah just the it's not docking for me 264150 4090 264160 7310 the docking okay let me 268230 3240 268240 5840 so going over to the right side um 271460 2620 271470 6449 [Music] 274070 3849 274080 7920 right side wait did you exp 277909 4091 277919 7921 you expanded this right yeah oh 281990 3850 282000 4320 yeah yeah it's okay my bad there oh 285830 490 285840 4000 you're good 286310 3530 286320 6560 good and then draw grab the 289830 3050 289840 6160 doodad bam 292870 3130 292880 5440 click and drag okay we 295990 2330 296000 2320 good 299030 0 299040 7120 yeah i'm a little lost 302629 3531 302639 6201 um okay is the do we have to 306150 2690 306160 4000 open zbrush and like put this file on 308830 1330 308840 4680 there 310150 3370 310160 6640 um no uh so 313510 3290 313520 5040 hold on you have zbrush open right 316790 1770 316800 4480 no i can't open it because i can't 318550 2730 318560 5280 connect to the vpn and can't 321270 2570 321280 3520 put the licenses where i need them oh 323830 970 323840 4560 shoot okay 324790 3610 324800 6320 so what we're going to need to do 328390 2730 328400 3120 i might want to like meet with you later 331110 410 331120 3040 just 331510 2650 331520 3519 yeah everyone else's time yeah what 334150 889 334160 3440 we're going to do 335029 2571 335039 3761 is we're probably going to uh have to 337590 1210 337600 4800 email somebody 338790 3610 338800 4959 um to make sure because i think a couple 342390 1369 342400 3359 people might have had this issue where 343749 2010 343759 4241 they had to 345749 2251 345759 3440 email somebody for the vpn so we'll do 347990 1209 348000 2960 that um 349189 1771 349199 3361 and then i am recording these so you'll 350950 1610 350960 5120 be able to go back 352550 3530 352560 7600 and check them out all right 356070 4090 356080 5600 no problem okay so we got this dot 360150 1530 360160 4319 so now let's bring in our reference 361670 2809 361680 4639 images so it's kind of a process 364469 1850 364479 4560 but what we need to do is we need to 366309 2730 366319 3041 first import that image into zbrush so i 369029 331 369039 4000 hit 369350 3689 369360 7920 texture uh in this 373029 4251 373039 7361 list right here texture oops 377270 3130 377280 5039 come on import 380390 1929 380400 5040 navigate to where i saved that skull 382309 3131 382319 5201 file and just double click it 385430 2090 385440 4240 so now you can see it's right there so 387510 2170 387520 4239 now we gotta load this into 389670 2089 389680 4400 the kind of reference image planes for 391749 2331 391759 2720 zbrush so the first one i need is i need 394070 409 394080 3679 that 394469 3290 394479 5121 front image so i'll hit um in my draw 397749 1851 397759 4720 palette 399590 2889 399600 4240 i'll go to front back and map one is 402469 1371 402479 4481 going to be the front 403830 3130 403840 5280 so i'll hit that uh map one and then 406950 2170 406960 5040 i'll select my skull 409110 2890 409120 5280 and you can see here so what we want to 411990 2410 412000 3840 do is we want to align the front as best 414390 1450 414400 3840 we can to the front 415830 2410 415840 4079 of our object you don't really want to 418230 1689 418240 3760 move the object 419909 2091 419919 3521 because if you do that it throws off the 421990 1450 422000 3280 uh center line 423430 1850 423440 3840 and that can cause issues down the line 425270 2010 425280 3680 even though we can do some things to 427270 1690 427280 3199 kind of repair that center line 428950 1529 428960 3600 it's kind of a pain in the butt in z 430469 2091 430479 3921 rush so we really want to move this 432550 1850 432560 4079 reference 434390 2249 434400 3359 to do that in our draw palette we can 436629 1130 436639 6161 just do a 437749 5051 437759 5041 horizontal offset and 443029 0 443039 5201 line it up as best we can so 446230 2010 446240 3359 really the center oh make sure we're in 448230 1369 448240 3120 orthographic view that's 449589 1771 449599 4401 super important too so i was in 451350 2650 451360 5040 perspective and if i tried to line this 453990 2410 454000 4080 up it it just doesn't work in 456390 1690 456400 2400 perspective if you're using reference 458070 730 458080 3040 images 458790 2330 458800 3600 you need to be an orthographic so i'll 461110 1290 461120 3919 uncheck this 462390 2649 462400 4079 so i'm in orthographic so i'm not 465029 1450 465039 4801 getting that perspective 466469 3371 466479 5041 distortion all right 469830 1690 469840 3680 so let's play with the horizontal shift 471510 2010 471520 5040 i'm kind of looking at this 473510 3050 473520 4560 line right here um you might be hard to 476550 1530 476560 3359 see on discord 478070 1849 478080 3679 uh but i'm trying to find the center of 479909 1850 479919 3521 the skull or maybe between the teeth is 481749 1691 481759 4720 a good place to kind of 483430 3049 483440 4560 line that up and we're just eyeballing 486469 1531 486479 3280 it it doesn't need to be precise what 487990 1769 488000 3039 you don't want is something like heavily 489749 1290 489759 5201 skewed like this 491029 3931 491039 3921 but if you get it pretty close 497749 0 497759 3521 i hate how it snaps though 501510 0 501520 6320 let's do point uh negative 518149 0 518159 7601 there we go that's close enough 521350 4410 521360 5200 um so when you do it this way too you 525750 810 525760 2960 want to make sure 526550 2170 526560 4080 like you're looking kind of at one half 528710 1930 528720 6160 of the skull 530630 4250 530640 6240 uh just so you're not 534870 2010 534880 3840 yeah because it's not perfectly centered 536870 1850 536880 4240 so that's okay though 538710 2410 538720 3760 um oh something i didn't mention about 541110 1370 541120 2800 the skull well definitely 542470 1450 542480 2799 like a lot of these concepts when we 543910 1369 543920 2080 talk about different body parts will 545269 731 545279 2961 rehash 545990 2250 546000 3600 but like no two skulls are going to be 548230 1370 548240 3520 exactly the same right 549590 2170 549600 3200 there's all these differences between 551750 1050 551760 4400 ethnicities 552790 3370 552800 4320 gender and um even just the same gender 556150 970 556160 4239 ethnicity 557110 3289 557120 4640 between individuals right so just keep 560389 1371 560399 3841 that stuff in mind 561750 2490 561760 3840 but a lot of these larger concepts like 564230 1370 564240 4960 proportions and stuff are 565590 3610 565600 6480 pretty true um true to life so 569190 2890 569200 4800 like if we look here you can see like 572070 1930 572080 3280 remember that tip in our reference about 573990 1370 574000 3279 the top of the orbital 575350 1929 575360 3360 being out further than the bottom like 577269 1451 577279 4721 that kind of stuff 578710 3290 578720 4720 is pretty consistent uh but we should 581990 1450 582000 3120 keep that stuff in mind 583430 1690 583440 3519 all right so let's get our side 585110 