WEBVTT

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Hey! Welcome to making of Waking the

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Forest, which was a little image, a little

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side project that I was creating during

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the Agent 327 production here at the

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Blender Institute. The first thing

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that I wanted to do when I had the

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idea was just sculpt away. I had a

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really basic idea in my head and I then

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just went straight into Blender and I

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added a cube, deleted one half of it,

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added a mirror modifier and that way I

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made a really simple base mesh which I

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could use for sculpting. My very

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early idea was that I wanted to

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create some sort of massive forest

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creature, something that doesn't really

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necessarily have to be evil. It can

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be benign, it can be quite wondrous to

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behold. It just had to look really

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organic and lived in and it had to

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somehow belong to the environment that

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it was growing in. So the first part of

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the sculpting is going to be

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fully symmetrical and I started

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experimenting just with dynamic

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topology and that way I got a really dense

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mesh that I then just assigned a

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really basic rig to. Here you can see me

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adding a multirust modifier which I then just

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simply just applied to get

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some basic geometry there.

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And then I fired away dynamic

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topology and I just hacked away at the thing,

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trying to get some sort of image

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that I had in my head into Blender.

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So I knew that the surface was probably

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going to be more like a tree bark.

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In the final result it ended up

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looking a bit like rock but

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I don't really mind. The whole...

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The whole basic idea was just that this thing

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needed to look like it had. It was grown

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over thousands and thousands of years

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and then it lived there in the

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forest lying dormant. And then

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we just witnessed that one moment

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where the thing comes back to life.

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My main tool for sculpting here is just

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the snake hook and the crease brush.

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Crease because it's a really simple

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way of either subtracting or adding

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holes into the geometry. And the mesh

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is quite, it's not that dense

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right now so I don't really care about

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the brush footprint right now because

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the crease brush is fairly sharp at thetip.

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There I'm sort of trying to

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suggest an anatomy using the Clay

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strips brush. It's also just a

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quick way of subdividing the mesh using

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dynamic topology

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Really just the clearest part in my

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head was the face. I wanted it to

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have this sort of square jaw with this.

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mouth kind of all over the place.

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And the eyes were also really

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that important because they're just

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empty sockets but they didn't have to

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look creepy or anything. They just

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had to kind of evoke the sense that

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there is a living breathing creature here.

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Still just trying to suggest some

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sort of groaned anatomy using the

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crease brush. Now I'm unhooking the

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mirror ring to kind of make it more

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asymmetrical. I kind of wanted to keep

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it a bit symmetrical in the

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beginning that way I could more easily rig it.

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And then after the rig was

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done and it was in place I just did

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a little pose and on top of that

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I did some more dense sculpting but

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I'm trying to keep the mesh fairly

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light right now. One thing I found

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really interesting was that that

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sort of Ridge on the head that kind of

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made the whole thing look like a tree

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trunk being ripped out of the ground

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with these kind of pieces that were

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torn out of it and then roots grew in.

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its place and yeah that was kind of a

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really interesting image. Here we go.

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I'm just trying to define more

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features of the anatomy. Also it didn't

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really have hands in the beginning

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so I thought okay well this thing

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probably got rooted into the

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ground and these hands turned into big

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roots that were growing right in front

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of the camera and then I sort of had

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this idea okay why what if we would

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just sit there at the hands looking up

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and there's this gigantic thing

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that grows out of the frame into our.

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yeah. So here's the rig. I'm just

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adding really really basic bones for

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the arms the torso and the head

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trying to name them properly here so I

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could use some symmetry and just try

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to snap them using the volume snapping

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trying to snap them into place

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inside the arms. Something really quick

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because I only just care about to

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move the arms without distorting the

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So I just parent the mesh to the

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armature which takes a while because it's

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fairly dense and that just gave me a

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really really quick way of moving the arms.

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As soon as that was done

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I really wanted to get the this image.

