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These are the user uploaded subtitles that are being translated: 1 00:00:00,510 --> 00:00:04,890 Hey, guys, welcome back to the next part of our series that we're going to continue with the readability 2 00:00:04,950 --> 00:00:07,140 of the elbow armor, so let's get to it. 3 00:00:07,720 --> 00:00:10,650 I'm jumping into sieverts here just to show you what we have here. 4 00:00:10,650 --> 00:00:11,880 We have this elbow armor's. 5 00:00:12,240 --> 00:00:17,100 We're looking very nice, but unfortunately, it might be a little bit too complicated if we wanted 6 00:00:17,100 --> 00:00:19,560 to have them as a separate piece. 7 00:00:19,560 --> 00:00:19,710 Right. 8 00:00:19,720 --> 00:00:21,250 Like if we want to apologize them. 9 00:00:21,510 --> 00:00:26,400 The problem here is that they're already slightly rotated, so it's going to be a little bit hard to 10 00:00:26,400 --> 00:00:26,630 do. 11 00:00:26,820 --> 00:00:30,340 So I'm going to try and see if we can do this with C remeasure in a nicer way. 12 00:00:30,630 --> 00:00:35,910 So what I want to do here is I'm going to clone these guys again because we don't want to to modify 13 00:00:35,910 --> 00:00:36,780 the original ones. 14 00:00:37,200 --> 00:00:41,250 We're going to clone these guys and we're going to go into C remeasure. 15 00:00:41,520 --> 00:00:44,730 So geometry, we need to into the subdivision levels. 16 00:00:44,730 --> 00:00:46,410 We're going to go to the low subdivisional level. 17 00:00:46,620 --> 00:00:50,060 Actually, I'm going to go to the highest of the level because I want this to be really, really sharp. 18 00:00:50,430 --> 00:00:53,880 I'm going to delete the lower subdivision levels and then I'm going to go into the geometry. 19 00:00:55,010 --> 00:00:55,910 S. remeasure. 20 00:00:57,020 --> 00:01:00,110 And I'm going to try and do a half size. 21 00:01:00,140 --> 00:01:05,960 First, I'm going to try to detect the edges, to detect the hard edges, and I'm just going to go for 22 00:01:05,960 --> 00:01:06,030 it. 23 00:01:06,050 --> 00:01:07,850 I'm just going to see how it does it. 24 00:01:08,450 --> 00:01:13,400 Usually, again, this year measure and any automatic tool that you find in software is there. 25 00:01:13,980 --> 00:01:18,640 They're always going to give you a good result, but sometimes it's not going to be the best result. 26 00:01:18,650 --> 00:01:23,240 And in situations where time constraints are a problem or in situations where you feel like you need 27 00:01:23,240 --> 00:01:28,910 to move on a little bit faster, you might be tempted to just follow along and try to do it this way. 28 00:01:28,910 --> 00:01:29,810 And that's fine. 29 00:01:30,080 --> 00:01:35,660 However, we definitely need to understand that certain things are just easier in in other ways, like 30 00:01:35,660 --> 00:01:37,860 just manually doing, even if it takes a little bit longer. 31 00:01:38,060 --> 00:01:39,140 The result is going to be better. 32 00:01:39,170 --> 00:01:40,340 So you always need to wait. 33 00:01:40,610 --> 00:01:44,240 How much or which a specific element you want to you want to approach. 34 00:01:44,480 --> 00:01:45,290 So I'm going to do another. 35 00:01:45,380 --> 00:01:52,910 Umesh, I'm a little bit worried about this thing, trying to to captured the element like very precisely. 36 00:01:52,910 --> 00:01:54,980 And that's always sort of an issue. 37 00:01:57,050 --> 00:02:02,290 We can't do it this way, yes, see how we're getting like this, like weird pinches and stuff. 38 00:02:02,300 --> 00:02:06,550 So it's not really going to work for these because there's one piece that I am pretty sure it's going 39 00:02:06,550 --> 00:02:06,800 to work. 40 00:02:06,820 --> 00:02:07,720 That's the fur coat. 41 00:02:07,960 --> 00:02:09,600 We're going to be doing that next. 42 00:02:09,850 --> 00:02:10,960 So let's go to the shoulder. 