1849 585120 5360 reference in so 586949 3531 586959 6161 if i go to perspective 590470 2650 590480 3919 we want to be able to see our reference 593110 1289 593120 4800 on this side 594389 3531 594399 6161 so what i'll do is in right and left 597910 2650 597920 4000 i think it's going to be the left one so 600550 1370 600560 4880 we'll hit map one 601910 3530 601920 5840 and we'll bring that image in 605430 2330 605440 3040 so since we're only using two references 607750 730 607760 2639 um 608470 1929 608480 3440 we can kind of eyeball oops i don't want 610389 1531 610399 3440 to move my object 611910 1929 611920 4320 even though i could move it because we 613829 2411 613839 5120 are not symmetrical in the y 616230 2729 616240 6240 or the z but what i want to do is i want 618949 3531 618959 5601 to go back to orthographic view 622470 2090 622480 4080 and i want to adjust the horizontal 624550 2010 624560 5440 offset 626550 3450 626560 5839 something like this and i think i'm just 629990 2409 630000 4800 kind of looking at the front of the head 632389 2411 632399 4241 make sure that lines up so now when i 634790 1850 634800 3360 need to bounce back between my front and 636630 1530 636640 4400 side orthographic view 638150 2890 638160 4320 i can hold shift or i can start orbiting 641030 1450 641040 4640 then hold shift 642470 3210 642480 5359 and it will snap to the side snap to the 645670 2169 645680 2159 front 649590 0 649600 4400 so when i'm doing proportions i 651269 2731 651279 5361 definitely work a lot in orthographic 653990 2650 654000 4079 but then you have to just keep in mind 656630 1449 656640 4319 when we're like sculpting in 658069 2890 658079 4481 probably like finer detail or just 660949 1611 660959 3841 refining the form i guess 662550 2250 662560 3200 but we have our proportions then maybe 664790 970 664800 3039 you would want to work 665750 2089 665760 3360 in perspective especially if a lot of 667829 1291 667839 4641 your reference images 669110 3370 669120 5200 are in perspective all right so that's 672470 1850 672480 4799 how we can set up our 674310 2969 674320 3280 um reference images and then to toggle 677269 331 677279 2321 those 677590 2010 677600 3760 on and off all you need to do is hit 679590 1770 679600 6000 this floor icon 681350 4250 681360 6240 or it's shift p is the shortcut 685590 2010 685600 3679 but we'll keep it on for now so now i'm 687590 1689 687600 3679 done with this draw palette so i can go 689269 2010 689279 4800 ahead and minimize that and get some 691269 2810 691279 5041 more space back this way 694069 2251 694079 3121 now it's the part that we actually 696310 890 696320 3519 sculpt 697190 2649 697200 3680 um the first brush i typically start 699829 1051 699839 4000 with is going to be 700870 2969 700880 2959 the move brush 705110 0 705120 3600 we can actually move this up vertically 706870 1850 706880 3600 so i'm going to hit w on my keyboard and 708710 1770 708720 3280 just move it up 710470 1530 710480 3760 so we're kind of getting the top of the 711990 2250 712000 2240 head 715190 0 715200 2800 and i don't want to move it left to 716629 1371 716639 1841 right though because then i'll mess up 717990 490 718000 3279 my 718470 2809 718480 3680 x symmetry right so even though i can 721269 891 721279 4240 see it's like 722150 3369 722160 6880 poking out a little bit oops 725509 3531 725519 3521 right here it's fine 729190 0 729200 4400 i can scale it in a little bit if i need 731430 2170 731440 2160 to 734310 0 734320 4560 all right so let's go i'm going to hit q 737110 1770 737120 4959 to go back to my sculpt to 738870 3209 738880 6959 tool and i will use my move brush and 742069 3770 742079 3760 i'm going to make it really big 747990 0 748000 6480 and oops i'm on standard brush so let's 751110 3370 751120 6560 go to our move brush so if we hit b 754470 3210 754480 3200 hit m and v 757829 0 757839 4321 brush so this is what i was mentioning 760790 1370 760800 4159 in the other one you want to 762150 2809 762160 4560 make sure you're you have like less 764949 1771 764959 4641 resolution when you're blocking out 766710 2890 766720 2880 larger forms 771590 0 771600 5280 uh because it can cause like lumpy 774949 1931 774959 4081 issues and stuff 776870 2170 776880 3040 i'm only going to focus on probably the 779030 890 779040 3440 top half 779910 2570 779920 4000 of the skull for the sake of time so i'm 782470 1450 782480 3440 probably only going to go here 783910 2010 783920 3520 but what a lot of people do is when 785910 1530 785920 2479 they're doing like the mandible in there 787430 969 787440 4320 too is they'll like 788389 3371 788399 5201 block out the whole thing and i have 791750 1850 791760 4240 some links to some resources too 793590 2410 793600 4160 and you'll see that and they might do it 795990 1770 796000 2079 like that and then they'll carve away to 797750 329 797760 3280 get 798069 2971 798079 4801 the mandible but for the sake of time i 801030 1850 801040 12560 am going to focus on 802870 10730 802880 14320 the top of the skull 813590 3610 813600 6400 okay our front view 817190 2810 817200 2800 let's just do 826829 0 826839 3000 brush 832870 0 832880 3120 okay and then remember if we remember 834710 1290 834720 3200 that tip 835990 1930 836000 4000 the head kind of tapers toward the front 837910 2090 837920 4479 a bit 839990 2409 840000 5600 so i'm looking at my reference and this 842389 3211 842399 3201 is the shape we want to get 854230 0 854240 3599 okay i think 859110 0 859120 3440 another tip for the skull is like the 860949 1611 860959 3521 widest point is going to be like right 862550 1930 862560 2959 here somewhere so i think that's on 864470 1049 864480 4560 track 865509 3531 865519 5041 and if we could get had a top view i 869030 1530 869040 2239 think that would have been nice to bring 870550 729 870560 2000 in too 871269 1291 871279 3601 especially when you're doing the 872550 2330 872560 6160 zygomatic arch but 874870 3850 874880 3840 i think we'll be will be okay 882710 0 882720 3359 all right this 892230 0 892240 3520 i think this is good start 897110 0 897120 3040 so now what we want to do is start 899590 570 899600 4400 getting 900150 3850 900160 4479 um more definition i think we can still 903990 649 904000 4000 sculpt 904629 3371 904639 5681 some detail um 907990 2330 908000 4560 at this resolution so let let's see what 910310 2250 910320 2879 we can do with it i'm going to start 912550 649 912560 2639 bringing this 913189 2010 913199 4161 in this is where it gets hard because 915189 2171 915199 4241 it's like i was using the silhouette 917350 2090 917360 3760 before but now i have to rely on my 919430 1690 919440 4720 reference and say 921110 3050 921120 5440 well i know if we 924150 2410 924160 3520 like this is kind of like that horseshoe 926550 1130 926560 4240 shape right 927670 3130 927680 6800 so it kind of comes in the zygomatic 930790 3690 930800 6399 uh bone kind of scoops