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Watch as author Ryan Kittleson introduces the skills digital artists need to create photorealistic 3D creatures for film, video, and game production. This course covers basic design, sculpting, texturing, posing, and lighting and demonstrates real-world workflow, starting with the basic sculpture in ZBrush and moving it into Maya for finishing, while editing textures in Photoshop.
At this point the Dewhopper is ready to be set up for animation. Although, the rigging and animation of the character is beyond the scope of this course, there is one thing you can do as a modeler to show off your creation. By posing the creature, you can present it in a way that depicts it in its natural habitat or expresses its personality. Unlike humans and familiar animals, people have never seen a Dewhopper before, so they wouldn't know if its neutral modeling and rigging pose was its natural standing pose. In order to make the model look more appealing and to remove confusion about how it's supposed to stand, we are going to be posing it.
First of all think about what your creature could be doing, what's its behavior, is it an aggressive predator or is it skittish prey, what kind of situations could it be in? This is a good opportunity to look at photos of similar animals and to see what they do. You should also probably sketch out a few ideas on paper. I'm going to put the Dewhopper in a defensive pose, as if arrival creature is trying to take away its territory. A pose is a moment in time that exemplifies an action. It should imply what happened before and what will happen after.
We can experiment with the pose quickly if we go back to the original ZSphere structure. The first step in posing is to establish a shift in weight of the whole body. Now you can't directly rotate the whole body by rotating the root ZSphere. So if I go up to the Rotate tools and I try to rotate the ZSphere, it's just not going to work. So I am going to undo that. What you can do is rotate the entire creature in the Deformation palette. So I am going to open this up -- and actually let's go back to Draw mode and in rotate we can just slide this and just move the Dewhopper one way or the other, and maybe I want to rotate in the Y- axis a little, bit and maybe in X, by leaning forward a little bit.
Actually something that can help you a lot here is by turning on the Floor. I am just going to click this button here and now we can see how he is oriented relative to the floor. If you start off with a tilted angle to the body, the pose is likely to come out looking a lot more dynamic. Okay, now let's start rotating individual limbs. Go up to the Rotate tool and now you can just click and drag on individual limbs here. So the Rotate tool will rotate limbs around in a pretty predictable way. If you go into the Move tool, it behaves a little bit differently.
Let's click on the segment between the ZSpheres. It obviously kind of rotates, but the limbs below that joint cannot stay in the same orientation. If you use Move tool on this ZSphere, then it will stretch out the joints and that's probably not what you want when you are posing. So I am going to undo that. So let's go back into the Rotate tool and just start moving things around. Try to find a pose that you are happy with, maybe I'll tilt the head to one side and let's move the tail around a little bit.
I actually have the tail kind of swishing off to one side. It's easy to go really fast at this point. So you don't have to be locked into any one pose. You can try out lots of different variations. Probably a good idea to make sure that the two feet are resting on the exact same level and maybe you can have one of these legs come down lower than the other.
So maybe it's lifting one of its legs up off the ground and I might need to rotate the entire thing so that this leg is resting on the same level as these two legs. Okay, we are just going to move the rotation here and see if we can get this a little bit closer to even-- all right! That's pretty good. Let's rotate these legs down. So in the later chapters we've been dealing with a lot of fine-tuning. So it might take a little shift and thought process to go back to the idea of making big sweeping changes.
Getting a good pose can take a while, especially if you've never done it before. Do some variations and ask yourself and other people if the pose is reading. By reading, I mean if the pose is clearly communicating the creature's emotions, situations, or personality. When you get a pose that you like, save it out as a ZTool. We'll be loading it up in a later movie to use as a guide when posing the actual model. Working at a pose in ZSpheres' first is a great way to achieve an appealing look, because it's faster than directly posing the sculpted model.
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