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These are the user uploaded subtitles that are being translated: 1 00:00:00,750 --> 00:00:04,530 Hey, guys, welcome back to the next part of our series today, we're going to continue with the apology 2 00:00:04,530 --> 00:00:06,870 of the court and we're going to start with the neckpiece. 3 00:00:06,870 --> 00:00:07,870 So let's get to it. 4 00:00:08,370 --> 00:00:09,310 This is where we left off. 5 00:00:09,330 --> 00:00:14,580 Now, I am dividing this into module two because we finish one of the first parts of the culture, which 6 00:00:14,580 --> 00:00:15,080 is the hit. 7 00:00:15,330 --> 00:00:17,130 Now we're going to be focusing on other stuff. 8 00:00:17,130 --> 00:00:21,890 And even though the tools are still the same, we're going to be using the same tricks and techniques. 9 00:00:22,230 --> 00:00:27,480 The theory behind it or the way we approach things might be a little bit different, because now, instead 10 00:00:27,480 --> 00:00:32,790 of focusing on the actual loops for each particular feature of the face, like the eyes and mouth and 11 00:00:32,790 --> 00:00:37,470 the nose, where you're going to be thinking about how everything needs to flow and connect between 12 00:00:37,470 --> 00:00:39,430 each specific area. 13 00:00:39,750 --> 00:00:47,970 So for the for the chance here, first thing I need to explain is, as you can see, the chest or the 14 00:00:48,270 --> 00:00:50,820 body, the character, it's pretty symmetrical. 15 00:00:51,120 --> 00:00:56,280 The hands are symmetrical, the forearms are symmetrical, the arms are symmetrical, shoulders as well. 16 00:00:56,550 --> 00:00:59,100 Hips, legs, lower legs and feet. 17 00:00:59,100 --> 00:01:00,240 All of them are symmetrical. 18 00:01:00,420 --> 00:01:06,360 They're not symmetrical in details like they might have some like like bumps and wrinkles that are not 19 00:01:06,360 --> 00:01:07,590 present on the other side. 20 00:01:07,800 --> 00:01:11,400 But in the industry side of things, they're pretty much symmetrical. 21 00:01:11,400 --> 00:01:17,340 So we can read topologies, everything as a symmetrical piece and then make sure that every detail is 22 00:01:17,340 --> 00:01:19,030 projected in the in the way we're expected. 23 00:01:19,260 --> 00:01:23,580 Now, the chess here, on the other hand, this bar right here is asymmetrical. 24 00:01:23,580 --> 00:01:27,820 So we're going to have to do some very interesting things here once we get into that area. 25 00:01:28,020 --> 00:01:29,830 So let's start with this piece right here. 26 00:01:29,850 --> 00:01:31,230 Now, I'm going to do a trick here. 27 00:01:31,230 --> 00:01:32,070 Select the face. 28 00:01:32,460 --> 00:01:33,420 I'm going to duplicate this. 29 00:01:33,420 --> 00:01:36,750 I'm going to call this double click and just straight face. 30 00:01:37,110 --> 00:01:37,980 And it's going to be. 31 00:01:40,100 --> 00:01:45,920 Chests that we face remember to do for transformation on the history center people just to make sure 32 00:01:45,920 --> 00:01:50,600 everything is clean sometimes, and it has happened to me when you close my if you forgot to do all 33 00:01:50,600 --> 00:01:53,870 that stuff, it messes up the geometry and you lose a lot of progress. 34 00:01:53,900 --> 00:01:59,450 So make sure you do this three little buttons every time you finish working on a piece so that everything 35 00:01:59,450 --> 00:01:59,940 is maintained. 36 00:01:59,960 --> 00:02:04,640 Now, on this copy right here, when I'm going to do this, I'm going to select this little break here 37 00:02:04,760 --> 00:02:09,370 and delete it and then double click so all the remaining faces delete those as well. 38 00:02:09,380 --> 00:02:11,510 So we get only this thing right here. 39 00:02:12,080 --> 00:02:13,280 I'm going to select this guy again. 