inward 934470 2729 934480 5599 and slopes down so that's kind of the 937189 2890 937199 4320 shape i am blocking out right now 940069 1450 940079 3841 you can kind of see it better in this 941509 2411 941519 4721 one i think so let's do that 943910 2330 943920 4000 um even before we do that though we can 946230 1690 946240 8000 start maybe blocking in 947910 6330 947920 10640 the nasal opening in the orbitals 954230 4330 954240 4320 but might need more resolution 958629 0 958639 3440 so i'm gonna use my clay buildup brush 960470 1609 960480 5520 uh to carve in 962069 3931 962079 8560 so i'll hit b c b 965990 4649 966000 4639 oops hold alt to carve in 972710 0 972720 5600 and let's do that 981590 0 981600 4000 i don't think we have enough resolution 983269 2331 983279 5201 for the nasal 985590 2890 985600 5520 opening but i think we can block it out 988470 2650 988480 8240 a little bit that's okay 991110 5610 991120 8800 we're getting something like this 996710 3210 996720 5119 okay so we could either dynamesh it 999910 1929 999920 3760 again which i think i'm going to do i 1001829 1851 1001839 4240 don't want to subdivide it really 1003670 2409 1003680 4640 so let's dynamesh at a higher resolution 1006069 2251 1006079 3680 so our sphere started at 32 1008310 1449 1008320 2800 if we need more resolution we're going 1009749 1371 1009759 5440 to need to up this number so let's 1011110 4089 1011120 4079 dynamesh to like 64. 1017350 0 1017360 7839 oops there we go so now we have more 1021030 4169 1021040 6560 resolution to work with 1025189 2411 1025199 4161 so i'm going back in kind of refining 1027590 1770 1027600 5199 the orbital 1029350 3449 1029360 7479 uh i find that the orbits and the nasal 1032789 4050 1032799 7040 are good landmarks uh to kind of block 1036829 3010 1036839 3000 in 1042230 0 1042240 3920 and just make sure you're rotating make 1043829 2331 1043839 5521 sure it's looking somewhat decent 1046150 3210 1046160 6879 okay uh let's 1049350 3689 1049360 6080 start defining some of these shapes more 1053029 2411 1053039 2401 um 1058470 0 1058480 5360 what is this smooth that out 1065430 0 1065440 5840 so i'm going to actually carve here too 1067750 3530 1067760 3520 because that comes in pretty far 1073350 0 1073360 8480 smooth it out really want that 1077510 4330 1077520 4320 that shape 1084789 0 1084799 3921 i'm looking at the bottom i have that 1086230 2490 1086240 6720 reference for the bottom i can start 1088710 4250 1088720 6800 tweaking that too you'll notice a lot of 1092950 2570 1092960 3520 um sometimes i'll just jump around to 1095510 970 1095520 3840 different parts 1096470 2890 1096480 4319 um and that's kind of nice because if 1099350 1449 1099360 3840 you focus like so 1100789 2411 1100799 3681 solely on one part and then you think 1103190 1290 1103200 3359 you're done 1104470 2089 1104480 3840 you move on to something else uh and 1106549 1771 1106559 4801 you'd never come back to it 1108310 3050 1108320 4960 it might not be the best so what you'll 1111350 1930 1111360 3040 see is a lot of people in zbrush when 1113270 1130 1113280 3440 they're sculpting things 1114390 2330 1114400 3680 they'll jump around different parts um 1116710 1370 1116720 3040 they'll get they'll kind of 1118070 1690 1118080 3839 like obviously i'm not done with like 1119750 2169 1119760 4159 these parts right but i noticed this was 1121909 2010 1121919 2481 kind of messed up so i got a fresh eyes 1123909 491 1123919 3120 on this 1124390 2649 1124400 4240 kind of shape down here uh kind of just 1127029 1611 1127039 2640 popped in my head i was like oh maybe i 1128630 1049 1128640 4159 should make sure 1129669 3130 1129679 4961 my shape of kind of my um 1132789 1851 1132799 3601 the the roof of my mouth is correct 1134630 1770 1134640 3520 right so that's the kind of stuff you 1136390 1770 1136400 3760 want to do as well 1138150 2010 1138160 4560 all right so i think this is looking 1140150 2570 1140160 6399 good but looking at my reference 1142710 3849 1142720 6640 um especially this guy 1146549 2811 1146559 3761 you can see we have this you can really 1149350 970 1149360 4080 see like that 1150310 3130 1150320 5840 zygomatic bone carving in 1153430 2730 1153440 3599 and kind of going back out to form the 1156150 889 1156160 6160 cusp 1157029 5291 1157039 7201 of the um the top of the jaw 1162310 1930 1162320 4640 and i don't have that shape represented 1164230 2730 1164240 5840 so i can use my clay buildup brush 1166950 3130 1166960 6400 so bcb and now 1170070 3290 1170080 5599 i've been using my mouth like a noob so 1173350 2329 1173360 5199 let me actually turn my tablet back on 1175669 2890 1175679 6000 because for moving stuff it's like 1178549 3130 1178559 5281 really precious it doesn't matter and i 1181669 2171 1181679 5601 sculpted in pretty hard to get those 1183830 3450 1183840 6880 but now i want to use my tablet 1187270 3450 1187280 3759 to make sure i'm using it and so i'm 1190710 329 1190720 4400 just 1191029 4091 1191039 4081 lightly kind of carving this shape in 1197190 0 1197200 9440 uh by holding alt and using my clay my 1199669 6971 1199679 8880 clay buildup brush 1206630 1929 1206640 14880 you can kind of start seeing i'm getting 1208549 12971 1208559 14401 that shape okay and if it's exaggerated 1221510 1450 1221520 3840 i think exaggerating 1222950 2410 1222960 4560 is a bit better than under exaggerating 1225350 2170 1225360 4880 because you can always dial it back 1227510 2730 1227520 3760 but sometimes it's kind of harder to 1230230 1050 1230240 4799 push the forms 1231270 3769 1231280 6320 more okay let me do 1235029 2571 1235039 3681 bmv to get my move brush oops and i 1237590 1130 1237600 3199 actually hit b 1238710 2089 1238720 3520 so if this happens to you you just swap 1240789 1451 1240799 4481 the uh you hit 1242230 3050 1242240 5679 b oops or v excuse me 1245270 2649 1245280 4000 i just swapped it from white to black so 1247909 1371 1247919 4801 i'll just hit 1249270 3450 1249280 7200 oops just bring it back up to uh 1252710 3770 1252720 5760 to white so now i'm going to focus kind 1256470 2010 1256480 3760 of more on this area because this slope 1258470 1770 1258480 4880 is just not sloping in that much so i 1260230 3130 1260240 5200 hit bmv 1263350 2090 1263360 4080 really want to get that slope in there 1265430 2010 1265440 6560 also 1267430 4570 1267440 4560 make it smaller i want to start defining 1272310 0 1272320 3440 this so i know this comes back right 1274070 1690 1274080 4400 because we want to make sure we get that 1275750 2730 1275760 5919 line from the top of the orbit down to 1278470 3209 1278480 3199 the bottom of the orbit 1282789 0 1282799 4000 um let's bring this in a little bit 1285350 1449 1285360 3920 we'll build this back up 1286789 2491 1286799 4401 our brow ridge with the clay buildup 1289270 1930 1289280 4960 probably 1291190 3050 1291200 5599 and we need this shape to cut come out 1294230 2569 1294240 