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that was just in my head. I didn't

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really make any concept art for this

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so it was really just important

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for me to to get this down into the

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blend file as quick as possible.

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So that's why I'm already placing the

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camera here. I had this idea

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of this hunched over posture with

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this head slightly tilted. Something

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that would almost give it give it sort

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of a quality as if it was leaning

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over and looking at us using the camera

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prosper 2 to just show really what is

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what is in the final render view and.

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as I said I really wanted to evoke

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the sense of gigantic scale and the

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best thing to do to achieve that

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is to kind of let it grow out of the

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camera frame so you don't even see the

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top part of it and there might be much

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more stuff there that you don't see.

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I'm switching on the camera guides for.

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Golden Triangle and the rule of thirds

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just to give me a basic guideline.

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I don't really I don't really adhere

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to those rules that much but it kind

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of helps especially to have that

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little diagonal line here which helps

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me find the center of the face and

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the center of our attention and just

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enable me to to guide the viewer's

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eye to the the most essential part of the

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frame. All right now that I have the

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really just basic framing of my subject

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I just applied the camera, sorry

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I applied the the armature. I kept

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a copy on a separate layer but I just

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really wanted to work on on existing

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geometry that didn't have a lot

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of modifiers on it so I applied the

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armature modifier and from then on

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I can just still nudge the model around

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in sculpt mode but yeah once the

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the the basic pose was done for me

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I really just wanted to go in there

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and add some add some detail. Here I'm

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using the snake brush which which was

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really just vital in adding those tree

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trunks on the top and then I sort of

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had this idea that oh yeah what what

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if what if the back isn't just this

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sort of scaly pattern what if there's.

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over the years and hundreds of years

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there's there's been trees growing out

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of the back and it kind of emerged

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with the forest. At this point I'm

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also trying to to introduce more

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asymmetry and I I really wanted to make

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this look look more dynamic that's

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why I kind of made those trees grow all

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into the same direction because I

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mean that's a that's how forests grow so

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that there's a there's a strong

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wind and then for for maybe a year the

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trees just grow in that one

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direction and then another year also

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all the trees grow in another direction

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so yeah it was really really important

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that this kind of looked believable.

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Here I'm nudging more parts of the mesh

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around to get this sort of tree

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barky torn up look and once I had the

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trees and in place I wanted to make

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sure that I can I can actually sell

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this look of of trees growing out

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of the surface so here I just took the

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sculpt draw brush and I I quickly

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tried to suggest some roots growing on

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top of the surface and the the way

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to kind of sell this look is to have

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multiple layers of roots growing out

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of the surface but you'll see that you

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see that coming up later when I'm

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adding curves to to suggest more roots

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and more smaller details but yeah we

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we basically need this one part of the

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root that kind of connects with

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the surface and then we need we need

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surface detail on top and

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multiple layers to kind of sell this

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multi-layer effect and again just

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working with a snake hook brush.

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trying to to make the hands look

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like like a tree that's been growing

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out of the ground in front of us so

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here I switched from the sculpt draw

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brush to the blob brush because of

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it kind of looks a bit more blobby if

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that makes sense and that will

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just help me to to to make the roots a

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bit more disconnected from from the

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ground because I'm not really sure if

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the trees are growing on top of the on

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top of the character or if they're part

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of the character I'm only really

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I'm only really hinting at the

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possibility here that that this

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whole thing is one one existing one

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existing one consistent being but

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yeah anyway I'm mainly just focusing on

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the face here because that's that's

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that's the thing that we're as humans

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are mostly connected to and the trees

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in the background were really just there

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to fill up the atmosphere so they

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needed to be there they needed to look

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alive but it's mainly just about

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about the silhouette and the overall

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dynamic movement of of the lines

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in the in the picture at this point I

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wasn't really sure how this this

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image would look like in the end I just I

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just had some vague idea of light I

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knew that I wanted to evoke this sort

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of after afternoon atmosphere

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something that you just you could just

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encounter while you're on a walk

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in the in the forest or so and then

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later on that obviously changed and

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you'll also see that change here but

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yeah right now it was a fairly friendly

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afternoon atmosphere with a lot of Sun

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and we would see all the details and

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there would be some sort of mist in the

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atmosphere but yeah it was a fairly

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happy mood I had in mind first so

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most of the facial features are

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there now it's it's just about refining.