40 00:02:13,520 --> 00:02:15,350 We're going to go into lipservice. 41 00:02:15,590 --> 00:02:20,030 We're going to select the other one, the chest line, and we're going to start working from the chest 42 00:02:20,030 --> 00:02:20,410 up. 43 00:02:20,870 --> 00:02:22,400 So I'm just going to do the first. 44 00:02:23,630 --> 00:02:26,840 Just to show you my idea here, my technique. 45 00:02:28,270 --> 00:02:34,750 So it's going to do this, OK, careful here, we don't want those weird, non-magical edge geometries 46 00:02:35,260 --> 00:02:38,590 if you need to just extrude with the with the tacky. 47 00:02:39,930 --> 00:02:45,570 Especially on this area where the camera has a difficult time, like understanding how the geometry 48 00:02:45,570 --> 00:02:48,480 flows, you're going to get this sort of like errors quite a bit. 49 00:02:49,900 --> 00:02:51,690 So just keep that in mind. 50 00:02:53,790 --> 00:02:56,430 Go, I think that's the middle section. 51 00:02:57,430 --> 00:02:59,410 And we actually went over the middle section, that's fine. 52 00:03:00,760 --> 00:03:05,980 Do the same thing here, the reason this or the thing is we want to make sure that the topology flows 53 00:03:06,700 --> 00:03:07,890 in the same like. 54 00:03:09,350 --> 00:03:11,810 Elements that we had to process here. 55 00:03:15,650 --> 00:03:20,090 Having a little bit of an issue, trying to think about how to properly what it's trying to do, and 56 00:03:20,090 --> 00:03:21,100 it's it's very common. 57 00:03:21,100 --> 00:03:23,570 It's unfortunately quite annoying, but it's quite common. 58 00:03:23,750 --> 00:03:27,790 It's trying to go to the front part of the of the of the geometry. 59 00:03:27,830 --> 00:03:28,870 You can see it right there. 60 00:03:28,880 --> 00:03:29,630 See how that little. 61 00:03:30,990 --> 00:03:34,710 Burdick's, there is strength to go to the front, so you're going to have to manually select the Burdick's 62 00:03:34,710 --> 00:03:41,140 and move it back so that it snaps to the back side of the of the shirt and now we should be able to 63 00:03:41,160 --> 00:03:42,000 use that. 64 00:03:42,000 --> 00:03:43,380 We go snap them together. 65 00:03:44,150 --> 00:03:50,480 Now, on this area, we need to think about how we want to have this transition, we can go inside this 66 00:03:50,480 --> 00:03:54,080 little crevice right here or jump to the border of the shirt right here. 67 00:03:54,320 --> 00:03:59,870 I think for this particular character, I'm going to jump I'm going to cover this with, like, a little 68 00:03:59,870 --> 00:04:00,740 bit of a jump there. 69 00:04:01,910 --> 00:04:06,460 And that's how we were going to cover that air, because at the end of the day, we can just paint like 70 00:04:06,470 --> 00:04:08,640 a little bit of a shadow there and that should be fine. 71 00:04:08,670 --> 00:04:10,010 She's going to try this out. 72 00:04:11,110 --> 00:04:16,300 And again, probably have to do this manually, position them where I need to have. 73 00:04:16,570 --> 00:04:22,090 Now we're going to leave, of course, half of this and I'm actually going to delete the inner ring 74 00:04:22,090 --> 00:04:23,440 because we only want the outer ring. 75 00:04:23,470 --> 00:04:27,900 I already know that all of this border right here matches perfectly with the border of the head. 76 00:04:28,030 --> 00:04:31,420 So eventually when we stitch both of them together, everything should be fine. 77 00:04:31,450 --> 00:04:32,850 Now, this facies so. 78 00:04:32,900 --> 00:04:35,890 So like the face go to match display Keat reverse. 