4880 so i just using my move brush move that 1296789 2331 1296799 2321 out 1299669 0 1299679 10321 and we're kind of blocking that out 1305669 4331 1305679 4321 and maybe make it a little bit wider 1316830 0 1316840 5160 okay 1319830 2170 1319840 4719 just moving along the orbital make sure 1321990 2569 1322000 2559 i kind of 1327669 0 1327679 3120 these shapes okay 1331110 0 1331120 2559 so you can see it's starting to look 1332230 1449 1332240 2000 like a skull now so we're on the right 1333669 571 1333679 2161 track 1334230 1610 1334240 3040 um anytime you're sculpting like 1335830 1450 1335840 4000 anything you're gonna go 1337270 2570 1337280 3120 through like a phase where it just looks 1339830 570 1339840 3120 bad 1340390 2570 1340400 4000 like no matter what you do you just have 1342950 1450 1342960 4880 to trust in the process 1344390 3450 1344400 6080 and then look at your reference and like 1347830 2650 1347840 3680 remind yourself like hey i'm on the 1350470 1050 1350480 3439 right track 1351510 2409 1351520 4480 because like no matter how good you are 1353909 2091 1353919 4801 a person is 1355990 2730 1356000 3600 like it's gonna look weird uh starting 1358710 890 1358720 3439 off 1359590 2569 1359600 4240 so just keep that in mind all right 1362149 1691 1362159 3281 let's start defining some more of these 1363830 1610 1363840 3040 shapes especially we want to start 1365430 1450 1365440 5200 getting this zygomatic 1366870 3770 1366880 6640 process in oops and 1370630 2890 1370640 4640 some of these brow ridges so i'm going 1373510 1770 1373520 3760 to use my clay buildup brush 1375270 2010 1375280 3040 uh i use the clay buildup brush i should 1377270 1050 1377280 4240 probably explain 1378310 3210 1378320 5599 some people like to use clay tubes 1381510 2409 1381520 3680 uh where is that i think it's ct right 1383909 1291 1383919 5120 yep 1385190 3849 1385200 6959 and let me just turn my so clay tubes 1389029 3130 1389039 5201 it's just works differently 1392149 2091 1392159 4561 you can see like i'm building up the 1394230 2490 1394240 2480 volume 1396789 0 1396799 6401 but as long as i keep my uh 1400630 2570 1400640 3519 my mouse down it's like not stacking 1403190 969 1403200 4800 more on top 1404149 3851 1404159 6241 of that tube but if i do this let go 1407990 2410 1408000 4799 and then re-press down it's stacking on 1410390 2409 1410400 3840 top but it's not stacking on top of that 1412789 1451 1412799 3360 new stroke i made 1414230 1929 1414240 3120 so it works a little bit differently 1416149 1211 1416159 3921 whereas clay 1417350 2730 1417360 5040 build up it just consistently it will 1420070 2330 1420080 5440 build up on itself right 1422390 3130 1422400 8080 even if i uh don't 1425510 4970 1425520 7279 take my my pin off of it 1430470 2329 1430480 2319 okay 1434950 0 1434960 3440 all right so zygomatic arch let's bring 1437590 810 1437600 2400 up 1438390 1610 1438400 3040 in the temple is what i'm going to focus 1439990 1450 1440000 3679 on now 1441430 2249 1441440 4400 what time is it i think we're good for 1443669 2171 1443679 2161 time 1446070 0 1446080 6719 might have to fly through the 1449110 3689 1449120 6960 let's just bring this 1452789 3291 1452799 3681 shape in there and we can always cut 1456070 410 1456080 2800 this 1456470 2410 1456480 3600 down a little bit so i'm subtracting 1458870 1210 1458880 4320 some of the 1460070 3130 1460080 5440 mesh to exaggerate because 1463190 2330 1463200 3680 there's a hole in the zygomatic process 1465510 1370 1465520 3920 or arch 1466870 2570 1466880 4000 where the the muscle connects to like 1469430 1450 1469440 5119 this temple arch 1470870 3689 1470880 5360 and comes down to the jaw so 1474549 1691 1474559 3841 you gotta this is gonna be pretty 1476230 2170 1476240 3039 exaggerated and i did this a different 1478390 889 1478400 4320 way when i was 1479269 3451 1479279 5841 uh running through it last week 1482710 2410 1482720 3280 but i'm gonna try to keep it simpler 1485110 890 1485120 3360 because that involved 1485990 2490 1486000 3440 me like using snake hook and then 1488470 970 1488480 2880 dynameshing it 1489430 1930 1489440 5280 to get the hole but i want to try a 1491350 3370 1491360 6000 different different method 1494710 2650 1494720 4160 so let's start blocking some of this 1497350 1530 1497360 6400 stuff in 1498870 4890 1498880 4880 this goes down pretty far 1504230 0 1504240 4880 and we need this honestly 1510149 0 1510159 6000 this comes in just 1513269 2890 1513279 2880 block this out 1518549 0 1518559 5521 and look at our front view it's kind of 1521750 2330 1521760 3120 hard it is hard to see like this front 1524070 810 1524080 4240 view 1524870 3450 1524880 5440 where this bone comes out so let's 1528310 2010 1528320 5520 beef that up a little bit and just 1530310 3530 1530320 3520 really carve this and i think 1540149 0 1540159 3681 and smooth 1549029 0 1549039 4801 okay i lied i'm gonna use the snake hook 1552390 1450 1552400 5440 technique i think 1553830 4010 1553840 4000 so let's just go ahead and carve this in 1573909 0 1573919 5841 let's smooth it so again hopefully you 1576789 2971 1576799 6161 guys can see though um 1579750 3210 1579760 6080 how blocky 1582950 2890 1582960 3920 like it's not i'm not worried about like 1585830 1050 1585840 2959 seeing like these 1586870 1929 1586880 4960 kind of square things going on because 1588789 3051 1588799 5281 i'm really focusing 1591830 2250 1591840 3920 on the shapes and forms because once you 1594070 1690 1594080 4000 get that right 1595750 2330 1595760 5200 smoothing out stuff and whatnot is 1598070 2890 1598080 2880 pretty easy 1601909 0 1601919 4161 um often times when people like sculpt 1604230 1850 1604240 5039 people they'll just kind of 1606070 3209 1606080 4719 coast through these bigger volume steps 1609269 1530 1609279 3280 and go straight to like that high 1610789 1770 1610799 3441 frequency detail like especially when 1612549 1691 1612559 3281 they're sculpting like skin on it 1614230 1610 1614240 2960 they'll like get the wrinkles and pores 1615830 1370 1615840 2400 and those will look right but their 1617190 1050 1617200 4320 foundation is 1618230 3290 1618240 4880 lacking um because it is kind of easier 1621510 1610 1621520 4399 in my opinion to get that 1623110 2809 1623120 3520 detail in there uh anybody can do that 1625909 731 1625919 2640 uh 1626630 1929 1626640 3200 but getting these forms in this is where 1628549 1291 1628559 4161 you want to spend 1629830 2890 1629840 6319 your time to make sure it's right all 1632710 3449 1632720 5920 right let's try this snake hook method 1636149 2491 1636159 3601 normally how i do this is i like boolean 1638630 1130 1638640 5600 stuff out but 1639750 4490 1639760 4480 i don't really want to do that i think 1647590 0 1647600 2319 okay 1650789 0 1650799 6321 bmv to go to my move brush 1654549 2571 1654559 3600 and i need to find reference of that 1657110 