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Welcome back to the next part of our series today, we're going to continue with the apology of the
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show.
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We're going to keep moving on and we're going to go down the side of the character right here.
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So I'm going to do it right now, which I'm just going to select the guy, make sure it's set to surface.
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So they are very nice to you here.
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And click on the built to watch.
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Now, the shoulders are what's the most important parts of any character, because there are areas of
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the character that are going to move quite a bit.
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So it's very, very important.
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The budget is as nice as possible.
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The easiest way for me to explain to you how the technology on the arm works is to think about this
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as the bad manscape.
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So if you remember, bad usually carries like a cape and kind of like folds.
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Let me draw here with the grease pencil.
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Let's create a new one for.
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So Batman usually has a sort of cape, right, going back into his into the back of the character,
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the sort of shape is what we're going to go for in regards to the chest and shoulders.
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Now, I'm going to start with the shoulders first, because, as you can see, they're symmetrical.
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So if we do one side, we're going to be or we very easily are going to be able to do the others.
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Now, the arms, of course, are cylindrical.
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So a good and easy way to do this is the following.
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I'm going to carry this cylinder.
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I'm going to make this a 12 sided cylinder.
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Very important.
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Well, say that cylinder right here.
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I am going to read the faces of the top parts of the cylinder.
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I'm going to go into a basement, grab everything and delete the faces or the caps so that we have this
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like they got rid of this so that we don't have any issues.
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And I'm going to position this in such a way that we create this sort of like armor that I'm going to
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just rotate this around.
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And we're going to position this right about you, we can make it slimmer.
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That's fine.
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That's just to say that's a technique that we used for topology, especially for areas that are very
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like a geometrical like this thing, which is pretty much just a cylinder.
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So this is going to work really, really nice.
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You're going to see how in just a second.
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There we go.
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That's fine.
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So when I select this area again, make this light surface so like this guy and I'm going to go into
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mesh and there's an option called for, we're actually going to be using this again later on.
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But I'm just going to say conform, make sure this is a long normal's I'm going to have an offset of
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zero point zero zero one so that it's pretty much on top of the geometry I'm going to apply.
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So what's going to happen now?
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As you can see, there is all of my polygons just conform to the surface.
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So instead of me having to go there and draw each individual polygon, we're going to be able to get
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this very, very quickly.
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Now from Sishen, we're going to start moving upwards and this intersection right here where the what
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the arms mean, it's going to be probably the most important part of the whole topology.
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So I'm going to make sure that we have a natural there because that actually is going to be critical
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to pretty much everything that we're going to do.
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So let's just go around, make sure that we have that very nice line, because from this line, we're
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going to get a very interesting effect.
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We're going to have this sort of division kind of like imagine a box when you open like the top flaps
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of the box.
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Imagine opening that those top flaps and then placing the box facing down into the floor.
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You're going to see one of the flaps is going to go to the front, one to the back, one to the side,
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and then the other one to the other side.
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So we're going to do kind of something like that.
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So just follow me on this one from this top two lines.
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We're just going to start creating the flap.
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The upper flap is going to go and it's going to eventually meet with the lines.
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So they're coming from the neck.
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So that's like the top one on the bottom side.
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We're also going to have our bottom flap, which is going to start going downwards through the side
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of the character.
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Very important as well, because we're going to be using this flaps as a waypoint or as a guideline
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for our eventual use now here in the front row, which is very, very important.
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This one right here that I just used to create the flap, because from this point, we're going to create
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something called the chest one and we're going to be doing this, a very nice chest line going into
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the inner side of the of the chest.
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Now, I'm not going to worry too much about this area just yet because we're going to have to do a little
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bit of extra topology there to to capture all of these details.
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But just keep in mind that this guy is going to go all the way over here.
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So as you can see, we don't get this very weird shape here on the side.
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Now that we are shape, we will add one extra polygon and then we're going to have the one extra line
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right here, because this one is going to start going down like this.
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So this we're eventually going to have a little bit more geometry here and even here just to get a more
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uniform looking side here.
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But as you can see, some of those lines are going to go down and some of these lines are going to run
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into the chest.
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Now, in this area, you can see that we have a lot of volume and unfortunately, we don't have enough
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geometry or enough sides to properly, like, get or capture all that volume.
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So I'm going to show you a little trick here for the shoulder.
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We're going to make this or finish the flaps here.
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One, two.
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One and two.
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This guy goes there.
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This guy, they're.
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Let's go there, this guy there, and now we're going to lower the corners here a little bit and we're
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we're going to do is we're going to create an extra.
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Like flap in here now, see that thing going on there, that's again, the Bertozzi going into the inner
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side of the character, just need to go into Burdick's mode and bring it out.
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Otherwise, the points are not going to react how we expect.
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So something like this go.
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Now, what we want is we want to loop this shape here of the of the arm back into the into the arm to
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see this right here.
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That's what we're going for.
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So we need this sort of configuration here, which, again, we can later on add a little bit more geometry.
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But we need this sort of configuration to make sure that when we raise up the arc of the character,
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we don't lose a lot of volume.
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We're going to do the same thing on this side.
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So one, two, three and four, see how everything loops together.
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And we create this sort of like a shield.
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This is, for me, very reminiscent of like like a shoulder pad.
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You can see that the edge of the shoulder pad.
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And so you have the loops go back into the arm.
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That's very, very good for us because that's going to keep the number of polygons going into the back
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and into the chest low and also going to make sure that everything deforms and moves very, very nice.