79 00:04:35,920 --> 00:04:36,530 There we go. 80 00:04:37,150 --> 00:04:41,620 Make sure that the businesses that are not welded together are now welded together like that. 81 00:04:41,920 --> 00:04:45,910 And now it should be a little bit easier to continue moving this thing out. 82 00:04:46,480 --> 00:04:52,900 Now the problem is this guy is right here, so you need a lot of surface to cover and this guy is right 83 00:04:52,900 --> 00:04:54,870 here already on the border of the shirt. 84 00:04:54,910 --> 00:04:58,390 So for this sort of things, I actually like to do the border first. 85 00:04:58,610 --> 00:05:02,080 So it's going to start like drawing my border line right here. 86 00:05:04,540 --> 00:05:05,170 So you like. 87 00:05:06,750 --> 00:05:12,600 Again, trying to keep this in the in the most like, uniform way possible. 88 00:05:14,160 --> 00:05:19,680 There we go, see this like gaps that we get here, try to avoid those, so modify and move your points 89 00:05:19,890 --> 00:05:25,500 so that you have as little of those gaps as possible, because those are the ones that later on can 90 00:05:25,500 --> 00:05:29,280 generate some, like, very weird artifacts on the on the normal maps. 91 00:05:29,970 --> 00:05:31,560 And we definitely don't want those. 92 00:05:32,750 --> 00:05:34,730 For instance, here is this up. 93 00:05:35,740 --> 00:05:42,370 Keep it really sharp, go, and then we just start moving this guys to the side similar to what we did 94 00:05:42,370 --> 00:05:46,900 with the ear, like we want to have as many as we need to keep a nice, clean perimeter. 95 00:05:47,200 --> 00:05:52,360 But we also don't want to have this be like super, super dense because all of the lines that we have 96 00:05:52,360 --> 00:05:55,180 here will eventually flow into the rest of the character. 97 00:05:55,200 --> 00:05:57,750 So we have like really, really big blocky areas. 98 00:05:58,150 --> 00:06:02,860 Then what's going to happen is we're going to have a lot of geometry going into the shoulders, the 99 00:06:02,860 --> 00:06:05,540 arms, the hands, and that's going to be that for us. 100 00:06:06,340 --> 00:06:08,470 So as you can see, which is go right here. 101 00:06:10,320 --> 00:06:12,000 Like this, perfect. 102 00:06:13,210 --> 00:06:18,430 All the way to the middle of the of the character, again, remember a rule trying to keep everything 103 00:06:18,430 --> 00:06:19,870 as uniform as possible. 104 00:06:19,900 --> 00:06:25,530 We don't want to ask the more geometry that we need, all the scores should be fairly the same size 105 00:06:25,990 --> 00:06:26,690 and that's it. 106 00:06:27,100 --> 00:06:32,080 Now, all of this guys, of course, eventually are going to go inside of the or to the outside right 107 00:06:32,260 --> 00:06:36,490 now here I might have a little bit more than I actually want, which is is fine. 108 00:06:36,970 --> 00:06:38,510 That was just like the first batch. 109 00:06:38,680 --> 00:06:43,220 Now we're going to start projecting this guys to the top like this. 110 00:06:43,450 --> 00:06:45,000 So, for instance, one, two. 111 00:06:45,520 --> 00:06:46,330 There we go. 112 00:06:47,280 --> 00:06:52,710 We're here, for instance, this guy can just finish the development right there and go here. 113 00:06:54,700 --> 00:07:00,580 And there we go, unified right about there, because, again, we don't want to add more geometry than 114 00:07:00,580 --> 00:07:01,690 we actually need. 115 00:07:03,280 --> 00:07:06,580 Now, here's where things are going to start getting interesting as well, because, as you can see 116 00:07:06,850 --> 00:07:08,620 like that faces is more than enough. 117 00:07:08,620 --> 00:07:13,780 But I might want to add one more line like what we have here just to have a little bit more curvature 118 00:07:13,780 --> 00:07:15,470 on that area instead of just like a plane. 