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We've already started on concepting the overall proportions of the android. At this stage, we can also concept the medium size mechanical shapes. In this video I'll talk about the difference between the sculpting that we've already done and sketch sculpting. So you can see we've got the two layers we've made already. One for the overall design, which is basically shapes that kind of cover the overall design that we're going for. And then we've also got details, which are sort of medium sized details like these different fins, and different shapes that we've created on the model.
Let's make a new layer called sketch. Let's click Rename here. You see the sculpting that we've done so far, is stuff that I intend on ending up in the final model. However, we can also do some sculpting that's just for sketching out ideas of what some of the more mechanical shapes might look like. For example, I might want to sketch out how the pivoting hip joint will look. So let's sculpt out some ideas for the mechanics. I'm going to come in to the hip area. And let's get the clay brush, b, c, l. And what I want to do with this, is just roughly sculpt on some ideas of what a pivoting hip joint might look like.
So there might be kind of a crevice between the thigh and the hip, and between the ribs and the hip. And then there's going to be a kind of a big, circular, kind of pivoting hip structure in here. And let's flatten that out. B, f, a for Flatten. B, c, l, for Clay again. So I'm just sculpting out kind of, a rough idea of what I might want this to look like. And the reason for this is that it takes a lot of work and a lot of efforts to build mechanical shapes in ZBrush. And so if you don't really have an idea of exactly what you're going for, you might be wasting a lot of time.
However, if you kind of sketch this out first, then you can kind of get a sense that okay, I'm going to need a cylinder that kind of goes in the hip area, and I'm going to need to cut the thigh and the rib cage off right around here. So this is all very sketched, all very loose. There's no way that I would want the final model to look as crude as this. Let's try this for some other joints. I'm going to try it on the knee joint, so let's come in here. And I'm just going to sculpt out what this negative shape might look like in here.
Because the knee is going to have to be separate. Like the upper leg is going to have to be separate from lower leg, and there's going to have to be a gap in here for some mechanical shapes and joints to fit into. So I just want to kind of sketch an idea of what this opening might look like. It's going to look messy, but the point is that we're just getting an idea of what we're going to do more precisely later on. So I can kind of get a sense of where I want some sharp angles to be, where I want the cuts to be, and then where I might want the actual joints and the mechanical structures to be. There we go.
kind of give an indication that I want a round joint right here. And I know it's going to have to be cut out back here. Okay, let's turn Record off for this layer. Might have to click it a couple times. So, by hiding the layer, we can get rid of that, and see what the design looks, with and without, those elements. So, this way, by putting these types of sketches on a separate layer, I can just experiment and get an idea of what I want the model to look like later. Without worrying about messing anything up, or without feeling pressure to make it look perfect right now. You can make as many or as few sketching layers as you want.
I like to make a few different ones, in case I get different ideas of what I might want something to look like. And to do it without the pressure of having to get it right the first time.
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