43 00:02:10,960 --> 00:02:12,550 But I'm sure you know this one. 44 00:02:12,700 --> 00:02:16,710 Let's go to the elbow pads and I'm going to show you how I would approach this. 45 00:02:16,990 --> 00:02:22,450 First of all, I would delete one of them, of course, now something similar to what we did with the 46 00:02:22,450 --> 00:02:22,800 knees. 47 00:02:23,080 --> 00:02:26,500 Once we do the basics, we're actually not going to leave those guys here. 48 00:02:26,740 --> 00:02:28,320 We're going to be like an action figure. 49 00:02:28,330 --> 00:02:29,830 We're going to bring these guys out. 50 00:02:30,040 --> 00:02:34,420 So I'm actually just going to move this thing out, center the pivot point, and I'm going to try and 51 00:02:34,420 --> 00:02:39,400 see if I can match this, like to the proper orientation right here. 52 00:02:40,000 --> 00:02:40,960 So I'm going to try to play. 53 00:02:40,990 --> 00:02:43,510 I mean, we can leave it here at the side of you. 54 00:02:43,510 --> 00:02:45,100 Like, this is the right view. 55 00:02:45,940 --> 00:02:51,250 And I'm just trying to see if I can match, like, the perfect symmetry that way. 56 00:02:51,250 --> 00:02:54,460 If we do one side and then the other, it should be a little bit easier. 57 00:02:54,460 --> 00:02:56,200 So I'm going to stay I'm going to keep it like this. 58 00:02:56,410 --> 00:02:59,050 And again, we're going to keep this out of the character. 59 00:02:59,170 --> 00:03:03,490 I'm just going to spoiler alert, give you a little bit of why we're doing this eventually when we do. 60 00:03:03,490 --> 00:03:08,680 Because if you have two objects that are really close together, this object could be projected onto 61 00:03:08,680 --> 00:03:13,090 this other object or it could project shadows and and artifacts that we don't really need. 62 00:03:13,090 --> 00:03:15,100 Not not for this particular character. 63 00:03:15,340 --> 00:03:20,140 And the reason we don't want those shadows or artifacts is if we want to later on doing animation where 64 00:03:20,350 --> 00:03:24,640 pieces of his armor fall apart, then we need to make sure that there's no texture projected. 65 00:03:24,640 --> 00:03:27,250 That's a permanent texture that we need to fix other way. 66 00:03:27,460 --> 00:03:32,620 So I'm going to move this thing out of the way like this and that, and we're going to do the border 67 00:03:32,620 --> 00:03:32,950 from here. 68 00:03:33,070 --> 00:03:34,870 I also just want to double check. 69 00:03:36,120 --> 00:03:38,490 It looks like they're symmetrical, so we just need one of them. 70 00:03:38,740 --> 00:03:39,540 Same with the knee pads. 71 00:03:39,550 --> 00:03:40,940 We're just going to need one of them later on. 72 00:03:41,340 --> 00:03:46,950 So this guy right here, we're just going to go live surface and we're going to be doing a very quick. 73 00:03:47,680 --> 00:03:49,140 I'm just going to go to the front. 74 00:03:49,590 --> 00:03:52,820 I know that we're going to have a big like face right here. 75 00:03:53,100 --> 00:03:53,890 Very important. 76 00:03:54,270 --> 00:03:59,510 I know that here we're going to have like that like the jump, another jump here. 77 00:04:00,610 --> 00:04:04,090 Another jump here and all the way to the front. 78 00:04:05,870 --> 00:04:06,560 Like this. 79 00:04:07,480 --> 00:04:08,140 And then. 80 00:04:09,650 --> 00:04:15,530 So a little bit of a leap here and then the jump like this, so that's like the halfway point right 81 00:04:15,980 --> 00:04:17,510 now from here, from this halfway point. 82 00:04:17,510 --> 00:04:18,800 I know that there's a corner here. 83 00:04:19,460 --> 00:04:24,290 So we're going to have one, two, three, one, two, three at. 84 00:04:25,510 --> 00:04:30,010 See how easier it is to do that this way now circles, remember circles, we've already done a circle 85 00:04:30,010 --> 00:04:30,280 before. 86 00:04:30,280 --> 00:04:32,200 We did before that for the little belt buckle over here. 87 00:04:32,470 --> 00:04:33,360 Now this one's bigger. 88 00:04:33,370 --> 00:04:36,310 So since it's bigger, we probably need a couple more faces. 