119 00:07:15,760 --> 00:07:20,230 However, if I add the curvature, we're going to break this thing that already matches the one on the 120 00:07:20,230 --> 00:07:20,520 neck. 121 00:07:20,530 --> 00:07:21,730 So what can we do here? 122 00:07:22,060 --> 00:07:25,750 We're going to delete one face at the bulge that we're looking for. 123 00:07:26,320 --> 00:07:28,420 Finish the bridge in here like this. 124 00:07:28,960 --> 00:07:30,880 And then over here, just a triangle. 125 00:07:31,510 --> 00:07:36,230 As long as you don't move any of this inner edge, things are going to float nicely. 126 00:07:36,730 --> 00:07:40,900 Now, over here, similar thing like we don't want to have as many or that many lines. 127 00:07:41,080 --> 00:07:42,540 I'll just add one more here. 128 00:07:42,880 --> 00:07:44,500 So we got this very nice effect. 129 00:07:44,740 --> 00:07:50,440 And here we don't like this shapes this shapes are really could be or could potentially be dangerous 130 00:07:50,440 --> 00:07:50,750 for us. 131 00:07:51,070 --> 00:07:51,870 We have two options. 132 00:07:51,880 --> 00:07:53,740 Again, we add more lines here. 133 00:07:54,370 --> 00:07:55,300 We Bevell this thing. 134 00:07:55,300 --> 00:07:58,540 So we have another row and we can connect everything or. 135 00:07:59,480 --> 00:08:03,400 In this particular case, just give them a chance and that's fine. 136 00:08:04,300 --> 00:08:09,340 The reason why we don't want as many faces is because, as you can see back here, the neck becomes 137 00:08:09,340 --> 00:08:09,970 really thin. 138 00:08:10,270 --> 00:08:13,440 There's not as much surface area as what we have here. 139 00:08:13,720 --> 00:08:18,640 So we want to always keep in mind that if we don't need geometry, we want to be simple. 140 00:08:18,820 --> 00:08:21,860 So, for instance, here things are becoming a little bit thinner. 141 00:08:21,880 --> 00:08:23,520 So get rid of a couple of them. 142 00:08:23,560 --> 00:08:26,550 We don't need as many lines going to the back. 143 00:08:26,980 --> 00:08:28,570 We're going to have something similar over here. 144 00:08:29,200 --> 00:08:33,600 For instance, here I can already see or sense that we're not going to need as many polygons. 145 00:08:34,390 --> 00:08:36,610 See how we we can go from four to three. 146 00:08:36,970 --> 00:08:37,510 So that's fine. 147 00:08:37,510 --> 00:08:38,620 Just one more triangle there. 148 00:08:40,080 --> 00:08:40,800 Can you hear? 149 00:08:42,170 --> 00:08:49,850 We've got three three perfect over here, we're also going to go with a third one now if things get 150 00:08:49,850 --> 00:08:54,140 tricky because they can get tricky in this area, that's completely normal, we can use other tools 151 00:08:54,140 --> 00:08:54,440 as well. 152 00:08:54,470 --> 00:09:00,590 For instance, we can select Etch a Sketch and bridge Etch a Sketch and bridge Etch a Sketch. 153 00:09:01,370 --> 00:09:04,580 And we in this case, we definitely need another line here. 154 00:09:04,580 --> 00:09:05,660 So I'm going to add this line. 155 00:09:06,230 --> 00:09:10,370 One of the cool things is something you don't even need the what's the word? 156 00:09:10,370 --> 00:09:13,900 All the or the active geometry, even just. 157 00:09:14,370 --> 00:09:15,460 Sorry, let me rephrase that. 158 00:09:15,480 --> 00:09:18,470 I'm having my tongue twist over here. 159 00:09:18,680 --> 00:09:24,110 So even if the geometry is hidden, as long as it's on the lip option right here, you're going to see 160 00:09:24,110 --> 00:09:29,170 that it's still it will still try to fill in those gaps, which is really, really good for us. 161 00:09:29,510 --> 00:09:32,360 Now, for instance, here, I'm going to erase this face just for a little while. 