1049 1657120 4320 bottom view 1658149 3291 1658159 5361 so this actually oops comes out 1661430 2090 1661440 3440 way further so i'm in my move brush so 1663510 1370 1663520 4480 let's just bring this out 1664870 3130 1664880 6560 further probably actually just define 1667990 3450 1668000 3440 it with the skull brush 1673430 0 1673440 5760 and that's what i was talking about ah i 1675269 3931 1675279 3921 should have maybe waited to do 1680230 0 1680240 3120 ah it's gonna work out okay so where 1682310 1050 1682320 4239 does this connect 1683350 3209 1683360 6960 uh so here's our ear hole so it kind of 1686549 3771 1686559 5521 connects right here and swoops up a bit 1690310 1770 1690320 3680 so this is where masking can come in 1692070 1930 1692080 4400 handy because i'm like moving this but 1693990 2490 1694000 5679 you can see it's moving like that 1696470 3209 1696480 6960 uh back of the skull with it too so 1699669 3771 1699679 8081 sometimes i'm going to go to oops 1703430 4330 1703440 6400 dynamesh um hold ctrl 1707750 2090 1707760 4159 and do a marquee selection so i'm 1709830 2089 1709840 5600 holding ctrl 1711909 3531 1711919 5681 and basically i am masking it's hard to 1715430 2170 1715440 3760 see with the floor so let's go ahead and 1717590 1610 1717600 4959 hide that 1719190 3369 1719200 6160 i'm masking these polygons 1722549 2811 1722559 4561 and what i can do is now i can like move 1725350 1770 1725360 2799 stuff around the mask without affecting 1727110 1049 1727120 3360 it 1728149 2331 1728159 4161 but i want to invert the mask so i'm 1730470 1850 1730480 4559 going to hold ctrl 1732310 2729 1732320 4400 tap it and that masks everything out it 1735029 1691 1735039 4481 inverts the mask 1736710 2810 1736720 4160 masks out that and then now i can move 1739510 1370 1739520 4480 this freely 1740870 3130 1740880 3120 so that's helpful 1745190 0 1745200 5520 all right so where does this zygomatic 1747830 2890 1747840 2880 arch attach 1750830 0 1750840 3559 uh let's do 1754710 0 1754720 2959 let's do right here 1758630 0 1758640 3360 all right so when i dynamesh this is 1761510 490 1761520 1920 going to do 1761990 1450 1762000 3440 two things for me let's actually bring 1763430 2010 1763440 2800 this in i don't think it goes out quite 1765430 810 1765440 4719 that far 1766230 3929 1766240 7280 think it go yeah if we look at the top 1770149 3371 1770159 3361 i'm looking at my reference 1774710 0 1774720 4319 you can see it right here a little bit i 1777029 2010 1777039 4240 should have got better top reference uh 1779029 2250 1779039 4401 definitely 1781269 2171 1781279 3041 but i think i just need to carve it in 1783430 890 1783440 3280 more 1784310 2410 1784320 4400 to get that that hole so let's bring 1786710 2010 1786720 3920 this in a bit 1788710 1930 1788720 3600 i can always bring it in after i done 1790630 1690 1790640 3600 measure so dynamesh is going to do two 1792310 1930 1792320 4079 things for me it's going to give me more 1794230 2169 1794240 4720 resolution here so i can sculpt in that 1796389 2571 1796399 7041 detail and it should connect it 1798950 4490 1798960 10880 to this part so let's go to 1803430 6410 1803440 6400 our geometry palette turn dynamesh on 1811029 0 1811039 4561 oh it's because i have a mask so to 1813669 1931 1813679 2961 unselect the mask just hold ctrl and 1815590 1050 1815600 4799 drag out 1816630 3769 1816640 8159 uh in in space and then you can dynamesh 1820389 4410 1820399 4400 okay and that looks pretty good 1825510 0 1825520 4320 looking at the front view though this is 1827830 2010 1827840 4480 definitely way too wide like just 1829830 2490 1829840 6480 looking at the front 1832310 4010 1832320 8320 uh so let's get our floor back on 1836310 4330 1836320 4320 and is it yeah 1840710 0 1840720 3360 i think what we want to do 1845029 0 1845039 2640 is bring 1848230 0 1848240 3600 tape right in more 1855510 0 1855520 2480 there we go 1858870 0 1858880 4080 and let's work on the top shape 1863110 0 1863120 5279 bit and i believe i don't have reference 1866950 1449 1866960 4400 for the back so that's 1868389 2971 1868399 2961 kind of my bad 1871590 0 1871600 4480 it's pretty beefy in the back of the 1873750 2330 1873760 2880 head but i still think it might taper in 1876070 570 1876080 3760 like 1876630 3210 1876640 3200 this a little bit 1883590 0 1883600 3520 okay so i think for the cranium we're 1885909 1211 1885919 4240 gonna call that 1887110 3049 1887120 4399 good so now we can see uh in this front 1890149 1370 1890159 4640 view like i just 1891509 3290 1891519 6321 didn't make my this shape of the 1894789 3051 1894799 4401 zygomatic part thick enough it's 1897830 1370 1897840 3360 tapering in too much 1899190 2010 1899200 3359 so we got this scoop but now it needs to 1901190 1369 1901200 6640 come out 1902549 5291 1902559 5281 and down 1908230 0 1908240 5279 let's go ahead and kind of play with 1910710 2809 1910720 2799 this shape 1917029 0 1917039 4801 i'll sculpt that in there 1922470 0 1922480 4079 i think i'm going to use my clay buildup 1928870 0 1928880 6960 go ahead and hide this 1936870 0 1936880 3840 then i need to look at some of my 1938950 1770 1938960 5040 reference in perspective 1940710 3290 1940720 4559 too um just to make sure i'm getting 1943990 1289 1944000 2840 that shape so i'm going to go ahead and 1945269 1571 1945279 4880 turn perspective 1946830 3329 1946840 5240 on kind of look at it in perspective i 1950149 1931 1950159 4321 think we're on the right track this is 1952070 2410 1952080 7280 pretty exaggerated though 1954470 4890 1954480 4880 let's go ahead and build that up 1961830 0 1961840 8319 looks pretty good um carving the orbit 1967029 3130 1967039 6721 more bro i think 1970149 3611 1970159 6640 we got pretty decent shapes 1973750 3049 1973760 6399 smooth this out a bit 1976789 3370 1976799 3360 we got that arch 1982950 0 1982960 2319 and 1986870 0 1986880 3519 make sure that it's not sticking out too 1988830 1569 1988840 3719 much 1990389 2170 1990399 5361 go back to ortho yeah i think this is 1992549 3211 1992559 3201 just coming out way too much 1996630 0 1996640 9200 so bmv for my move tool 2016830 0 2016840 3000 do 2023350 0 2023360 3919 oh it's not it's kind of going out in my 2025269 2010 2025279 5120 reference 2027269 3130 2027279 4000 uh we all undo that because it was 2030389 890 2030399 4801 actually not 2031269 3931 2031279 6400 too bad again this reference looks like 2035190 2489 2035200 4479 it's a somebody else's 3d sculpt so it's 2037669 2010 2037679 4561 probably not going to be as precise as 2039669 2571 2039679 2561 like um 2042870 0 2042880 4960 it could be all right let's go ahead 2046149 1691 2046159 3361 and let's get a little bit more 2047830 1690 2047840 2680 resolution so i'll crank this up to 2049510 1010 2049520 4480 maybe like 2050510 3490 2050520 5480 100 dynamesh it so i got a little bit 2053990 2010 2054000 6800 more resolution to work with 2055990 