89 00:04:36,580 --> 00:04:38,800 And for this, I'm going to do the same exact tricks. 90 00:04:38,810 --> 00:04:40,840 I'm going to start with a little box here. 91 00:04:43,320 --> 00:04:47,550 But then I'm going to start adding a couple of more sites, because if I just do this right here, it's 92 00:04:47,550 --> 00:04:48,230 not going to be enough. 93 00:04:48,240 --> 00:04:51,840 So I'm going to do it like like the flaps of a box again, like this. 94 00:04:53,690 --> 00:04:54,560 And now. 95 00:04:56,100 --> 00:04:58,830 From those points is where we're going to create the. 96 00:04:59,760 --> 00:05:00,300 The circle. 97 00:05:00,720 --> 00:05:05,950 See what I mean, because now we can just go can actually make it a little bit easier. 98 00:05:05,970 --> 00:05:07,920 Hopefully this works as intended. 99 00:05:07,920 --> 00:05:14,130 If we could double click change this to border and we have out there we go see how we get the circle. 100 00:05:14,400 --> 00:05:18,870 And when we relax, we're going to get that a nicer circle because there's a little bit denser and a 101 00:05:18,870 --> 00:05:21,780 little bit bigger because of course, we have more geometry. 102 00:05:22,320 --> 00:05:24,690 So we went from four, I think, to like 16. 103 00:05:25,320 --> 00:05:30,390 So I'm just going to bring all the borders to the to the border of the actual element. 104 00:05:31,530 --> 00:05:32,470 Let's bring this here. 105 00:05:32,490 --> 00:05:33,270 Let's relax. 106 00:05:35,070 --> 00:05:39,540 And again, the important thing here is we want to make sure that when we see this as a silhouette, 107 00:05:40,650 --> 00:05:44,260 if we take a look at the element and we see it, it looks as round as possible. 108 00:05:44,280 --> 00:05:46,470 So that's that's that's fair enough. 109 00:05:47,190 --> 00:05:49,680 If we want this to be even round or we will need more geometry. 110 00:05:49,710 --> 00:05:53,480 But that would mean that we're going to go even higher than what we already have on the character. 111 00:05:53,490 --> 00:05:56,430 And that's, again, something that we usually like to avoid. 112 00:05:56,640 --> 00:05:58,110 So that will click here. 113 00:05:58,620 --> 00:05:59,340 Clearcuts. 114 00:06:00,430 --> 00:06:02,400 And let's just keep moving here on the border. 115 00:06:03,400 --> 00:06:06,280 This border is very important, so we're just going to capture it. 116 00:06:08,510 --> 00:06:08,990 Go. 117 00:06:10,920 --> 00:06:11,720 There we go. 118 00:06:14,280 --> 00:06:16,580 There we go, there we go, there we go. 119 00:06:17,550 --> 00:06:24,660 One, two, three, four, five, perfect, so now we have all the band there now here, we definitely 120 00:06:24,660 --> 00:06:29,850 don't want as many of this lines going into the very flat surface of the of the shoulder. 121 00:06:30,030 --> 00:06:30,260 Right. 122 00:06:30,570 --> 00:06:32,850 So I'm going to ask, like, a couple of lines here. 123 00:06:32,850 --> 00:06:36,720 Let's do three, four, five, six, and let's relax. 124 00:06:36,750 --> 00:06:39,390 I think that's a good probably one less. 125 00:06:39,890 --> 00:06:42,090 Let's relax and that's better. 126 00:06:42,330 --> 00:06:46,430 And we need to find a way to to minimize the amount of lines that are going into this element. 127 00:06:46,440 --> 00:06:51,600 So I know that pretty much we're going to have the sort of like distribution. 128 00:06:52,530 --> 00:06:55,710 For instance, here, and we're going to start having a couple of triangles, remember, like the teaching 129 00:06:55,710 --> 00:06:56,580 technique that we've seen. 130 00:06:57,520 --> 00:07:00,670 So something like this, and I know that here, for instance. 131 00:07:02,470 --> 00:07:06,220 OK, so since these are two different geometries, this is where things are going to get a little bit 132 00:07:06,220 --> 00:07:07,350 tricky, but that's fine. 133 00:07:07,360 --> 00:07:12,940 Like this is going to be a triangle because I know we can just bridge this is one, two, three. 134 00:07:13,750 --> 00:07:15,270 And then this is going to be a triangle. 