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Hey, guys, welcome back to the next part of our series today, we're going to continue with the apology
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of the court and we're going to start with the neckpiece.
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So let's get to it.
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This is where we left off.
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Now, I am dividing this into module two because we finish one of the first parts of the culture, which
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is the hit.
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Now we're going to be focusing on other stuff.
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And even though the tools are still the same, we're going to be using the same tricks and techniques.
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The theory behind it or the way we approach things might be a little bit different, because now, instead
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of focusing on the actual loops for each particular feature of the face, like the eyes and mouth and
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the nose, where you're going to be thinking about how everything needs to flow and connect between
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each specific area.
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So for the for the chance here, first thing I need to explain is, as you can see, the chest or the
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body, the character, it's pretty symmetrical.
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The hands are symmetrical, the forearms are symmetrical, the arms are symmetrical, shoulders as well.
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Hips, legs, lower legs and feet.
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All of them are symmetrical.
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They're not symmetrical in details like they might have some like like bumps and wrinkles that are not
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present on the other side.
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But in the industry side of things, they're pretty much symmetrical.
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So we can read topologies, everything as a symmetrical piece and then make sure that every detail is
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projected in the in the way we're expected.
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Now, the chess here, on the other hand, this bar right here is asymmetrical.
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So we're going to have to do some very interesting things here once we get into that area.
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So let's start with this piece right here.
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Now, I'm going to do a trick here.
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Select the face.
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I'm going to duplicate this.
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I'm going to call this double click and just straight face.
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And it's going to be.
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Chests that we face remember to do for transformation on the history center people just to make sure
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everything is clean sometimes, and it has happened to me when you close my if you forgot to do all
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that stuff, it messes up the geometry and you lose a lot of progress.
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So make sure you do this three little buttons every time you finish working on a piece so that everything
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is maintained.
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Now, on this copy right here, when I'm going to do this, I'm going to select this little break here
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and delete it and then double click so all the remaining faces delete those as well.
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So we get only this thing right here.
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I'm going to select this guy again.
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We're going to go into lipservice.
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We're going to select the other one, the chest line, and we're going to start working from the chest
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up.
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So I'm just going to do the first.
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Just to show you my idea here, my technique.
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So it's going to do this, OK, careful here, we don't want those weird, non-magical edge geometries
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if you need to just extrude with the with the tacky.
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Especially on this area where the camera has a difficult time, like understanding how the geometry
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flows, you're going to get this sort of like errors quite a bit.
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So just keep that in mind.
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Go, I think that's the middle section.
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And we actually went over the middle section, that's fine.
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Do the same thing here, the reason this or the thing is we want to make sure that the topology flows
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in the same like.
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Elements that we had to process here.
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Having a little bit of an issue, trying to think about how to properly what it's trying to do, and
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it's it's very common.
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It's unfortunately quite annoying, but it's quite common.
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It's trying to go to the front part of the of the of the geometry.
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You can see it right there.
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See how that little.
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Burdick's, there is strength to go to the front, so you're going to have to manually select the Burdick's
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and move it back so that it snaps to the back side of the of the shirt and now we should be able to
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use that.
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We go snap them together.
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Now, on this area, we need to think about how we want to have this transition, we can go inside this
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little crevice right here or jump to the border of the shirt right here.
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I think for this particular character, I'm going to jump I'm going to cover this with, like, a little
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bit of a jump there.
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And that's how we were going to cover that air, because at the end of the day, we can just paint like
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a little bit of a shadow there and that should be fine.
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She's going to try this out.
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And again, probably have to do this manually, position them where I need to have.
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Now we're going to leave, of course, half of this and I'm actually going to delete the inner ring
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because we only want the outer ring.
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I already know that all of this border right here matches perfectly with the border of the head.
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So eventually when we stitch both of them together, everything should be fine.
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Now, this facies so.
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So like the face go to match display Keat reverse.
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There we go.
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Make sure that the businesses that are not welded together are now welded together like that.
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And now it should be a little bit easier to continue moving this thing out.
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Now the problem is this guy is right here, so you need a lot of surface to cover and this guy is right
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here already on the border of the shirt.
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So for this sort of things, I actually like to do the border first.
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So it's going to start like drawing my border line right here.
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So you like.
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Again, trying to keep this in the in the most like, uniform way possible.
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There we go, see this like gaps that we get here, try to avoid those, so modify and move your points
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so that you have as little of those gaps as possible, because those are the ones that later on can
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generate some, like, very weird artifacts on the on the normal maps.
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And we definitely don't want those.
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For instance, here is this up.