4810 2056000 7200 um let's go ahead and 2060790 2410 2060800 3279 turn the floor off so that's actually 2063190 889 2063200 4159 looking really good 2064069 3290 2064079 5600 um something else to keep in mind when 2067349 2330 2067359 4800 you do an anatomy is these kind of like 2069669 2490 2069679 4240 planes surface planes i think that's 2072149 1770 2072159 2881 helpful because if you get really strong 2073909 1131 2073919 3281 surface planes 2075030 2170 2075040 3920 that can add a lot so you can see like 2077190 1770 2077200 4800 right here it's pretty smooth 2078950 3050 2078960 6080 which maybe we do want uh i think the 2081990 3050 2082000 4639 male skull has like a kind of a flatter 2085030 1609 2085040 6160 surface here and the female 2086629 4571 2086639 6720 skull is typically more rounded but 2091190 2169 2091200 3520 oops where my reference go i kind of 2093349 1371 2093359 7041 want to pay attention to these 2094710 5690 2094720 9680 planes to really push this a bit more 2100390 4010 2100400 6320 so what i can do i hit the home page 2104390 2330 2104400 2320 button 2107190 0 2107200 5120 let's take out damien standard um 2110390 1930 2110400 3439 and damien standard is a cool brush uh 2112310 1529 2112320 6640 it kind of carves in 2113829 5131 2113839 7441 so let's make it smaller carves in 2118950 2330 2118960 3360 but if you hold alt you can carve out so 2121270 1050 2121280 4079 we can start like 2122310 3049 2122320 6640 uh maybe defining 2125349 3611 2125359 8720 this shape bit more let's kind of 2128950 5129 2128960 5119 carve in 2134950 0 2134960 2800 make it bigger 2141829 0 2141839 4240 smooth it so you can see how we're 2143670 2409 2143680 8159 adding a bit more definition 2146069 5770 2146079 5760 with that damien standard brush 2152150 0 2152160 7679 and just be careful when you smooth it 2160870 0 2160880 4560 so let me turn perspective on though 2163829 1611 2163839 4000 because the 2165430 2409 2165440 5280 the reference image i'm looking at is in 2167829 2891 2167839 2881 perspective 2170829 0 2170839 3000 bmv 2174150 0 2174160 3679 i don't know how precise i want to take 2176630 1209 2176640 2560 this because we still got 2177829 1371 2177839 4161 one more thing we gotta get through 2179190 2810 2179200 6080 today um 2181990 3290 2182000 6800 so i might have to 2185270 3530 2185280 6319 put it short a little bit a really 2188790 2809 2188800 4720 strong feature is this uh 2191589 1931 2191599 5361 bridge though the bridge of the nose so 2193510 3450 2193520 3440 i'm going to go to damien standard 2199349 0 2199359 3521 and we can actually use a brush called h 2201829 1051 2201839 4161 polish 2202870 3130 2202880 3120 what this brush does 2207750 0 2207760 3599 is it like kind of flattens 2211430 0 2211440 4800 and you can be soft with it so if we 2213750 2490 2213760 5120 wanted to get some of those planes 2216230 2650 2216240 4160 we can use the h polish brush now 2218870 1530 2218880 2400 obviously that reference that i just 2220390 890 2220400 4000 showed is like 2221270 3130 2221280 5440 way exaggerated 2224390 2330 2224400 4480 but if we use it you can see we can 2226710 2170 2226720 6240 start defining 2228870 4090 2228880 7600 some of these planes and we can then go 2232950 3530 2232960 3520 back with our smooth brush 2238550 0 2238560 5279 kind of smooth it out a little bit 2242390 1449 2242400 3280 just got to be careful that you're not 2243829 1851 2243839 5441 getting too many hard 2245670 3610 2245680 5200 hard spots um and whatnot and you can 2249270 1610 2249280 2880 see i accidentally smoothed my brow 2250870 1290 2250880 4800 ridge a bit 2252150 3530 2252160 6640 more than i would like um so i can go 2255670 3130 2255680 6320 back in maybe with a large damien 2258790 3210 2258800 3200 standard and try to 2263190 0 2263200 3680 get that brow ridge back 2267829 0 2267839 4000 and soften it just a little bit 2272230 0 2272240 3440 so yeah i really like the damian 2274470 1210 2274480 2720 standard for like 2275670 1530 2275680 4080 trying to bring back some of this 2277190 2570 2277200 6879 harsher detail like these uh 2279750 4329 2279760 7760 edge creases super helpful 2284069 3451 2284079 3441 and i think 2294470 0 2294480 6800 all right so i think 2298069 3211 2298079 4561 overall well the teeth that's kind of a 2301270 1370 2301280 4559 different story 2302630 3209 2302640 6080 um might not 2305829 2891 2305839 4760 be able to do that uh let me turn 2308710 1889 2308720 6480 perspective off 2310589 4611 2310599 4601 for uh let's black out the teeth 2317270 0 2317280 3600 so you can do the teeth uh a couple 2319510 1370 2319520 4720 different ways 2320870 3370 2320880 6479 um how i would normally do it 2324230 3129 2324240 4640 is i would cut out like holes and 2327349 1531 2327359 4561 sockets for the teeth 2328870 3050 2328880 6479 and then append the teeth as different 2331910 3449 2331920 5600 tools just because that gives me more 2335349 2171 2335359 3041 freedom to like edit them if i need to 2337510 890 2337520 3920 be if 2338390 3050 2338400 6160 if i need to uh but let's go ahead and 2341430 3130 2341440 4800 block using the damian standard brush 2344550 1690 2344560 6160 where these teeth are so i did one two 2346230 4490 2346240 4480 three so one two three 2352829 0 2352839 3000 go 2355910 0 2355920 2320 damn 2359430 0 2359440 4960 so let me solo this turn the floor off 2362470 1930 2362480 4080 uh let's go ahead and actually subdivide 2364390 2170 2364400 4480 i don't think i really need 2366550 2330 2366560 3360 to worry about like crazy dynamesh 2368870 1050 2368880 3360 things to 2369910 2330 2369920 3600 either because i'm not going to be 2372230 1290 2372240 4320 pulling out extreme 2373510 3050 2373520 4800 objects i'm not going to be welding uh 2376550 1770 2376560 3279 parts of the mesh together like i did 2378310 1529 2378320 3840 for the arch 2379829 2331 2379839 4721 so now i'm just going to use my control 2382150 2410 2382160 4800 d to subdivide it one more time 2384550 2410 2384560 3600 to give me a bit more geometry to mess 2386950 1210 2386960 4320 with 2388150 3130 2388160 8480 when i'm sculpting and actually i 2391270 5370 2391280 8799 am going to 2396630 3449 2396640 7840 use damian standard i think for 2400069 4411 2400079 8081 this so now you see i have that 2404470 3690 2404480 8960 extra resolution so i kind of lost 2408150 5290 2408160 5280 detail here but 2414950 0 2414960 3040 oops um 2418630 0 2418640 6160 i can't remember if this was too fair or 2420390 4410 2420400 8880 whatnot i think it was 2424790 4490 2424800 6400 um i can open my other scene to show you 2429270 1930 2429280 3760 guys how i did the teeth 2431190 1850 2431200 4240 uh for that one because i think it's 2433030 2410 2433040 3840 gonna this this is too much work in my 2435430 1450 2435440 4240 opinion to kind of 2436870 2810 2436880 3920 form the teeth so what i did for the 2439670 1130 2439680 3840 