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the silhouette a bit and then adding

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some some sharper details here and there

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kind of nudging the jaws around a

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little bit and I also wanted to make

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the eyes a bit more asymmetrical

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because that kind of gave it this weird

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sort of look on his face adding

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more roots to the arms I'm not really

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happy how the arms turned out in the

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end I mean it's sort of okay I wish they

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could have connected to the ground

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a bit better but yeah here I'm just

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trying to to use the snake hook

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brush to get some connection points

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with the ground that I could later

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use to to grow some some curves and

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some roots on to make it a bit more

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more believable that this actually is

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connected with the ground itself

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here I'm using the snake hook brush to.

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kind of add some more sharpness to

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certain features on the surface that's

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also really important to have a very

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a very good balance of sharp and sort

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of soft features on the surface it's

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also really helpful to kind of make

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certain parts look like

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they've been eaten away

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either by little forest

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insects or or the weather.

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I'm also leaving some free and open

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spots there because I I knew I wanted

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to add lots of vegetation and little

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little details such as rocks on top of

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it so I needed to have some free space

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to add more things on top but also it's

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important to not only just add

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unnecessary detail all over the place

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because then your eye doesn't know

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where to look at certainly and then

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later on when you're lighting and

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when you're doing the shading you

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have you have some problems trying to

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trying to guide the viewers eye to to

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where you want them to look at so

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it's really important to not spend the

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detail everywhere otherwise the final

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result just gets too busy and again

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using the crease brush to to add

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more sharp edges I really like crease

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because you can you can add sharp

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edges just by inverting it by I think

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it's either control or shift by

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holding control or shift down while.

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you're drawing and you can also just

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add little creases in the surface at

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the same time so it's a it's a

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really versatile brush and especially by

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using a small amount of pinch you

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can really get away with a lot of less

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geometry than if you just sculpt

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everything and subdivide everything by.

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and now here's the point where I am

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I'm kind of I'm happy with the sort of

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detail and the overall look but I'm

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really I really just need a bit sort of

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an inspirational push if you can

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call it that way that's why that's why I

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just assigned a really basic material

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because it's it's really hard to to

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you're working on something on a forest

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or something something organic if it's

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just shaded gray and that's why I

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also I frequently tend to just go to the

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open GL lighting and tweak the

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lighting settings a bit to reflect

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more the the overall light direction

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I have in the end you can do that

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with mat caps you can do that with

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real lights if you're using blender

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internal for for displaying your

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viewport but yeah I just wanted a really

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quick way of evoking the sense of

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the the final sense of the image in my

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head to just keep me going while I

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was working on this here in the back

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I really don't don't care about the

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details so much it's just about the.

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and most of the details will just get

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added in post or by by adding some by

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adding some more elements to it like

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we do later on with some rocks from

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coming under us and some grass from

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project gooseberry but yeah I know

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I'm also relying on the fact that

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most of the most of the image just

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gets completed in the viewer's

28:40.768 --> 28:43.110
imagination I think those are the most

28:43.111 --> 28:45.030
powerful images the one where you

28:45.042 --> 28:47.370
can look at and you can sort of get your

28:47.371 --> 29:15.794
mind into it and the your your brain

29:15.806 --> 29:45.010
just kind of fills in the gaps adding

29:45.011 --> 29:47.719
some more roots to the hand now here's

29:47.731 --> 29:50.450
the point where I really need a ground

29:50.451 --> 29:53.029
mesh without that the whole

29:53.041 --> 29:56.110
composition would just not be.

