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[flow_default] Transcription: 02_BasicsVsFundamentals.json

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+ {
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+ "audio_file": "02_BasicsVsFundamentals.wav",
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+ "text": "Before we really get started with going into fancy techniques and all that we have to talk about a topic which is very dear to my heart and it gets almost a bit philosophical but I can promise you this is highly relevant and if we don't talk about this topic it's going to be very hard to actually teach you something like sculpting and the topic is basics versus fundamentals. These are two terms which they sound almost the same like people use them all the time. This colloquially they were talking about, oh, going back to basics and going back to fundamentals and that's totally fine. But in this series, we need to actually differentiate between two and this is not semantics. This is not that all people are using the wrong word and it's a pet peeve of mine. No, it's because they're actually two completely different things. And if you don't know the difference between them or you can't really categorize it to and how to actually make something in it. While fundamentals is what's guiding your decisions. It can be knowing figure sculpting anatomy. It could be somebody who's doing 3D lighting, but they come from a cinema cinematographer background is really what determines your decisions and not specifically how do I make something. Basics also has a bit of a bad rep because it sounds basic. It sounds like it's simple to use. But if anyone has ever tried to learn Seaverse, they're going to tell you that learning Seaverse is not easy. And now we're just talking about getting into how to actually operate the software. Same if you're using Blender as well or any one of these. It's really not easy to get into it. But we still have to learn it in order to actually do anything. You can't just have an amazing knowledge of anatomy and then just try to do 3D. You actually have to learn the tool as well. So just to be clear, basics is not simple, but it means that your technical things, there are issues which can be googled. If you're wondering how do I use to isolate selected feature and through this your your max? You can Google your way out of that, but you cannot Google your way out of fundamentals. When you are starting out in 3D, this is really where the confusion begins because your work gets a lot better. Just from doing 3D, when you learn more about 3D, your art gets better. In the beginning, you were just doing some crappy little box with some some really overblown lights and some insane shaders going on and as you learn more about shaders you learn that maybe you know you shouldn't use a blend shader you should use like a PBR shader and maybe instead of using like a crazy directional light maybe you should use some area lights in HDRI and you know you're just learning how the tools actually work and this just makes you a lot better right away like you assume that the more you learn about 3d the more hotkeys you learn and the more features to learn the better your art is going to be because up until this point that is that has been true but then you reach a point where your art just isn't getting better you you reach a point now that you've been doing the same thing over and over again and you're starting to realize that there is something missing that you just don't really understand lighting. Yeah, you can block out the lights and actually making the lights lights themselves and changing the color and Optimize in the render settings. Those those issues aren't really problems anymore. You can do that without even thinking about it. But now You're wondering how do I compose the character? What lights should I use? What color should my lights be? And you're starting to realize that you don't really have anything to base those decisions based on. There's no underlying concept. You're just like, well, this looks kind of good, I suppose. And that's when you're starting to realize that you're missing in fundamentals. This is exactly what happened to me. And this is why I think it's so important to actually, to actually talk about this was the same with me when it came to characters. There's a new version of Maya out. Now you can do Retopo twice as fast and UV mapping is so much easier. But in reality, that's not really making art better. That's just making you come to a crappy result a lot faster. So that leads us to fundamentals. And what are actually fundamentals? I like to think of fundamentals as timeless principles. If you had an old master from 500 years ago, teach him to use C-brush, he would be absolutely phenomenal. It's also significantly harder to learn the fundamentals than it is to learn basics. When you're learning a 3D software, you can totally actually master features. There are features which they have three ways of being used. There are actually no other ways of using them. There is a finite amount of ways to using each specific tool. So you can actually master a tool, you know, up to a certain degree. At least you can get to a point where you're very comfortable with the tool. But fundamentals is not something you can really master. Like nobody really masters the fundamentals. If you were to talk to somebody who actually teaches figure sculpting and you were to ask