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Keep it really sharp, go, and then we just start moving this guys to the side similar to what we did
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with the ear, like we want to have as many as we need to keep a nice, clean perimeter.
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But we also don't want to have this be like super, super dense because all of the lines that we have
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here will eventually flow into the rest of the character.
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So we have like really, really big blocky areas.
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Then what's going to happen is we're going to have a lot of geometry going into the shoulders, the
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arms, the hands, and that's going to be that for us.
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So as you can see, which is go right here.
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Like this, perfect.
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All the way to the middle of the of the character, again, remember a rule trying to keep everything
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as uniform as possible.
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We don't want to ask the more geometry that we need, all the scores should be fairly the same size
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and that's it.
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Now, all of this guys, of course, eventually are going to go inside of the or to the outside right
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now here I might have a little bit more than I actually want, which is is fine.
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That was just like the first batch.
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Now we're going to start projecting this guys to the top like this.
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So, for instance, one, two.
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There we go.
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We're here, for instance, this guy can just finish the development right there and go here.
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And there we go, unified right about there, because, again, we don't want to add more geometry than
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we actually need.
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Now, here's where things are going to start getting interesting as well, because, as you can see
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like that faces is more than enough.
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But I might want to add one more line like what we have here just to have a little bit more curvature
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on that area instead of just like a plane.
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However, if I add the curvature, we're going to break this thing that already matches the one on the
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neck.
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So what can we do here?
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We're going to delete one face at the bulge that we're looking for.
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Finish the bridge in here like this.
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And then over here, just a triangle.
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As long as you don't move any of this inner edge, things are going to float nicely.
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Now, over here, similar thing like we don't want to have as many or that many lines.
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I'll just add one more here.
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So we got this very nice effect.
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And here we don't like this shapes this shapes are really could be or could potentially be dangerous
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for us.
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We have two options.
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Again, we add more lines here.
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We Bevell this thing.
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So we have another row and we can connect everything or.
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In this particular case, just give them a chance and that's fine.
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The reason why we don't want as many faces is because, as you can see back here, the neck becomes
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really thin.
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There's not as much surface area as what we have here.
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So we want to always keep in mind that if we don't need geometry, we want to be simple.
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So, for instance, here things are becoming a little bit thinner.
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So get rid of a couple of them.
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We don't need as many lines going to the back.
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We're going to have something similar over here.
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For instance, here I can already see or sense that we're not going to need as many polygons.
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See how we we can go from four to three.
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So that's fine.
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Just one more triangle there.
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Can you hear?
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We've got three three perfect over here, we're also going to go with a third one now if things get
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tricky because they can get tricky in this area, that's completely normal, we can use other tools
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as well.
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For instance, we can select Etch a Sketch and bridge Etch a Sketch and bridge Etch a Sketch.
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And we in this case, we definitely need another line here.
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So I'm going to add this line.
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One of the cool things is something you don't even need the what's the word?
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All the or the active geometry, even just.
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Sorry, let me rephrase that.
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I'm having my tongue twist over here.
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So even if the geometry is hidden, as long as it's on the lip option right here, you're going to see
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that it's still it will still try to fill in those gaps, which is really, really good for us.
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Now, for instance, here, I'm going to erase this face just for a little while.
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I'm going to add one extra line here so that we can bridge this two guys here and here.
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And then I'm going to bridge from here to here.
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Actually, I'm going to go vertex, grab these two guys, merge to center, and then we can bridge this
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two guys.
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And that way we keep our original, like, inner border.
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And now the whole inner part of the neck is is finished just following the the proper geometry of the
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character.
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So this thing will eventually be stitched with with the rest of the head.
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And we're going to have a very good a very good topology right there.
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Now for this site over here, for instance, on this area right here on this little corner, we're going
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to do something very similar.
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We need to start moving and incorporate all of this here.
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Now, the big question, do we need to capture the volume of this thing right here?
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And the answer is yes, since this volume right here changes the silhouette of the character, meaning
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if you press number seven, you can see the border there, it will be more beneficial to us to have
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this the border like this to to actually go through it and give it the volume.
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It's going to give us more geometry.
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Definitely.
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It's going to make it a little bit heavier, but it's going to make it look way, way better.
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So we're pretty much going to rebuild this thing.
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If you saw the if you're coming from the other video, hopefully you did the whole Palladin exercise
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in Seabridge.
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Remember when we did this thing, we we actually looped this thing with with loops using, I believe,
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similar, and we created this sort of event or this sort of detail.
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So, again, it will take a little bit longer to.