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So now I'm going to add one extra step here, one extra loop here so that everything is very uniform
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and we can continue modifying this area.
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Now, remember, we talked about the Batman cape, right, going here from that from the front all the
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way to the back.
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So I'm just going to follow this for now.
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Just going to add one more line here.
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Because all of this lines have to flow through this site and here we're also going to have similar to
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what we have here, which is like a little star, we're also going to have a star there.
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So we have something like this.
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So this lines are going to go into the back.
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That's one thing to the back and then this lines are going to be going down into the or towards the
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the bottom part of our car like this.
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So as you can see, everything is flowing very, very nicely.
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Some people like to look here or add like another extra edge.
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You can see that this faces is having a little bit of an issue there, like bending properly.
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I actually think that in this case, it might not be a bad idea to just, like, make that a triangle,
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just that this thing bends a little bit better.
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But it's always going to be dependent on the production.
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And again, you're going to be communicating with your riggers and they're going to be like, hey,
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yeah, usually on this area, I like having my topology like this just because it works better with
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the tools that we're using for the project.
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Right.
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Because every production is slightly different for me.
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Every time I work with a client as a freelance artist, I always ask them, hey, how are you going
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to animate?
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Are they going to be in a teapot?
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Are they going to be on a V post?
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And depending on how the characters are going to be, I might do a couple of changes here and there
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on the barge.
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Now, this is it for the shoulder.
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However, the tricky part is we need to make sure that everything is now a single piece.
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So I'm going to grab both of these guys, the history for transformation.
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And we're going to go into mesh.
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I'm going to say combine both pieces, combine.
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I'm just going to grab them.
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And you can see there's a big difference in regards to the density of the square, which is fine, because
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right now the neck needs more geometry and the arms there are a little bit more like flat areas.
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So we don't need to have such large or such small geometry.
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Right.
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However, we might have a little bit of an issue now here when we start thinning this thing out into
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the into the chest.
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You can see here one of the issues that we're going to have is that, of course, we have way too many
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polygons going into the side of the character and not as many polygons.
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Here on the shoulder, so, for instance, we can find like the two main ones that are coming this way
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and we need to decide what we're going to do with this case.
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Again, whenever you're in doubt, triangulate, try to get that triangle here.
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However, make sure that the triangle is not an abandoned area that's going to bend this much.
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So, for instance, I'd rather have the triangle back here on the border of the neck of the of the shirt.
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Sorry, there we go.
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Rather than having it here right on the shoulder where you might expect this thing to move.
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So whenever you're not sure how things are going to flow and you want to reduce, make sure you get
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yourself a little bit of a triangle there.
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However, make sure that the triangle is on the place that's not going to move as much.
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Now, here we, of course, know that we're going to have a very straight.
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Polygon going all the way through the back like this, right?
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I mean, a couple more so that we don't get anything inside the character like this.
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Now, these guys are pretty simple.
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These guys are eventually going to hit.
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They're the same like distance here.
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And these guys should be pretty simple as well.
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Sometimes it's not as simple how those guys are going like way.
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Way inside the character, so pretty much just by making sure that all of this things flow in a proper
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way, you should be able to get the proper topology working.
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You can see we have two lines here and two lines here, so they eventually they should match.
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However, this area is very, very big.
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We can't let this area be, like, extremely big.
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So we might need to do a little bit of topology magic over here.
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So what am I what do I mean by that?
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For instance, we're going to create this square right here.
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This is going to flow into the back of the character right about here and here.
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So that's going to be OK again, see the problem there with the with the Burgesses, it's a very annoying
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problem.
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I'm not sure why Maya has such a hard time parsing the depth of the of the character in this in this
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particular situations.
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But it only happens when you have, like, different layers.
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So, for instance, since we have the the thickness of the of the character, like the body of the character
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beneath this cloth, that's why we're getting this error.
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It's a little bit annoying, but it's just a matter of modifying it.
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And that's fine so that we go there we go, see how this guy flows down very nicely.
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And then we just need one extra line there.
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You can just add it and that's fine.
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Smooth everything out and look at this beautiful back topology.
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The more you can get away with having this very straight grid like topology, the better it's going
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to be.
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If you go online and you start looking at the other Ringsend and the models that they're using now for
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triple eight games, you're going to see that most of the games nowadays don't even have this looping
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thing since they're so high poly like take a look, for instance, at Horizon's Geodon and how they
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how dense the characters are or like the uncharted characters, since they're so, so dense by only
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making sure that the topology is going like top and bottom and left and right, that's usually more
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than enough for the readers to make sure that the information is working very, very nice.
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If you need a little bit more or more topology, more more resolution.
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Just make sure to have it exactly where you need it.
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For instance, I think one extra issue here might be a good idea and then just relax everything that
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we have a very, very nice distribution.
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And that's it, as you can see, guys, the shoulder is now ready.
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This thing that we have here, this cylindrical shape, the 12 sided cylinder.
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This is pretty much going to be our our indication of how to continue the whole thing over here.
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So we're going to be doing this very, very quickly once we hit the arm, because we only need to move
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this and make sure that we hit the high points and low points of the of the armor.
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And we're going to be we're going to be good to go in the next video.
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However, I'm going to be talking about that, the chest.
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We need to start thinking about how we're going to be solving this, because up until this point, we
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pretty much have everything done here that symmetrical and then all of this area is going to be asymmetrical.
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OK, so hang on tight and I'll see you back on the next, but.
21987
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