29:57.810 --> 30:02.748
so I'm just adding a little plane and

30:02.760 --> 30:07.710
applying a sub serve modifier just to

30:07.711 --> 30:17.724
get the sense of the terrain that

30:17.736 --> 30:28.940
this thing is in trying to adjust the

30:28.941 --> 30:31.856
camera rotation slightly see if we

30:31.868 --> 30:35.380
can get a better composition out of this.

30:45.580 --> 30:48.061
here I'm doing a really dirty

30:48.073 --> 30:51.340
well it's not dirty but it's a cheap

30:51.341 --> 30:54.190
little trick I'm adding a plane and

30:54.202 --> 30:57.460
changing the transparency of it and then

30:57.461 --> 31:01.027
I'm using an array modifier to kind of

31:01.039 --> 31:04.800
instantiate the plane and that way I can

31:04.801 --> 31:07.213
get a really really cheap sort of

31:07.225 --> 31:09.720
volume effect in the viewport just

31:09.721 --> 31:12.462
to help my imagination a little bit

31:12.474 --> 31:15.380
obviously we're not gonna use that to

31:15.381 --> 31:19.401
anything but it just helps us to to

31:19.413 --> 31:24.340
kind of get more ideas while you're working

31:24.341 --> 31:27.848
with this also to find to find our

31:27.860 --> 31:31.580
focus point of the image here and to

31:31.581 --> 31:50.354
see how many things we still need

31:50.366 --> 32:11.360
to add in the background obviously at

32:11.361 --> 32:13.089
this point I'm starting to realize

32:13.101 --> 32:14.940
that I need to name things otherwise

32:14.941 --> 32:18.361
I'll be lost this is something that

32:18.373 --> 32:21.900
we really try to enforce here at the

32:21.901 --> 32:24.636
studio while people are obviously

32:24.648 --> 32:27.880
collaborating with each other they need

32:27.881 --> 32:29.789
to open their files so it's it's

32:29.801 --> 32:31.960
really good to to have some naming

32:31.961 --> 32:34.554
conventions and also to to keep

32:34.566 --> 32:37.760
yourself sane because if you have 20

32:37.761 --> 32:39.481
planes dot or something in the

32:39.493 --> 32:41.860
scene you don't really know what you're

32:41.861 --> 32:44.544
working with right now so we

32:44.556 --> 32:48.020
I'm just trying to kind of loosely

32:48.021 --> 32:49.986
adhere to the naming scheme that we

32:49.998 --> 32:52.140
use at the studio currently which is a

32:52.141 --> 32:55.169
prefix of geo in capitals with a dash

32:55.181 --> 32:58.300
and then the name of the geometry and.

32:59.120 --> 33:01.006
ENV for environment objects and

33:01.018 --> 33:03.160
things that don't get rendered or

33:03.161 --> 33:05.190
things that just contribute to the

33:05.202 --> 33:07.360
atmosphere of the final of the final

33:07.361 --> 33:11.591
result but yeah really any naming

33:11.603 --> 33:16.220
scheme works as long as you stick to

33:16.221 --> 33:18.238
it and it's clear to you after I

33:18.250 --> 33:20.660
don't know after five years when you

33:20.661 --> 33:28.473
open this file again so with all this

33:28.485 --> 33:36.720
so render prototyping I realized that I

33:36.721 --> 33:38.636
need more trees in the background to

33:38.648 --> 33:40.680
kind of fill the space and to get more

33:40.681 --> 33:44.641
sense of depth in there so here's

33:44.653 --> 33:49.210
that's why I'm just snake hooking some

33:49.211 --> 33:53.276
trees out of the out of the

33:53.288 --> 33:58.120
back really just rough shapes.

34:34.760 --> 34:36.779
but yeah I'm not really concerned

34:36.791 --> 34:39.240
about anything that's outside the frame.

34:42.270 --> 34:45.268
or in no way related to our final

34:45.280 --> 34:48.290
result I could have probably just

34:48.291 --> 34:57.216
deleted the back and save some memory

34:57.228 --> 35:06.400
here I'm increasing the detail size of

35:06.401 --> 35:08.470
the dynamic topology because now I...