162 00:09:33,230 --> 00:09:39,290 I'm going to add one extra line here so that we can bridge this two guys here and here. 163 00:09:40,010 --> 00:09:41,910 And then I'm going to bridge from here to here. 164 00:09:41,930 --> 00:09:47,330 Actually, I'm going to go vertex, grab these two guys, merge to center, and then we can bridge this 165 00:09:47,330 --> 00:09:47,900 two guys. 166 00:09:48,020 --> 00:09:51,560 And that way we keep our original, like, inner border. 167 00:09:51,830 --> 00:09:58,040 And now the whole inner part of the neck is is finished just following the the proper geometry of the 168 00:09:58,040 --> 00:09:58,370 character. 169 00:09:58,370 --> 00:10:02,240 So this thing will eventually be stitched with with the rest of the head. 170 00:10:02,240 --> 00:10:05,990 And we're going to have a very good a very good topology right there. 171 00:10:06,650 --> 00:10:12,800 Now for this site over here, for instance, on this area right here on this little corner, we're going 172 00:10:12,800 --> 00:10:13,790 to do something very similar. 173 00:10:13,790 --> 00:10:17,210 We need to start moving and incorporate all of this here. 174 00:10:17,210 --> 00:10:22,220 Now, the big question, do we need to capture the volume of this thing right here? 175 00:10:22,490 --> 00:10:28,010 And the answer is yes, since this volume right here changes the silhouette of the character, meaning 176 00:10:28,190 --> 00:10:33,830 if you press number seven, you can see the border there, it will be more beneficial to us to have 177 00:10:33,830 --> 00:10:39,740 this the border like this to to actually go through it and give it the volume. 178 00:10:39,740 --> 00:10:41,210 It's going to give us more geometry. 179 00:10:41,300 --> 00:10:41,840 Definitely. 180 00:10:41,840 --> 00:10:45,620 It's going to make it a little bit heavier, but it's going to make it look way, way better. 181 00:10:45,620 --> 00:10:48,020 So we're pretty much going to rebuild this thing. 182 00:10:48,230 --> 00:10:54,560 If you saw the if you're coming from the other video, hopefully you did the whole Palladin exercise 183 00:10:54,560 --> 00:10:55,010 in Seabridge. 184 00:10:55,330 --> 00:11:00,530 Remember when we did this thing, we we actually looped this thing with with loops using, I believe, 185 00:11:01,400 --> 00:11:05,900 similar, and we created this sort of event or this sort of detail. 186 00:11:06,200 --> 00:11:09,380 So, again, it will take a little bit longer to. 187 00:11:10,870 --> 00:11:16,390 To go all the way around this element that's going to make the way, way better, because then when 188 00:11:16,390 --> 00:11:21,840 we see or when we see the character, instead of seeing just like a like an impression or the the a 189 00:11:21,850 --> 00:11:26,860 fake detail, we're actually going to be seeing the geometry in these geometry is also going to be projecting 190 00:11:26,860 --> 00:11:27,380 shadows. 191 00:11:27,400 --> 00:11:30,910 So you're going to see a little bit of a dark shadow around the border of this thing. 192 00:11:31,120 --> 00:11:32,350 Will it be a little bit longer? 193 00:11:32,380 --> 00:11:33,520 Yes, it will. 194 00:11:33,700 --> 00:11:38,170 And some people really hate that because they feel like they're losing or wasting a lot of time on the 195 00:11:38,380 --> 00:11:39,450 radiology process. 196 00:11:39,460 --> 00:11:46,990 But my friends, I am sorry to tell you that this is a very necessary step for characters at the time 197 00:11:46,990 --> 00:11:47,830 of this recording. 198 00:11:47,840 --> 00:11:51,190 I think I've mentioned this before, but the title of this recording are Real. 199 00:11:51,190 --> 00:11:52,990 Engine five is on the works. 200 00:11:53,470 --> 00:11:55,540 I'm recording this early twenty twenty one. 201 00:11:55,960 --> 00:12:03,400 So they are promising that especially for environments and for like decorations, you know, like statues, 202 00:12:03,400 --> 00:12:07,060 columns and stuff like that, we won't need to do biology anymore. 