135 00:07:15,370 --> 00:07:17,200 It's going to be four, five. 136 00:07:18,400 --> 00:07:19,540 And then here. 137 00:07:20,960 --> 00:07:24,070 We're probably going to have another triangle somewhere like around there. 138 00:07:28,530 --> 00:07:33,240 Like that, because there's four or five, six and then seven. 139 00:07:34,620 --> 00:07:36,270 Eight, nine. 140 00:07:38,320 --> 00:07:42,580 Ten again, I know that we're going to have some sort of effect right about here. 141 00:07:45,050 --> 00:07:50,030 And as I mentioned with this can be a square, as I mentioned, with the kneepads, since these pieces 142 00:07:50,030 --> 00:07:56,780 are not going to be moving, they're not the formable pieces, then to only needs to be clean enough 143 00:07:56,780 --> 00:08:01,400 to hold all the surface and all the details rather than having to worry about the formation. 144 00:08:01,430 --> 00:08:02,540 That's a big, big plus. 145 00:08:02,810 --> 00:08:07,880 I've been mentioning I've probably mentioned this in a couple or one of the past videos, but there's 146 00:08:07,880 --> 00:08:12,260 the the news about the real engine coming later this year, a real Engine five. 147 00:08:12,470 --> 00:08:20,240 And in the demo that they showed earlier on, twenty or twenty twenty, they showed something very cool, 148 00:08:20,240 --> 00:08:26,160 which is the fact that now foreign environments and four worlds, we're going to be able to import valiance. 149 00:08:26,630 --> 00:08:32,430 They promise millions or billions of polygons into the scene by utilizing some sort of like new technology. 150 00:08:32,930 --> 00:08:39,950 However, they did not mention whether or not that was going to be useful or whether it's going to work 151 00:08:39,950 --> 00:08:41,240 for like characters. 152 00:08:41,550 --> 00:08:46,340 I personally don't think we're going to be able to do that for characters just yet, because that's 153 00:08:46,340 --> 00:08:48,290 a very, very complicated thing to do. 154 00:08:49,130 --> 00:08:50,480 But it's just. 155 00:08:51,050 --> 00:08:55,400 And again, that's because of the fact that characters, the form they move, they are rigged and the 156 00:08:55,410 --> 00:08:56,410 environments are not. 157 00:08:56,420 --> 00:09:03,740 So that's why sometimes you can get away with very like super detailed, like scans of of environments 158 00:09:03,740 --> 00:09:04,420 and the. 159 00:09:05,440 --> 00:09:10,980 And now with characters, couple of triangles here and there, it's fine again, not that the formal 160 00:09:10,990 --> 00:09:12,630 area, so it's going to work just fine. 161 00:09:12,970 --> 00:09:15,010 And now I'm just going to go grab this guy. 162 00:09:16,170 --> 00:09:20,820 Let's see how many lines we have, 15 here and we have 16, so it's one more we need one more triangle 163 00:09:20,820 --> 00:09:21,300 somewhere. 164 00:09:22,680 --> 00:09:24,550 Let's see where do win, where could we at it? 165 00:09:24,570 --> 00:09:26,730 I think we can add it like on the outside here. 166 00:09:27,300 --> 00:09:29,810 So I'm going to go from this corner or just. 167 00:09:29,810 --> 00:09:30,300 Just count. 168 00:09:30,930 --> 00:09:31,440 So. 169 00:09:32,890 --> 00:09:35,320 So here, here, here, here, here. 170 00:09:35,620 --> 00:09:38,950 Yeah, we need that right about here, so I'm just going to go from here. 171 00:09:40,770 --> 00:09:41,070 They're. 172 00:09:42,110 --> 00:09:46,390 Double, click, click, click, Weybridge, and there we go. 173 00:09:47,680 --> 00:09:53,680 We got the nice little surface now, technically, technically, if this thing is as symmetrical as 174 00:09:53,680 --> 00:09:58,660 I think I did it, which is fairly close, it's going to freeze transformation. 175 00:10:01,000 --> 00:10:07,180 Let's change the thinking world, you just press on the EKI or the Archey and change the world. 176 00:10:08,130 --> 00:10:16,170 And that way, we're going to be able to mirror and mirror on X and see negative bounding box. 177 00:10:17,140 --> 00:10:19,840 We're going to get by that. 178 00:10:21,120 --> 00:10:22,130 Let's object. 