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Hey, guys, welcome back to the next part of our series that we're going to continue with the readability
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of the elbow armor, so let's get to it.
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I'm jumping into sieverts here just to show you what we have here.
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We have this elbow armor's.
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We're looking very nice, but unfortunately, it might be a little bit too complicated if we wanted
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to have them as a separate piece.
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Right.
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Like if we want to apologize them.
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The problem here is that they're already slightly rotated, so it's going to be a little bit hard to
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do.
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So I'm going to try and see if we can do this with C remeasure in a nicer way.
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So what I want to do here is I'm going to clone these guys again because we don't want to to modify
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the original ones.
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We're going to clone these guys and we're going to go into C remeasure.
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So geometry, we need to into the subdivision levels.
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We're going to go to the low subdivisional level.
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Actually, I'm going to go to the highest of the level because I want this to be really, really sharp.
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I'm going to delete the lower subdivision levels and then I'm going to go into the geometry.
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S. remeasure.
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And I'm going to try and do a half size.
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First, I'm going to try to detect the edges, to detect the hard edges, and I'm just going to go for
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it.
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I'm just going to see how it does it.
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Usually, again, this year measure and any automatic tool that you find in software is there.
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They're always going to give you a good result, but sometimes it's not going to be the best result.
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And in situations where time constraints are a problem or in situations where you feel like you need
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to move on a little bit faster, you might be tempted to just follow along and try to do it this way.
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And that's fine.
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However, we definitely need to understand that certain things are just easier in in other ways, like
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just manually doing, even if it takes a little bit longer.
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The result is going to be better.
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So you always need to wait.
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How much or which a specific element you want to you want to approach.
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So I'm going to do another.
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Umesh, I'm a little bit worried about this thing, trying to to captured the element like very precisely.
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And that's always sort of an issue.
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We can't do it this way, yes, see how we're getting like this, like weird pinches and stuff.
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So it's not really going to work for these because there's one piece that I am pretty sure it's going
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to work.
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That's the fur coat.
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We're going to be doing that next.
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So let's go to the shoulder.
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But I'm sure you know this one.
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Let's go to the elbow pads and I'm going to show you how I would approach this.
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First of all, I would delete one of them, of course, now something similar to what we did with the
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knees.
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Once we do the basics, we're actually not going to leave those guys here.
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We're going to be like an action figure.
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We're going to bring these guys out.
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So I'm actually just going to move this thing out, center the pivot point, and I'm going to try and
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see if I can match this, like to the proper orientation right here.
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So I'm going to try to play.
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I mean, we can leave it here at the side of you.
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Like, this is the right view.
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And I'm just trying to see if I can match, like, the perfect symmetry that way.
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If we do one side and then the other, it should be a little bit easier.
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So I'm going to stay I'm going to keep it like this.
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And again, we're going to keep this out of the character.
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I'm just going to spoiler alert, give you a little bit of why we're doing this eventually when we do.
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Because if you have two objects that are really close together, this object could be projected onto
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this other object or it could project shadows and and artifacts that we don't really need.
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Not not for this particular character.
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And the reason we don't want those shadows or artifacts is if we want to later on doing animation where
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pieces of his armor fall apart, then we need to make sure that there's no texture projected.
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That's a permanent texture that we need to fix other way.
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So I'm going to move this thing out of the way like this and that, and we're going to do the border
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from here.
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I also just want to double check.
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It looks like they're symmetrical, so we just need one of them.
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Same with the knee pads.
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We're just going to need one of them later on.
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So this guy right here, we're just going to go live surface and we're going to be doing a very quick.
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I'm just going to go to the front.
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I know that we're going to have a big like face right here.
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Very important.
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I know that here we're going to have like that like the jump, another jump here.
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Another jump here and all the way to the front.
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Like this.
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And then.
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So a little bit of a leap here and then the jump like this, so that's like the halfway point right
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now from here, from this halfway point.
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I know that there's a corner here.
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So we're going to have one, two, three, one, two, three at.
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See how easier it is to do that this way now circles, remember circles, we've already done a circle
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before.
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We did before that for the little belt buckle over here.
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Now this one's bigger.
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So since it's bigger, we probably need a couple more faces.