teeth is 2440790 2730 2440800 6080 i really just like did this but then i 2443510 3370 2443520 5920 went in with like a clay build up brush 2446870 2570 2446880 3280 and like i really took this mesh in like 2449430 730 2449440 5679 i just 2450150 4969 2450160 7120 dug in uh and sculpted 2455109 2171 2455119 3361 the uh kind of the sockets for the teeth 2457270 1210 2457280 5280 right 2458470 4090 2458480 4080 so i really took this mesh down 2465349 0 2465359 3121 so you get this kind of thing and then 2467349 1131 2467359 4641 what i did is i 2468470 3530 2468480 7680 uh kind of went to my sub tool 2471990 4170 2472000 7040 i went to append and i brought in 2476150 2890 2476160 2880 a new sphere 2479270 0 2479280 4559 hold alt clicked it to select that sub 2481990 1849 2482000 13040 tool 2483829 11211 2483839 12721 and i just scaled it way down 2495030 1530 2495040 4640 sometimes i just switch to my mouse 2496550 3130 2496560 5519 because i can't select 2499670 2409 2499680 3520 smoosh it in obviously you would want 2502069 1131 2502079 3760 reference for your tooth 2503190 2649 2503200 6000 i i'm going kind of quick for the sake 2505829 3371 2505839 6480 of time and they kind of 2509190 3129 2509200 3119 go out right 2519910 0 2519920 7360 use my uh move brush 2523829 3451 2523839 3441 i get that shape better 2529109 0 2529119 22720 um let's go ahead and 2533349 18490 2533359 18480 throw we're back on 2556309 0 2556319 7520 and then i got my h polish brush 2559430 4409 2559440 8159 um and 2563829 3770 2563839 5921 lightly start sculpting in here and 2567589 2171 2567599 4881 for the teeth i wasn't like too precise 2569750 2730 2569760 10079 i kind of know 2572470 7369 2572480 7359 how a teeth should 2580309 0 2580319 3601 this brush might be too big 2587270 0 2587280 6559 in the back i'm not really too concerned 2590829 3010 2590839 3000 about 2593990 0 2594000 4960 it's too thick we can scale it 2599190 0 2599200 4000 and what i did from there is like 2600790 2410 2600800 3120 basically i took i made sure this was 2603190 730 2603200 3280 good 2603910 2570 2603920 3919 and then i would duplicate it go to my 2606470 1369 2606480 6240 move tool 2607829 4891 2607839 6721 uh move it rotate it 2612710 1850 2612720 4080 move it in place and then you do want to 2614550 2250 2614560 3600 go in with the move tool because like 2616790 1370 2616800 3519 you have different kind of teeth like 2618150 2169 2618160 4240 incisors k9 and molars 2620309 2091 2620319 3760 uh so you would just look up you'd have 2622390 1689 2622400 3679 reference of the anatomy 2624069 2010 2624079 4321 of kind of the different shapes of the 2626069 2331 2626079 5601 teeth and then go from there 2628390 3290 2628400 4959 so that's kind of sloppy uh for now but 2631670 1689 2631680 2639 for the sake of time we'll just keep it 2633349 970 2633359 3201 like that 2634309 2251 2634319 3841 and you will not want to go in and make 2636550 1610 2636560 3519 sure like these 2638150 1929 2638160 4000 i mean it depends on the person right 2640069 2091 2640079 5040 but typically i would close that gap 2642150 2969 2642160 5360 uh more did somebody have a question 2645109 2411 2645119 5921 yeah i was gonna ask um 2647510 3530 2647520 6160 would you also be able to like 2651030 2650 2651040 3440 just use one tool like one shape and 2653670 810 2653680 2800 then 2654470 2010 2654480 3839 carve that out into like the full row of 2656470 1849 2656480 4480 teeth or would you want us to just 2658309 2651 2658319 4401 do an individual shape for each tooth 2660950 1770 2660960 4480 you could do it that way too 2662710 2730 2662720 4320 that is a completely valid way so you're 2665430 1610 2665440 3360 saying like make another shape that's 2667030 1770 2667040 3680 kind of like this horseshoe shape and 2668790 1930 2668800 4480 then sculpting the teeth on that 2670710 2570 2670720 3680 yeah i would prefer yeah i would prefer 2673270 1130 2673280 2720 that over like 2674390 1610 2674400 3919 trying to sculpt the teeth off of the 2675990 2329 2676000 5359 skull for sure 2678309 3050 2678319 5201 but whatever way looks good it's fine 2681349 2171 2681359 3681 okay um so yeah that's actually i never 2683510 1530 2683520 2000 thought of that so that's a really good 2685030 490 2685040 2960 uh 2685510 2490 2685520 4000 good observation that was yeah that was 2687990 1530 2688000 2880 my first thought like i thought you were 2689510 1370 2689520 5280 gonna do that at first 2690870 3930 2690880 7040 yeah but this works too 2694790 3130 2694800 5120 so let's try to spend maybe 13 more 2697910 2010 2697920 4560 minutes on this see how far i can get 2699910 2570 2699920 4640 um some things i would do this is kind 2702470 2090 2702480 6480 of blobby so i'd want to go in 2704550 4410 2704560 6880 and sharpen this uh maybe dame standard 2708950 2490 2708960 3600 really get this shape this nose bridge 2711430 1130 2711440 3440 it's pretty 2712550 2330 2712560 5920 pretty strong bony landmark once you put 2714870 3610 2714880 7840 flesh on top of it 2718470 4250 2718480 4240 so i might try to push this a bit more 2727109 0 2727119 6960 um maybe the orbits too it's pretty 2730710 3369 2730720 6800 pretty soft but you should have 2734069 3451 2734079 6240 oops damian standard 2737510 2809 2737520 2799 i kind of want 2740550 0 2740560 4160 again i'm looking at that reference of 2742630 2090 2742640 4240 the the planes of the face to help me 2744710 2170 2744720 3840 define like where this 2746870 1690 2746880 3600 stuff should be so this should be kind 2748550 1930 2748560 5440 of a 2750470 3530 2750480 5440 a harder like you can see the face of 2753990 1930 2754000 3520 this that's kind of what i'm trying to 2755910 1610 2755920 3280 define here i always have trouble with 2757510 1690 2757520 5520 this part i think 2759190 3850 2759200 15760 um just getting the the planes of this 2763030 11930 2763040 26799 area correct so let me pull that up 2774950 14889 2774960 14879 oops hold on 2796710 0 2796720 4080 so defining that is obviously a bit 2799349 1451 2799359 5121 better but it's not 2800790 3690 2800800 17039 100 so i can see here 2804470 13369 2804480 13359 maybe i just did that too narrow 2825109 0 2825119 6720 inside is right here 2838630 0 2838640 4560 yeah i messed up supposed to come 2843750 0 2843760 3280 let's actually use the move tool 2856710 0 2856720 3760 so yeah having that right like i cannot 2859270 1210 2859280 3279 stress enough like how 2860470 2089 2860480 4240 important reference is and that you're 2862549 2171 2862559 5841 bouncing between reference you're 2864710 3690 2864720 6080 getting into perspective as well 2868390 2410 2868400 4480 and just kind of looking at it the same 2870790 2090 2870800 3920 perspective as your reference 2872870 1850 2872880 3600 and then the tricky thing is again with 2874710 1770 2874720 3200 the skull like all these skulls on my 2876470 1450 2876480 4079 reference are all 2877910 