35:08.482 --> 35:10.620
I want to go in there and add some more

35:10.621 --> 35:13.261
fine detail only in certain places

35:13.273 --> 35:16.000
where I think that I need to direct

35:16.001 --> 35:42.724
the viewers eye a little bit nudging

35:42.736 --> 36:09.470
all the details back a little bit to

36:09.471 --> 36:18.162
make the flow a little bit more

36:18.174 --> 36:28.280
dynamic and then we're focusing on

36:28.281 --> 36:30.939
the eye sockets because I knew that I

36:30.951 --> 36:33.620
wanted to put some lights in there to

36:33.621 --> 36:36.252
make it very glory and mysterious like

36:36.264 --> 36:38.840
this could be this could be either an

36:38.841 --> 36:42.871
eye or just a cave in the forest

36:42.883 --> 36:47.810
somewhere and since the the viewers I

36:47.811 --> 36:50.488
would be directed just immediately

36:50.500 --> 36:53.650
into those eyes I have to make sure that

36:53.651 --> 36:55.911
the geometry doesn't doesn't

36:55.923 --> 36:59.250
tessellate there or there's no no rough

36:59.251 --> 37:02.140
edges and or nothing that's really

37:02.152 --> 37:04.970
really disconnecting you from the

37:04.971 --> 37:30.403
subject I guess with this whole image

37:30.415 --> 37:55.190
I wanted to I don't know might sound

37:55.191 --> 37:57.777
really pretentious to say it after

37:57.789 --> 38:00.610
effect but yeah I really I drew a lot

38:00.611 --> 38:03.734
of childhood memories I grew up in

38:03.746 --> 38:07.150
a very not in a rural area but we had

38:07.151 --> 38:09.176
lots of forests around the house

38:09.188 --> 38:11.670
and I was strolling around the forest

38:11.671 --> 38:14.311
for hours and hours at any time of the

38:14.323 --> 38:17.110
day and really when you're a kid you're.

38:17.510 --> 38:23.635
kind of you can imagine you can imagine

38:23.647 --> 38:29.630
these things and yeah sort of parallel

38:29.631 --> 38:32.116
life that happens in the forest

38:32.128 --> 38:35.430
right of in front of our doorstep and I

38:35.431 --> 38:39.240
think that's what that's the the

38:39.252 --> 38:43.790
sense that I the the feeling that I.

38:44.690 --> 38:47.509
parallel a parallel universe that we

38:47.521 --> 38:50.810
can stumble upon that just happens to grow

38:50.811 --> 38:53.480
right in front of our eyes and I

38:53.492 --> 38:57.010
think that's that's also why I add those

38:57.011 --> 39:00.295
those kids in there later on because

39:00.307 --> 39:03.870
I want to evoke the sense of wonderment

39:03.871 --> 39:20.887
and discovery yeah I hope I managed

39:20.899 --> 39:39.820
to do that I'm mostly just barking from

39:39.821 --> 39:42.784
the camera point of view here just

39:42.796 --> 39:45.940
trying to be very efficient about it

39:45.941 --> 39:48.925
adding details where we really just

39:48.937 --> 39:52.100
absolutely need them and it was also.

39:53.900 --> 39:56.298
very adding a little tree trunk growing

39:56.310 --> 39:58.540
out of the ground here that was fun.

40:05.230 --> 40:07.666
yeah yeah I was saying that I think

40:07.678 --> 40:09.990
it's I think it's really vital to

40:09.991 --> 40:12.040
this character that the face doesn't

40:12.052 --> 40:13.890
look too it kind of has to look.