203 00:12:07,060 --> 00:12:13,480 We're going to be able to bring the geometry straight from Sèvres into into into real how they're going 204 00:12:13,480 --> 00:12:15,550 to achieve that, I'm not completely sure. 205 00:12:15,580 --> 00:12:20,590 I am not completely sure if that means that all of this workflow is going to be gone for for props. 206 00:12:20,740 --> 00:12:25,510 But I can definitely promise you and hopefully I don't eat my words later on, but I can promise you 207 00:12:25,720 --> 00:12:31,300 that this process will still be pressing for characters because animation really topology is something 208 00:12:31,300 --> 00:12:38,020 that you cannot simplify or other Matti's as easily as other parts of the pipeline, like, for instance, 209 00:12:38,200 --> 00:12:42,520 if you want to have like a rock or a pillar being destroyed on the on the middle of your scene, you 210 00:12:42,520 --> 00:12:45,310 can have, like, really, really dirty topology. 211 00:12:45,310 --> 00:12:48,790 And as long as it looks good on the malling and the rendering, you're going to be fine because that 212 00:12:48,790 --> 00:12:49,690 thing is never going to move. 213 00:12:49,780 --> 00:12:54,550 However, if you have a character is going to be bending, jumping, punching, climbing, walking, 214 00:12:54,760 --> 00:13:01,190 then you definitely need to to have some very, very clean topology to enable all of those. 215 00:13:03,310 --> 00:13:09,280 OK, I always try to fill these gaps when I'm just, like, doing this repetitive stuff with cool information 216 00:13:09,280 --> 00:13:12,730 for you guys because otherwise this would be like a very, very long process. 217 00:13:13,670 --> 00:13:15,760 So I'm just going to finish this little board right here. 218 00:13:15,760 --> 00:13:21,220 And then I'm just going to show you real quick the general thought process for the for the remaining 219 00:13:21,220 --> 00:13:22,660 part of this neckpiece. 220 00:13:23,260 --> 00:13:25,600 And then we're going to jump onto onto the shoulders. 221 00:13:26,960 --> 00:13:27,650 And we go. 222 00:13:30,390 --> 00:13:31,860 There we go, there we go. 223 00:13:33,820 --> 00:13:36,430 And that's it now what's going to happen here? 224 00:13:36,460 --> 00:13:42,940 Well, of course, we have this line right here that's giving us pretty much the the guideline of how 225 00:13:42,940 --> 00:13:43,830 things need to flow. 226 00:13:44,200 --> 00:13:46,010 So we need to simplify. 227 00:13:46,030 --> 00:13:49,000 This is the most important part of this, but they don't want to leap out of the video. 228 00:13:49,840 --> 00:13:55,220 This thing cannot continue onto the chest because otherwise it's going to be really, really heavy. 229 00:13:55,240 --> 00:13:59,210 So we need to find a way to minimize this and finish this particular piece right here. 230 00:13:59,500 --> 00:14:00,510 How are we going to do it? 231 00:14:01,470 --> 00:14:06,840 Probably with a couple of squares or something or triangles, so for instance, something like this. 232 00:14:08,020 --> 00:14:08,730 There we go. 233 00:14:10,120 --> 00:14:14,080 I'm going to make this a triangle so that this becomes a square and then this is also going to become 234 00:14:14,080 --> 00:14:16,290 a triangle, and that's where the detail finishes. 235 00:14:16,350 --> 00:14:21,350 OK, because that's going to be merged with all of the other pieces from this area and should be fine. 236 00:14:21,760 --> 00:14:23,650 We're going to double click here, clear dots. 237 00:14:23,650 --> 00:14:26,140 And my next objective is to finish. 