 So a lot of you guys wanted to know more about how to make and use proxies. So today, that is what we're gonna cover. Now as simple as this stuff might be, please understand that this information was very expensive to obtain. The Patrons and YouTube Squad donated $250 in order to hire Rookie to read to apologize and fix the normals for just our characters face. We didn't have enough money to afford the entire body, so we'd settled for just the face. Instead she was generous enough to include an explanation on how to replicate her technique, so in the end we were able to do the body by ourselves. Now because of the terms of service, I'm not allowed to show her original tutorial outside of Patreon. So I'm just gonna sum up the video instead for you guys here. But remember it normally costs between $15 and $2500 to get properly shaded anime characters. The fact that Rookie and Yuli even bothered to share their workflow with me here is a miracle. So please follow and support them for their generosity. And appreciate the brave people who gave the funds to make this information available. Alright. Now a proxy mesh is literally just the bare minimum shape of our characters subdivided. Usually the body, head and hair are all done separately. Last time we did the body, today we're gonna do the head. The really easy to make, really you just make the basic shape and just start cutting and dragging points around. And only focus on the main shape. You'll notice on my proxy for the head, I don't bother with any details like the ears or eyes. Also, if you just rather download my proxy, I've uploaded my personal anime body's proxy to artstation which you can download absolutely free. Once you've downloaded it, you can easily drag them around and adjust the size or proportion to fit your own character. However you get the proxy, something I'd like to clarify is the proxy shading phase is the prerequisite to manually edit in the normals. The next step is to use smoothen and abnormal to fix any lingering problems after you've smoothed out with the proxy. So don't worry about the detail edits, you do that later. So just like with the body, you click the head, go to modifiers, mesh data transfer, set the source of the proxy, check face corner data, custom normals, change mapping to nearest corner and best match and face normal, you're done. Hope that helps and as always, hope you have a fantastic day and I'll see you around.