179 00:10:23,400 --> 00:10:27,190 It was the first transformation of the history should be bounding box. 180 00:10:27,840 --> 00:10:28,280 There we go. 181 00:10:28,880 --> 00:10:32,710 Now we just need to make sure that this is as close as possible. 182 00:10:33,210 --> 00:10:34,400 It's not as close as possible. 183 00:10:34,410 --> 00:10:37,380 It's not exactly how I was expecting this to to be. 184 00:10:37,380 --> 00:10:41,160 As you can see, this thing is what Dorward? 185 00:10:42,090 --> 00:10:44,050 It's creating a different sort of effect, right? 186 00:10:44,190 --> 00:10:49,020 It's not going it's not fitting here on the set, but that's fine, because I want to show you another 187 00:10:49,020 --> 00:10:49,900 way in which we can do it. 188 00:10:50,370 --> 00:10:52,050 This was a very finished piece. 189 00:10:52,050 --> 00:10:52,320 Right. 190 00:10:52,750 --> 00:10:57,810 But if we delete that guy and we just work with this guy right here, similar to what we did with an 191 00:10:57,810 --> 00:10:58,190 iPad. 192 00:10:58,200 --> 00:11:03,630 So I'm going to duplicate this guy and I move it forward just a second for it for me to show you. 193 00:11:03,900 --> 00:11:10,260 And I'm going to start using my insert loop to bring back the effect that we had. 194 00:11:11,740 --> 00:11:18,820 Of this very sharp looking elements of it, remember, we had like a line here and a line here. 195 00:11:20,390 --> 00:11:21,470 And then, of course. 196 00:11:22,410 --> 00:11:24,330 This border right here and here. 197 00:11:25,910 --> 00:11:27,980 And then another border right here. 198 00:11:28,950 --> 00:11:29,620 Look at this. 199 00:11:30,480 --> 00:11:35,130 See how we clean this shoulder pads that we have here, this this didn't look bad, right? 200 00:11:35,130 --> 00:11:39,330 But they look a little bit again, not so hard surface and a little bit more like clay. 201 00:11:39,630 --> 00:11:42,030 And now this looks really, really good. 202 00:11:42,030 --> 00:11:43,930 This looks a lot better than what we're expecting. 203 00:11:43,950 --> 00:11:46,350 I can even grab this guy right here and this guy right here. 204 00:11:46,720 --> 00:11:50,490 Let's give it a Bevell and a small fraction to segments. 205 00:11:50,820 --> 00:11:51,210 And we do. 206 00:11:51,210 --> 00:11:55,320 Number three, this looks way, way sharper than what we had before. 207 00:11:55,590 --> 00:11:57,500 And it's going to look, I believe, a little bit better. 208 00:11:57,750 --> 00:12:02,750 Now, one cool thing that we can do as well is we can actually bring this guy into Seabrook and give 209 00:12:02,770 --> 00:12:05,960 the same detail that we had before to the other guy. 210 00:12:05,980 --> 00:12:08,790 So you're always you will always have those two options. 211 00:12:08,790 --> 00:12:11,040 You can just grab whatever you have here and see. 212 00:12:11,310 --> 00:12:11,640 Right. 213 00:12:11,640 --> 00:12:17,570 Apologizes and do it or just redo it, give it a little bit more surface detail and then work from there. 214 00:12:17,890 --> 00:12:21,110 I think it looks this looks way, way better than what we had before. 215 00:12:21,450 --> 00:12:23,280 So I'm actually going to keep this. 216 00:12:23,280 --> 00:12:29,280 The only thing I would like to increase was this line that we had on the on the outside, which is this 217 00:12:29,280 --> 00:12:29,910 one right here. 218 00:12:30,160 --> 00:12:32,730 So I'm going to show you a nice little like modeling technique here. 219 00:12:34,130 --> 00:12:37,210 Well, actually, now that they think of it, you know, yeah, that's fine, that's fine. 220 00:12:37,220 --> 00:12:38,500 I'll show you why in just a second. 221 00:12:38,840 --> 00:12:41,060 So I'm just going to grab, like, all of these faces. 222 00:12:43,940 --> 00:12:47,450 I was getting a little bit worried because, of course, I think a lot of geometry, so you might be 223 00:12:47,450 --> 00:12:51,200 wondering how are we going to project all of this into the into the low poly? 224 00:12:51,200 --> 00:12:51,500 Right. 