238 00:14:27,120 --> 00:14:28,400 All of this development right now. 239 00:14:28,620 --> 00:14:30,210 All of this elements need to go down. 240 00:14:31,370 --> 00:14:35,840 So I can go with really broad strokes, similar to what we did with the inner side of the neck. 241 00:14:36,800 --> 00:14:41,600 So really, really broad strokes going down into the into the border of the neck, because in this part 242 00:14:41,600 --> 00:14:44,210 is where the word, the chest and the back are going to start. 243 00:14:45,420 --> 00:14:49,840 So all of this here, and we don't want all of this lines going back, right? 244 00:14:49,860 --> 00:14:52,080 We've already talked about this on the on the inner side. 245 00:14:52,090 --> 00:14:54,180 So we're definitely going to want probably. 246 00:14:55,160 --> 00:15:00,110 One on this year, that one is fine, as you can see there, but then we're probably going to need a 247 00:15:00,110 --> 00:15:01,540 second one at some point. 248 00:15:01,550 --> 00:15:03,430 So probably like a both here and here. 249 00:15:04,220 --> 00:15:07,850 So let's do one, two, three triangle there. 250 00:15:07,850 --> 00:15:08,500 That's fine. 251 00:15:09,050 --> 00:15:09,740 Careful here. 252 00:15:09,740 --> 00:15:14,690 I'll rather have a triangle there and have this as just a single face, then have like a lot of lines. 253 00:15:15,230 --> 00:15:16,660 We're just going to simplify it like there. 254 00:15:16,670 --> 00:15:20,020 We probably don't need any more lines and keep it a three right there. 255 00:15:20,030 --> 00:15:24,390 And then here we're going to keep it a two like that, but can relax things a little bit. 256 00:15:24,410 --> 00:15:26,000 So this thing flows a little bit better. 257 00:15:26,330 --> 00:15:28,880 And that's my neck piece is right now. 258 00:15:28,880 --> 00:15:32,510 If you want to check it out and make sure that everything's fine, just grab both of these pieces and 259 00:15:32,510 --> 00:15:34,660 you're going to see that they match perfectly. 260 00:15:34,670 --> 00:15:39,800 So later on when we stitch them together and everything is going to just follow as a single water tight 261 00:15:39,800 --> 00:15:40,180 mesh. 262 00:15:40,460 --> 00:15:44,600 Remember, we want to have a water tight mesh because it's going to be easier for riggers and schoenaerts 263 00:15:44,600 --> 00:15:48,980 to just one piece of geometry than having to rig like a lot of pieces. 264 00:15:49,220 --> 00:15:55,280 Now, I'm not joining or merging these two lines just yet because every single point that we have makes 265 00:15:55,280 --> 00:15:58,240 it harder for the surface to actually, like, process the whole thing. 266 00:15:58,550 --> 00:16:02,510 So if you can do it by parts and then stitch everything together at the end, you're going to see a 267 00:16:02,510 --> 00:16:04,720 little bit of a better performance on your underminer. 268 00:16:05,060 --> 00:16:06,500 So that's it for these be the guys. 269 00:16:06,770 --> 00:16:07,490 Keep on working. 270 00:16:07,500 --> 00:16:08,870 Make sure you get to this point. 271 00:16:08,870 --> 00:16:14,870 As I've mentioned before, Rita, topology is a little bit tedious, so I strongly recommend you possibly 272 00:16:14,870 --> 00:16:20,180 you do the work and then come back, because if you just watch every single video and then try to do 273 00:16:20,180 --> 00:16:21,700 the rideable, you're going to keep up. 274 00:16:21,710 --> 00:16:24,730 I promise it's going to be a process. 275 00:16:24,950 --> 00:16:31,190 It's better if you do it by, like, small little chunks of time so that you can just move a little 276 00:16:31,190 --> 00:16:31,740 bit faster. 277 00:16:31,870 --> 00:16:34,430 OK, so next video, we're going to take a look at these shoulders. 278 00:16:34,460 --> 00:16:37,200 Hang on tight and I'll see you back on the next bubp. 27896

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