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Androids started appearing in science fiction over a hundred years ago, and have since evolved from robotic machines into more fully humanoid shapes. With modern 3D modeling tools like ZBrush, it's easier than ever to create a realistic looking android that bridges the divide between man (or woman) and machine. In this course, Ryan Kittleson teaches you how to model a female android with ZBrush's powerful modeling and sculpting tools. He shows how to start with a basic model and refine and stylize the anatomy. Then you'll learn how to concept machine-inspired parts like vents and wheels; create clean, hard edges; refine delicate areas like hands, feet, and joints; and add finishing details like seams. In the end, you'll put the android into an action pose and create a rendered turntable video that shows off your model.
Now we have a clean model to work with but there's still some things that should be done in order to help the android creation process go more smoothly. I want to model in a pose that's characteristic of the android's default pose. Now, she's a racing android, so we need to get her in a symmetrical version of a speed skating stance. So let's see how it's done. Let's start with the legs. Now what I want to do is go into the Rotate tool and we get this little rotation manipulator. It's kind of in the way right now, so I'm just going to move it up here just by clicking and dragging on the model.
Now what I want to do is make sure that I've got Symmetry mode turned on. So, if you don't see two dots on each side of the model, go ahead and hit X. So hitting X turns symmetry on and off. Now I want to draw a mask that kind of follows the shape of the hips and the legs, so I'm going to hold down Ctrl. And this will make a mask that kind of follows the shape of the model. It's a little bit cumbersome; you might not get exactly the shape you want right off the bat. So you can actually add to this selection by holding down Ctrl and Alt at the same time. And let's try that one more time over here in the front.
Okay, so this is looking pretty good. A little bit more here, just Ctrl and Alt again. I just want to mask a little bit more off. And now we can rotate the legs. I want to zoom out a little bit here, and let's rotate it so that we're looking at the model exactly from the side. So as you're rotating, start holding down Shift, and the model will snap to a perfect side view. Now I want to draw out a manipulator at the hips. Now, it's kind of already overlapping the hips, so I'm just going to click and drag somewhere else, just to kind of get this away from the hips. And then we'll try one more time, just clicking and dragging out here.
Now that we've got a manipulator, we can rotate one end of this and it will pivot from the other end. So what I want to do is click and drag on the red circle on the inside of this manipulator circle, and it just kind of moves this forward. Now one thing you might notice is this is getting really stretched out, really kind of nasty, so I'm going to hit Ctrl+Z to undo that. Let's actually blur the mask a little bit, so we get more of a soft effect. And I want to have a little bit more detail to work with as well so I'm going to hit D to go up a subdivision level and I'm going to go into masking and let's click Blur Mask and okay now let's see what kind of result we get.
Alright, a lot smoother. Okay, let's clear the mask and do that by clicking Clear over here in the Masking palette. Okay, let's bend at the knees. I'm going to use a different technique this time. Let's go back into the Draw tool and I'm going to hold down Ctrl, and this draws out a sort of a mask marquee. So let's just mask up to the knees. And what I want to do is invert the mask. So hold down Ctrl and then just click in any open area. Finally let's blur it just a little bit. And let's go to out Rotate tool, and just drag out another manipulator at the knee.
And then, we can just go ahead and rotate this. Now lets' go ahead and rotate the whole body at once. So let's clear the mask and let me zoom out a little bit. One thing I want to do is turn on the floor, this is going to help me locate the entire model relative to the scene. So you can see it's kind of sitting upright. What I want to do is have it leaning forward. So, since we don't have any mask at all, if we rotate the model like this, the entire model's going to rotate. So we want it kind of leaning forward, sort of an aggressive, athletic stance. Now, one thing that might happen is, the manipulator might not be exactly, precisely aligned with the viewport, and what this can do is, make some really weird things happen.
So let's hit Ctrl+Z to undo that. And I want to make sure that the manipulator is, exactly locked to the orthographic view plane. So what I'm going to do, is draw one out and I want to hold down Shift as I draw this. So that's going to lock it so that it's straight. And now, let's try rotating again. Good. Okay, we're getting closer. Let's try this a little bit more. I'm going to rotate the head so it's tilted up a little bit. So I've got the Rotate tool active. I'm going to hold down Ctrl and just click and drag till we get a mask that goes around the neck, and then we'll blur that mask a little bit. And then, let me just draw a different manipulator because that's, kind of in the way at first.
I'm going to draw one out, going to hold down Shift, make sure it's looked to the view port, and then we'll just turn the head up just a little bit. And now let's do the same thing on the feet. I'm going to click Clear Mask over here in Masking, and then let's get the feet in view. Hold down Ctrl and then draw out a mask. And let's try blurring it once, just to get a little softer effect. And now, let's get a manipulator right here from the ankle, and hold down Shift to lock it. And we'll just rotate the foot a little bit. So there's definitely some more posing that I could do, but this can take a little bit of time, so I'm going to let you do some of it on your own.
However, one thing I want to point out, is that when you do posing, a lot of times it kind of makes things just a little bit messy, so you might want to do a little bit of manual sculpting to clean it up. So, let's go into Draw mode And what I want to do is just take a look at some of these areas. Let's turn off the floor, it's kind of in the way right now. And I'm going to hit D a couple times to go up higher subdivision levels, and you can see things got a little bit messy or a little bit scrunched up in these areas. So, what I want to do is just smooth them out a little bit or do a little bit of adjusting sculpting. So I'm going to hold down Shift to go into Smooth mode, and just kind of smooth out any weird things that happened.
Remember to use Masking with the Transpose tools, and cleanup any problems that might result after posing. I also might want to get out the Move tool. So I'm going to hit BMT to get the Move Topological tool. Let's make it a little bit bigger. I just want to fix up some of this warping that happened' it looks like the ankle's kind of crooked. So we're just going to grab this and move this so it looks nicer. Okay, go ahead and spend as much time as you need to, to get the basic pose. Remember to use masking with the Transpose tools and clean up any problems that might result after posing. Sculpting our android is going to be a lot easier with the body posed appropriately.
I like to use the masking and the transpose tools all the time to reposition parts of a sculpture. Now we still have the arms to do, but I'm leaving that as a challenge for you in the next video.
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