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And for this, I'm going to do the same exact tricks.
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I'm going to start with a little box here.
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But then I'm going to start adding a couple of more sites, because if I just do this right here, it's
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not going to be enough.
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So I'm going to do it like like the flaps of a box again, like this.
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And now.
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From those points is where we're going to create the.
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The circle.
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See what I mean, because now we can just go can actually make it a little bit easier.
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Hopefully this works as intended.
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If we could double click change this to border and we have out there we go see how we get the circle.
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And when we relax, we're going to get that a nicer circle because there's a little bit denser and a
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little bit bigger because of course, we have more geometry.
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So we went from four, I think, to like 16.
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So I'm just going to bring all the borders to the to the border of the actual element.
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Let's bring this here.
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Let's relax.
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And again, the important thing here is we want to make sure that when we see this as a silhouette,
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if we take a look at the element and we see it, it looks as round as possible.
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So that's that's that's fair enough.
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If we want this to be even round or we will need more geometry.
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But that would mean that we're going to go even higher than what we already have on the character.
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And that's, again, something that we usually like to avoid.
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So that will click here.
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Clearcuts.
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And let's just keep moving here on the border.
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This border is very important, so we're just going to capture it.
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Go.
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There we go.
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There we go, there we go, there we go.
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One, two, three, four, five, perfect, so now we have all the band there now here, we definitely
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don't want as many of this lines going into the very flat surface of the of the shoulder.
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Right.
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So I'm going to ask, like, a couple of lines here.
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Let's do three, four, five, six, and let's relax.
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I think that's a good probably one less.
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Let's relax and that's better.
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And we need to find a way to to minimize the amount of lines that are going into this element.
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So I know that pretty much we're going to have the sort of like distribution.
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For instance, here, and we're going to start having a couple of triangles, remember, like the teaching
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technique that we've seen.
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So something like this, and I know that here, for instance.
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OK, so since these are two different geometries, this is where things are going to get a little bit
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tricky, but that's fine.
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Like this is going to be a triangle because I know we can just bridge this is one, two, three.
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And then this is going to be a triangle.
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It's going to be four, five.
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And then here.
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We're probably going to have another triangle somewhere like around there.
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Like that, because there's four or five, six and then seven.
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Eight, nine.
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Ten again, I know that we're going to have some sort of effect right about here.
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And as I mentioned with this can be a square, as I mentioned, with the kneepads, since these pieces
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are not going to be moving, they're not the formable pieces, then to only needs to be clean enough
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to hold all the surface and all the details rather than having to worry about the formation.
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That's a big, big plus.
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I've been mentioning I've probably mentioned this in a couple or one of the past videos, but there's
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the the news about the real engine coming later this year, a real Engine five.
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And in the demo that they showed earlier on, twenty or twenty twenty, they showed something very cool,
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which is the fact that now foreign environments and four worlds, we're going to be able to import valiance.
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They promise millions or billions of polygons into the scene by utilizing some sort of like new technology.
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However, they did not mention whether or not that was going to be useful or whether it's going to work
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for like characters.
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I personally don't think we're going to be able to do that for characters just yet, because that's
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a very, very complicated thing to do.
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But it's just.
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And again, that's because of the fact that characters, the form they move, they are rigged and the
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environments are not.
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So that's why sometimes you can get away with very like super detailed, like scans of of environments
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and the.
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And now with characters, couple of triangles here and there, it's fine again, not that the formal
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area, so it's going to work just fine.
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And now I'm just going to go grab this guy.
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Let's see how many lines we have, 15 here and we have 16, so it's one more we need one more triangle
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somewhere.
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Let's see where do win, where could we at it?
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I think we can add it like on the outside here.
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So I'm going to go from this corner or just.
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Just count.
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So.
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So here, here, here, here, here.
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Yeah, we need that right about here, so I'm just going to go from here.
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They're.
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Double, click, click, click, Weybridge, and there we go.
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We got the nice little surface now, technically, technically, if this thing is as symmetrical as
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I think I did it, which is fairly close, it's going to freeze transformation.
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Let's change the thinking world, you just press on the EKI or the Archey and change the world.
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And that way, we're going to be able to mirror and mirror on X and see negative bounding box.
