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[flow_default] Transcription: 01_projectOverview.json

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+ {
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+ "audio_file": "01_projectOverview.wav",
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+ "text": "Hey and welcome to the second part of our introduction to sculpting. In this section we will be sculpting our dwarf characters start to finish. We'll be using the principles we've talked about earlier in this series such as appeal, gesture, getting good clean shapes, some general character design and we're going to be combining all these concepts into this final sculpt. Everything is real time and around five hours five hours or so and you can follow along with everything If you can't follow along you can also check out the source files and you can always jump in from any one chapter and just continue with that So we are starting off in this series with blog getting a clean block in this is going to be very simple and you can see that here we're starting with different pieces. The nose is one piece, the ear is one piece, the beard is a whole different piece and the brows are one piece as well. So we show you a proper way to get started with, from a sphere and how to get started with this. And then we'll refine the shapes a little bit. You can see that now we've gone from this to this where we have the main features in now. And where you can see the eyes are here and you can see a lot of the same elements we're going to have at the end. Then we refine everything where we refine the face a lot. You can see that the face becomes just a lot better. We talk about some art direction tips and how to keep refining your sculpts. And then of course we also improve the beard a lot as well. Then we are adding asymmetry to him. You can see how much asymmetry actually matters where we're making the eyes a bit better and we are going in and just messing up his face. We're making the facial expression better and we are just removing a lot of the CG-ness of him by doing this. You can see that the ears also change. And then we are going in and we are refining the beard even more. You can see that the beard is getting a lot better. And then we're going in and we are adding these these quick pieces using a sea modeler. And then we're adding eyebrows to him. And then we are just refining the whole thing just to make a better experience. You can see we're adding a lot of smaller facial, facial details. And we are we're just making sure that he reads more as a character. And of course we've added a few little scars because no flip normal tutorial would be complete without a few scars. So I'm really looking forward to seeing you in the next chapter where we will be doing this as the final result where we'll start to block him in and from there we will just take you through the journey on how to make a final dwarf character start to finish.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 170.68
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+ }