225 00:12:51,920 --> 00:12:53,740 And I'm going to show you in just a second. 226 00:12:53,750 --> 00:12:54,180 So there we go. 227 00:12:54,200 --> 00:12:55,370 I'm just going to do the whole thing. 228 00:12:56,570 --> 00:13:01,820 One very small extrusion and then extra again, one more little intrusion, and now when we do number 229 00:13:01,820 --> 00:13:03,050 three, look at that border. 230 00:13:04,310 --> 00:13:05,240 Quite nice, right? 231 00:13:05,630 --> 00:13:07,010 Very sharp, very, very nice. 232 00:13:07,430 --> 00:13:11,270 I think we can still add another line like right about here. 233 00:13:12,290 --> 00:13:13,470 It's going to keep it even sharper. 234 00:13:14,060 --> 00:13:14,720 There we go. 235 00:13:15,530 --> 00:13:19,160 We do get a little bit of an error here, but we can even take this guy and this is going to be our 236 00:13:19,160 --> 00:13:19,970 new high body. 237 00:13:20,150 --> 00:13:21,140 And here's the cool thing. 238 00:13:21,350 --> 00:13:22,580 We already have the lapel. 239 00:13:22,760 --> 00:13:28,940 As long as we don't change the silhouette that much, this guy is going to perfectly bake into this 240 00:13:28,940 --> 00:13:29,440 other guy. 241 00:13:30,110 --> 00:13:34,640 So this little policy that we have right here is going to catch all the details from these hyperbole. 242 00:13:34,640 --> 00:13:36,930 And it's going to look like a like a very nice projection. 243 00:13:37,160 --> 00:13:39,110 So this is pretty much as if we were doing this. 244 00:13:39,560 --> 00:13:43,030 And this one is going to, again, as I mentioned, worked really, really nice. 245 00:13:43,370 --> 00:13:46,280 The only thing I need to worry about here is you can see that there's a line. 246 00:13:47,420 --> 00:13:51,020 It's not so visible up here, but it is visible in the circle here, see how it is going through the 247 00:13:51,020 --> 00:13:51,410 circle. 248 00:13:51,650 --> 00:13:54,980 So I'm going to grab the the edge loop here that goes in the circle. 249 00:13:56,560 --> 00:13:57,520 This guy right here. 250 00:14:00,580 --> 00:14:01,930 All the way to that border. 251 00:14:03,800 --> 00:14:10,060 I want and I'm just going to collapse, so at eMESH collapse, and that's going to get rid of that, 252 00:14:10,100 --> 00:14:11,810 we're going to have a little bit of a pinch there. 253 00:14:11,930 --> 00:14:13,190 I don't think that's big of a deal. 254 00:14:13,220 --> 00:14:19,210 We can even have one more like Edgecliff here holding the water so we don't get that super obvious pinch 255 00:14:19,220 --> 00:14:20,500 and then same deal here. 256 00:14:20,510 --> 00:14:21,770 It's going to grab all of those guys. 257 00:14:23,670 --> 00:14:28,320 And I'm going to go at it, Meche collapsed, it's a little bit more of like traditional box modeling 258 00:14:28,890 --> 00:14:33,380 techniques, but hopefully you can follow along to to get this very, very cool detail. 259 00:14:33,660 --> 00:14:37,200 So as you can see, this new shoulder pads is going to be really, really it's not a shoulder bretz. 260 00:14:37,460 --> 00:14:39,390 The Rischard going to be very good. 261 00:14:39,400 --> 00:14:40,410 I'm going to leave it just there. 262 00:14:40,410 --> 00:14:41,610 I'm going to save this real quick. 263 00:14:41,910 --> 00:14:44,170 And and yeah, that's you guys. 264 00:14:44,220 --> 00:14:45,750 This is another piece done. 265 00:14:46,020 --> 00:14:54,000 So next one, guys, we're going to move on to the I want to show you the the fur coat, this one right 266 00:14:54,000 --> 00:14:56,520 here, because this one is going to be completely automatic. 267 00:14:56,520 --> 00:14:57,060 We're going to do it. 268 00:14:57,060 --> 00:15:01,170 And subversion is going to be a little bit faster than what we have or what we've done so far. 269 00:15:01,200 --> 00:15:04,050 OK, so hang on tight and I'll see you back on the next one. 25527

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