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We're going to get by that.
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Let's object.
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It was the first transformation of the history should be bounding box.
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There we go.
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Now we just need to make sure that this is as close as possible.
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It's not as close as possible.
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It's not exactly how I was expecting this to to be.
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As you can see, this thing is what Dorward?
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It's creating a different sort of effect, right?
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It's not going it's not fitting here on the set, but that's fine, because I want to show you another
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way in which we can do it.
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This was a very finished piece.
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Right.
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But if we delete that guy and we just work with this guy right here, similar to what we did with an
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iPad.
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So I'm going to duplicate this guy and I move it forward just a second for it for me to show you.
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And I'm going to start using my insert loop to bring back the effect that we had.
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Of this very sharp looking elements of it, remember, we had like a line here and a line here.
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And then, of course.
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This border right here and here.
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And then another border right here.
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Look at this.
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See how we clean this shoulder pads that we have here, this this didn't look bad, right?
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But they look a little bit again, not so hard surface and a little bit more like clay.
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And now this looks really, really good.
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This looks a lot better than what we're expecting.
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I can even grab this guy right here and this guy right here.
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Let's give it a Bevell and a small fraction to segments.
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And we do.
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Number three, this looks way, way sharper than what we had before.
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And it's going to look, I believe, a little bit better.
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Now, one cool thing that we can do as well is we can actually bring this guy into Seabrook and give
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the same detail that we had before to the other guy.
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So you're always you will always have those two options.
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You can just grab whatever you have here and see.
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Right.
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Apologizes and do it or just redo it, give it a little bit more surface detail and then work from there.
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I think it looks this looks way, way better than what we had before.
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So I'm actually going to keep this.
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The only thing I would like to increase was this line that we had on the on the outside, which is this
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one right here.
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So I'm going to show you a nice little like modeling technique here.
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Well, actually, now that they think of it, you know, yeah, that's fine, that's fine.
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I'll show you why in just a second.
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So I'm just going to grab, like, all of these faces.
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I was getting a little bit worried because, of course, I think a lot of geometry, so you might be
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wondering how are we going to project all of this into the into the low poly?
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Right.
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And I'm going to show you in just a second.
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So there we go.
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I'm just going to do the whole thing.
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One very small extrusion and then extra again, one more little intrusion, and now when we do number
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three, look at that border.
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Quite nice, right?
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Very sharp, very, very nice.
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I think we can still add another line like right about here.
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It's going to keep it even sharper.
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There we go.
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We do get a little bit of an error here, but we can even take this guy and this is going to be our
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new high body.
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And here's the cool thing.
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We already have the lapel.
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As long as we don't change the silhouette that much, this guy is going to perfectly bake into this
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other guy.
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So this little policy that we have right here is going to catch all the details from these hyperbole.
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And it's going to look like a like a very nice projection.
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So this is pretty much as if we were doing this.
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And this one is going to, again, as I mentioned, worked really, really nice.
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The only thing I need to worry about here is you can see that there's a line.
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It's not so visible up here, but it is visible in the circle here, see how it is going through the
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circle.
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So I'm going to grab the the edge loop here that goes in the circle.
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This guy right here.
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All the way to that border.
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I want and I'm just going to collapse, so at eMESH collapse, and that's going to get rid of that,
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we're going to have a little bit of a pinch there.
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I don't think that's big of a deal.
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We can even have one more like Edgecliff here holding the water so we don't get that super obvious pinch
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and then same deal here.
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It's going to grab all of those guys.
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And I'm going to go at it, Meche collapsed, it's a little bit more of like traditional box modeling
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techniques, but hopefully you can follow along to to get this very, very cool detail.
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So as you can see, this new shoulder pads is going to be really, really it's not a shoulder bretz.
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The Rischard going to be very good.
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I'm going to leave it just there.
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I'm going to save this real quick.
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And and yeah, that's you guys.
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This is another piece done.
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So next one, guys, we're going to move on to the I want to show you the the fur coat, this one right
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here, because this one is going to be completely automatic.
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We're going to do it.
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And subversion is going to be a little bit faster than what we have or what we've done so far.
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OK, so hang on tight and I'll see you back on the next one.
25527
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