2649 2877920 3360 different right so that's also a tricky 2880549 731 2880559 6241 thing to 2881270 5530 2881280 8480 kind of balance uh i think 2886790 2970 2886800 13440 but at the end of the day trying to make 2889750 10490 2889760 12640 something that looks good 2900230 2170 2900240 4079 so i think it's it's uh kind of deeper 2902390 1929 2902400 4640 here the cut in and then it's 2904309 2731 2904319 11520 not as cut in right here that's kind of 2907030 8809 2907040 8799 what i'm looking at 2922790 0 2922800 6880 okay and then we definitely uh 2926470 3210 2926480 6320 my brow ridge is lagging it's too 2929670 3130 2929680 5360 i think soft here so let's go with our 2932790 2250 2932800 3759 move tool bmv 2935030 1529 2935040 3760 and this is maybe something i should 2936549 2251 2936559 3921 have troubleshoot it more 2938790 1690 2938800 3840 oh that's another thing i didn't mention 2940470 2170 2940480 4960 about subdivisions so i can always go 2942630 2810 2942640 3600 back down to my lower subdivision right 2945430 810 2945440 4159 and i can 2946230 3369 2946240 3359 mess with the mesh a little bit 2950309 0 2950319 3841 and then so the nice thing about zbrush 2952069 2091 2952079 4321 is like all the changes i do 2954150 2250 2954160 4240 at the lower subdivision will propagate 2956390 2010 2956400 3600 up through the subdivision stack and all 2958390 1610 2958400 2240 the changes i make at the top will 2959990 650 2960000 4480 propagate 2960630 3850 2960640 6479 down so that's super handy 2964470 2649 2964480 4560 forgot i subdivide it all right let's 2967109 1931 2967119 2881 use our h polish brush to kind of get 2969030 970 2969040 3200 some of these planes 2969990 2250 2970000 2240 back 2974710 0 2974720 3839 and let's do damn standard 2982829 0 2982839 3000 carve 2996549 0 2996559 4000 and i'll go back to h polish 3011270 0 3011280 3440 and i'll use a smaller smooth brush i 3013750 970 3013760 3120 just want to go back 3014710 2170 3014720 3760 because like you don't really get these 3016870 1610 3016880 3920 super hard ridges but 3018470 2330 3018480 3839 having those super hard ridges there is 3020790 1529 3020800 4960 definitely good for like 3022309 3451 3022319 5681 visualizing those planes but 3025750 2250 3025760 5680 i definitely don't want him to be that 3027990 3450 3028000 3440 sharp and pronounced 3033510 0 3033520 7200 except right here usually i'll make the 3035270 5450 3035280 8960 bridge of the nose more pronounced but 3040710 3530 3040720 6800 let's look at some reference um 3044230 3290 3044240 6319 yeah i think it's not looking too bad 3047510 3049 3047520 5440 anything this nose cavity i 3050549 2411 3050559 3601 i think keeping it simple like this is 3052950 1210 3052960 4720 good enough 3054150 3530 3054160 6640 uh for our purposes um 3057670 3130 3057680 5280 going over here with the dame standard i 3060790 2170 3060800 4319 think we have 3062950 2169 3062960 4560 maybe i'll put the um i forgot what that 3065109 2411 3065119 7921 bone's called 3067510 5530 3067520 7839 uh maybe i'll have that bone in there 3073030 2329 3073040 2319 oops 3077589 0 3077599 5520 the divider and then put in here this 3081670 1449 3081680 3679 one though 3083109 2250 3083119 2240 um 3091190 0 3091200 4080 oops and i kind of neglected this area 3093829 1451 3093839 4000 so let's go back 3095270 2569 3095280 2559 here 3098630 0 3098640 7199 we do have like this weird lump uh 3102230 3609 3102240 9599 it's for muscle attachments uh 3105829 6010 3105839 6000 that we need to represent 3118790 0 3118800 3360 you can see i'm really not paying 3120390 1770 3120400 2480 attention to the bottom right now and 3122150 730 3122160 3679 that's 3122870 2969 3122880 2959 okay 3132309 0 3132319 7520 this lump actually does come pretty far 3136829 3010 3136839 3000 out 3147589 0 3147599 5441 i'm just using clay buildup subtracting 3150710 2330 3150720 6720 and adding to the mesh 3153030 4410 3153040 4400 to get these shapes 3165670 0 3165680 4240 and we kind of do have 3175990 0 3176000 6800 this for the mandible 3179270 3530 3179280 8480 another arch over the hole 3182790 4970 3182800 4960 kind of settles back in but i think this 3191750 0 3191760 5280 is like this a little bit i 3194870 2170 3194880 4080 think i messed up kind of where it 3197030 1930 3197040 5120 attaches right here but 3198950 3210 3198960 10879 for our purposes not 3202150 7689 3202160 7679 too bad 3212549 0 3212559 5681 and damien standard also a good way to 3220549 0 3220559 3280 cut this in 3223910 0 3223920 4399 um let's do 3229030 0 3229040 12000 build up just 3236549 4491 3236559 4481 and standard 3242390 0 3242400 3520 kind of cut that up a little bit but 3243829 2091 3243839 6801 i'll just smooth it 3245910 4730 3245920 9280 i think that's good enough 3250630 4570 3250640 7120 so yeah i think we might call it there 3255190 2570 3255200 3600 um and then obviously we could go in and 3257750 1050 3257760 3120 like 3258790 2090 3258800 3680 i think this this is way too high i 3260870 1610 3260880 4880 think this needs to come down more 3262470 3290 3262480 4639 but it's way too exaggerated uh 3265750 1369 3265760 4000 then we could obviously come in and 3267109 2651 3267119 5041 maybe add like some subtle details like 3269750 2410 3269760 3680 these little pits where nerves come 3272150 1290 3272160 4320 through and stuff 3273430 3050 3273440 4240 the uh place where the the skull plates 3276470 1210 3276480 3200 fuse 3277670 2010 3277680 3840 might need to divide it again though for 3279670 1850 3279680 5520 that kind of detail 3281510 3690 3281520 5760 so we can always do stuff like that um 3285190 2090 3285200 3119 but like that kind of stuff is like a 3287270 1049 3287280 2880 bonus really 3288309 1851 3288319 4800 really we want to focus on like getting 3290150 2969 3290160 4320 the shapes right yeah this oh this hurt 3293109 1371 3293119 3761 my feelings let's see if i can fix it 3294470 2410 3294480 2400 real quick 3301190 0 3301200 6639 too exaggerated i think 3310870 0 3310880 9439 like that's a bit better this probably 3313190 7129 3313200 10000 carved in too much 3320309 2891 3320319 4000 so yeah i'm looking at like my out of uh 3323190 1129 3323200 3520 software reference 3324309 2411 3324319 4081 um i think that looks a little bit 3326710 1690 3326720 6240 better 3328390 4570 3328400 7120 but yeah does anybody have any questions 3332950 2570 3332960 3440 the main takeaway i want you guys to get 3335510 890 3335520 4480 though is like 3336390 3610 3336400 4320 really you gotta focus on these larger 3339990 730 3340000 2960 forms 3340710 2250 3340720 5200 at lower resolutions that's always the 3342950 2970 3342960 6879 pitfall i see people try to add in 3345910 3929 3345920 6720 too much medium to fine frequency detail 3349829 2811 3349839 4240 too too quickly and really you want to 3352630 1449 3352640 5120 take your time 3354069 3691 3354079 3681 to build up these shapes