40:14.490 --> 40:17.378
ambiguous if you that's a word for that

40:17.390 --> 40:20.290
you're you shouldn't really be too sure

40:20.291 --> 40:24.615
is this and is this an evil forest

40:24.627 --> 40:29.210
giant or is he friendly I think that

40:29.211 --> 40:32.217
was the the biggest balance that I

40:32.229 --> 40:35.850
had to strike and yeah that's why you can

40:35.851 --> 40:37.497
see me zooming out so much because

40:37.509 --> 40:39.310
I really just had to look at the big.

40:39.910 --> 40:43.252
is this looking too too dark and too

40:43.264 --> 40:46.890
sinister now or does it still look sort

40:46.891 --> 40:51.133
of borderline friendly does it have a

40:51.145 --> 40:55.510
stern look on his face or I know is it

40:55.511 --> 40:59.452
happy that it's a that's woken up or

40:59.464 --> 41:03.630
is it going to destroy everything I'm.

41:51.370 --> 41:55.155
still adding more roots here and those

41:55.167 --> 41:58.770
are mainly just the roots that that.

41:59.210 --> 42:02.253
connects the roots that I will be

42:02.265 --> 42:05.410
growing later on using curves that

42:05.411 --> 42:07.256
connect those roots to the surface

42:07.268 --> 42:09.390
because if you just place curves on top

42:09.391 --> 42:11.579
of that they won't connect they don't

42:11.591 --> 42:13.790
they don't look like they they belong

42:13.791 --> 42:15.276
to the mesh even though if you just

42:15.288 --> 42:16.910
use the same material it's really hard

42:16.911 --> 42:19.909
to make it look like they're the same

42:19.921 --> 42:23.090
object so that's why you need some some

42:23.091 --> 42:25.277
sort of suggestion that that geometry

42:25.289 --> 42:27.430
that you're adding later on connects

42:27.431 --> 42:29.588
with the mesh underneath and that's

42:29.600 --> 42:31.830
why I'm indicating those roots there

42:31.831 --> 42:33.927
only to connect them with the bigger

42:33.939 --> 42:35.990
roots that are actually part of the

42:35.991 --> 42:51.064
mesh again doing a tiny little pass

42:51.076 --> 43:06.580
with a snake hook brush just because

43:06.581 --> 43:33.914
I like the that sort of pinched look

43:33.926 --> 44:02.010
that it creates all right I think for

44:02.011 --> 44:05.909
now I'm almost done with the sculpting

44:05.921 --> 44:09.530
just really tiny adjust tiny camera

44:09.531 --> 44:12.060
adjustments right now to make

44:12.072 --> 44:15.490
sure that we can we just got the best

44:15.491 --> 44:18.452
possible composition of course we

44:18.464 --> 44:22.050
can change it later on but yeah I'm just

44:22.051 --> 44:24.778
rotating the camera here slightly

44:24.790 --> 44:27.770
to to remove the the top part of the

44:27.771 --> 44:30.264
character from the frame that's

44:30.276 --> 44:33.590
again to to make it look bigger than it

44:33.591 --> 44:40.431
possibly then it then looks right

44:40.443 --> 44:47.900
now and I'm just trying to nudge the

44:47.901 --> 45:05.988
down a little bit because it's too

45:06.000 --> 45:25.650
dominant might right now and then I'm

45:25.651 --> 45:28.522
just smoothing out the last little bits

45:28.534 --> 45:31.490
just by pressing shift and stroking over

45:31.491 --> 45:45.834
the surface to make sure that there

45:45.846 --> 46:00.200
is no no polygon artifacts one more

46:00.201 --> 46:03.669
camera adjustments and then adding the

46:03.681 --> 46:07.160
rule of thirds to to the camera guides

46:07.161 --> 46:08.946
just to make sure that we can we

46:08.958 --> 46:11.260
have the best possible composition here

46:11.261 --> 46:13.808
and then then I'm not nudging the

46:13.820 --> 46:16.980
face to see if I can get it more into the

46:16.981 --> 46:22.636
the upper third doesn't really

46:22.648 --> 46:29.070
work but yeah that's it for now.