them like now you've mastered sculpting right? They would just laugh at your face. Of course they haven't mastered figure sculpting because there are so many more things they haven't they haven't got into now. Instead of thinking about the general gesture which you might have issues with they're going to be thinking about the specific plane changes between different ethnicities and the genders and all the small, little, minute little things here. You're not talking about how does the standard brush work. You're getting really deep into things that you can never really control fully. And this takes a lifetime to really get a good understanding of. So here are some examples between basics and fundamentals. The basics would be how does an area light work? And the fundamentals would be how does lighting affect emotion? Knowing how the lighting actually works in terms of technicality, that is you read it up in the documentation. Well, the fundamental understanding about how light affects emotion. Now we're going into some pretty deep topics such as biology, why does certain color makers feel certain things, psychology, again, the same thing. Why do you feel a certain way when you see the color red versus blue, you're going into all sorts of crazy territories. And that's just from the question, should my light be blue or red, you can really you can do a PhD just in this specific thing, because it's so deep. Another basic would be how to use the dam standard brush to create wrinkles. You know, we're covering that as well. And the fundamentals would be how does skin age and how is it affected by gravity? Well, now you got to learn a lot of stuff about how skin works, the elasticity in the skin between different ethnicities, the genders, between different sun conditions and all sorts of things. This is not just a, oh yeah, just click on the button and now you understand how skin works. Now, these are deep concepts which takes a long time to learn. Using seaspers is a basic. You can learn that in 10 minutes and after spending maybe a few hours with it, you understand really well how seabrush works. And then you have the fundamentals, which is figure sculpting, which is essentially what you know who talking about in this whole series. When it comes to appeal and good clean shapes and all that kind of stuff, you for every single thing when it comes to figure sculpting, you could write 100 books just on appeal. In programming, you know, the Python syntax would be a basic. You know, there is a you can Google your way out of that, you can read a tutorial, this is how the syntax actually works. Then you have general problem solving, how to write good code, which is a deep fundamental. And that's something that you can never really get there. You know, you can understanding problem solving that that takes a lifetime to learn as well. Another basic would be how to make this material reflective, you know, various do you just set the roughness in the shader down to a low value. The other one is why is this material reflective? And now we're getting into some pretty deep science as well as a light a wave or a particle and color temperature and all sorts of physics. And that also leads us to like the final point, which is really that when it comes to basics versus fundamentals, just to simplify it down, the basics would be how do I do something? How do I create topology? You know, you click on these buttons and all that. And fundamentals is why do I do something? Why do I create topology in this area? Oh, okay. So we're getting into deformation. Why does it deform that way? Well, it's because of the way the skull is comprised of different of this material and the skin on top has a different has different attributes. Oh, why is that? Oh, well, it's because of the evolution of this primate. Oh, why is that? Well, let's look into the ecosystem of the Sub-Saharan Desert 2000 years ago. You know, you can see you're getting really, really deep into it. But the whole, how do you, what brush to use? That is a click on this key so? It really boils down to basics is how do I do something and fundamental is fundamentals are why do you do something and we're gonna keep referring to this throughout this series I just thought it was really important to talk about this early on and the reason is really because people conflated to terms they think that Learning sculpting is all about learning a specific set of basics. It's once you know these brushes, then you're golden and you don't really have to learn much more things. While this series is heavily focused on the fundamentals. And that's why I'm saying that you can follow along in any software because seabrush is just another tool. What we're covering in this series is a set of deep fundamentals which will help your art so much. I learned a lot of these fundamentals when I was drawing and I've just been translating them to sculpting. So I really hope this philosophy makes this series quite unique and if you really understand the concepts we're going to be covering, if you understand the fundamentals we'll be teaching in this series, then you're going to be able to use them like 50 years from now on. These are not changing as long as human psychology and biology remains the same. So with that said, we will actually get into how to sculpt in the next chapter.",
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+ "language": "en",
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+ }