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To go all the way around this element that's going to make the way, way better, because then when
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we see or when we see the character, instead of seeing just like a like an impression or the the a
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fake detail, we're actually going to be seeing the geometry in these geometry is also going to be projecting
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shadows.
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So you're going to see a little bit of a dark shadow around the border of this thing.
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Will it be a little bit longer?
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Yes, it will.
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And some people really hate that because they feel like they're losing or wasting a lot of time on the
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radiology process.
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But my friends, I am sorry to tell you that this is a very necessary step for characters at the time
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of this recording.
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I think I've mentioned this before, but the title of this recording are Real.
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Engine five is on the works.
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I'm recording this early twenty twenty one.
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So they are promising that especially for environments and for like decorations, you know, like statues,
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columns and stuff like that, we won't need to do biology anymore.
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We're going to be able to bring the geometry straight from Sèvres into into into real how they're going
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to achieve that, I'm not completely sure.
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I am not completely sure if that means that all of this workflow is going to be gone for for props.
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But I can definitely promise you and hopefully I don't eat my words later on, but I can promise you
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that this process will still be pressing for characters because animation really topology is something
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that you cannot simplify or other Matti's as easily as other parts of the pipeline, like, for instance,
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if you want to have like a rock or a pillar being destroyed on the on the middle of your scene, you
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can have, like, really, really dirty topology.
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And as long as it looks good on the malling and the rendering, you're going to be fine because that
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thing is never going to move.
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However, if you have a character is going to be bending, jumping, punching, climbing, walking,
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then you definitely need to to have some very, very clean topology to enable all of those.
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OK, I always try to fill these gaps when I'm just, like, doing this repetitive stuff with cool information
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for you guys because otherwise this would be like a very, very long process.
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So I'm just going to finish this little board right here.
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And then I'm just going to show you real quick the general thought process for the for the remaining
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part of this neckpiece.
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And then we're going to jump onto onto the shoulders.
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And we go.
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There we go, there we go.
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And that's it now what's going to happen here?
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Well, of course, we have this line right here that's giving us pretty much the the guideline of how
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things need to flow.
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So we need to simplify.
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This is the most important part of this, but they don't want to leap out of the video.
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This thing cannot continue onto the chest because otherwise it's going to be really, really heavy.
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So we need to find a way to minimize this and finish this particular piece right here.
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How are we going to do it?
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Probably with a couple of squares or something or triangles, so for instance, something like this.
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There we go.
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I'm going to make this a triangle so that this becomes a square and then this is also going to become
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a triangle, and that's where the detail finishes.
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OK, because that's going to be merged with all of the other pieces from this area and should be fine.
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We're going to double click here, clear dots.
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And my next objective is to finish.
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All of this development right now.
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All of this elements need to go down.
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So I can go with really broad strokes, similar to what we did with the inner side of the neck.
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So really, really broad strokes going down into the into the border of the neck, because in this part
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is where the word, the chest and the back are going to start.
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So all of this here, and we don't want all of this lines going back, right?
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We've already talked about this on the on the inner side.
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So we're definitely going to want probably.
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One on this year, that one is fine, as you can see there, but then we're probably going to need a
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second one at some point.
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So probably like a both here and here.
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So let's do one, two, three triangle there.
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That's fine.
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Careful here.
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I'll rather have a triangle there and have this as just a single face, then have like a lot of lines.
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We're just going to simplify it like there.
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We probably don't need any more lines and keep it a three right there.
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And then here we're going to keep it a two like that, but can relax things a little bit.
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So this thing flows a little bit better.
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And that's my neck piece is right now.
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If you want to check it out and make sure that everything's fine, just grab both of these pieces and
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you're going to see that they match perfectly.
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So later on when we stitch them together and everything is going to just follow as a single water tight
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mesh.
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Remember, we want to have a water tight mesh because it's going to be easier for riggers and schoenaerts
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to just one piece of geometry than having to rig like a lot of pieces.
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Now, I'm not joining or merging these two lines just yet because every single point that we have makes
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it harder for the surface to actually, like, process the whole thing.
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So if you can do it by parts and then stitch everything together at the end, you're going to see a
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little bit of a better performance on your underminer.
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So that's it for these be the guys.
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Keep on working.
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Make sure you get to this point.
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As I've mentioned before, Rita, topology is a little bit tedious, so I strongly recommend you possibly
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you do the work and then come back, because if you just watch every single video and then try to do
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the rideable, you're going to keep up.
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I promise it's going to be a process.
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It's better if you do it by, like, small little chunks of time so that you can just move a little
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bit faster.
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OK, so next video, we're going to take a look at these shoulders.
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Hang on tight and I'll see you back on the next bubp.
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