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These are the user uploaded subtitles that are being translated: 1 00:00:01,500 --> 00:00:05,100 Welcome back to the next part of our series today, we're going to continue with the apology of the 2 00:00:05,100 --> 00:00:05,270 show. 3 00:00:05,550 --> 00:00:10,190 We're going to keep moving on and we're going to go down the side of the character right here. 4 00:00:10,560 --> 00:00:15,450 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. 5 00:00:15,480 --> 00:00:17,340 So they are very nice to you here. 6 00:00:17,610 --> 00:00:20,690 And click on the built to watch. 7 00:00:21,030 --> 00:00:26,760 Now, the shoulders are what's the most important parts of any character, because there are areas of 8 00:00:26,760 --> 00:00:28,470 the character that are going to move quite a bit. 9 00:00:28,790 --> 00:00:30,140 So it's very, very important. 10 00:00:30,150 --> 00:00:32,120 The budget is as nice as possible. 11 00:00:32,550 --> 00:00:38,040 The easiest way for me to explain to you how the technology on the arm works is to think about this 12 00:00:38,040 --> 00:00:39,660 as the bad manscape. 13 00:00:40,020 --> 00:00:44,490 So if you remember, bad usually carries like a cape and kind of like folds. 14 00:00:44,520 --> 00:00:46,890 Let me draw here with the grease pencil. 15 00:00:48,450 --> 00:00:50,880 Let's create a new one for. 16 00:00:53,310 --> 00:00:58,220 So Batman usually has a sort of cape, right, going back into his into the back of the character, 17 00:00:58,500 --> 00:01:03,400 the sort of shape is what we're going to go for in regards to the chest and shoulders. 18 00:01:03,690 --> 00:01:06,930 Now, I'm going to start with the shoulders first, because, as you can see, they're symmetrical. 19 00:01:06,930 --> 00:01:11,550 So if we do one side, we're going to be or we very easily are going to be able to do the others. 20 00:01:12,120 --> 00:01:14,870 Now, the arms, of course, are cylindrical. 21 00:01:14,880 --> 00:01:18,050 So a good and easy way to do this is the following. 22 00:01:18,270 --> 00:01:19,470 I'm going to carry this cylinder. 23 00:01:19,950 --> 00:01:22,770 I'm going to make this a 12 sided cylinder. 24 00:01:22,770 --> 00:01:23,580 Very important. 25 00:01:24,930 --> 00:01:26,370 Well, say that cylinder right here. 26 00:01:27,340 --> 00:01:31,940 I am going to read the faces of the top parts of the cylinder. 27 00:01:31,990 --> 00:01:37,630 I'm going to go into a basement, grab everything and delete the faces or the caps so that we have this 28 00:01:37,630 --> 00:01:41,170 like they got rid of this so that we don't have any issues. 29 00:01:41,170 --> 00:01:47,200 And I'm going to position this in such a way that we create this sort of like armor that I'm going to 30 00:01:47,200 --> 00:01:49,150 just rotate this around. 31 00:01:50,450 --> 00:01:53,610 And we're going to position this right about you, we can make it slimmer. 32 00:01:53,660 --> 00:01:54,220 That's fine. 33 00:01:54,230 --> 00:02:00,650 That's just to say that's a technique that we used for topology, especially for areas that are very 34 00:02:00,980 --> 00:02:04,160 like a geometrical like this thing, which is pretty much just a cylinder. 35 00:02:04,250 --> 00:02:05,920 So this is going to work really, really nice. 36 00:02:05,930 --> 00:02:07,340 You're going to see how in just a second. 37 00:02:07,590 --> 00:02:08,030 There we go. 38 00:02:08,030 --> 00:02:08,420 That's fine. 39 00:02:08,840 --> 00:02:13,580 So when I select this area again, make this light surface so like this guy and I'm going to go into 40 00:02:13,580 --> 00:02:18,080 mesh and there's an option called for, we're actually going to be using this again later on. 41 00:02:18,200 --> 00:02:23,030 But I'm just going to say conform, make sure this is a long normal's I'm going to have an offset of 42 00:02:23,030 --> 00:02:27,990 zero point zero zero one so that it's pretty much on top of the geometry I'm going to apply. 43 00:02:28,460 --> 00:02:29,510 So what's going to happen now? 44 00:02:29,660 --> 00:02:33,310 As you can see, there is all of my polygons just conform to the surface. 45 00:02:33,320 --> 00:02:37,940 So instead of me having to go there and draw each individual polygon, we're going to be able to get 46 00:02:37,940 --> 00:02:39,030 this very, very quickly. 47 00:02:39,380 --> 00:02:45,440 Now from Sishen, we're going to start moving upwards and this intersection right here where the what 48 00:02:45,440 --> 00:02:49,760 the arms mean, it's going to be probably the most important part of the whole topology. 49 00:02:50,060 --> 00:02:53,780 So I'm going to make sure that we have a natural there because that actually is going to be critical 50 00:02:53,780 --> 00:02:55,370 to pretty much everything that we're going to do. 51 00:02:56,150 --> 00:03:01,910 So let's just go around, make sure that we have that very nice line, because from this line, we're 52 00:03:01,910 --> 00:03:04,010 going to get a very interesting effect. 53 00:03:04,190 --> 00:03:09,770 We're going to have this sort of division kind of like imagine a box when you open like the top flaps 54 00:03:09,770 --> 00:03:10,220 of the box. 55 00:03:10,490 --> 00:03:15,890 Imagine opening that those top flaps and then placing the box facing down into the floor. 56 00:03:16,070 --> 00:03:20,660 You're going to see one of the flaps is going to go to the front, one to the back, one to the side, 57 00:03:20,660 --> 00:03:21,910 and then the other one to the other side. 58 00:03:21,920 --> 00:03:24,420 So we're going to do kind of something like that. 59 00:03:25,100 --> 00:03:29,090 So just follow me on this one from this top two lines. 60 00:03:29,360 --> 00:03:31,820 We're just going to start creating the flap. 61 00:03:31,820 --> 00:03:36,470 The upper flap is going to go and it's going to eventually meet with the lines. 62 00:03:36,470 --> 00:03:37,630 So they're coming from the neck. 63 00:03:37,640 --> 00:03:40,700 So that's like the top one on the bottom side. 64 00:03:40,730 --> 00:03:47,590 We're also going to have our bottom flap, which is going to start going downwards through the side 65 00:03:47,600 --> 00:03:48,290 of the character. 66 00:03:48,590 --> 00:03:53,780 Very important as well, because we're going to be using this flaps as a waypoint or as a guideline 67 00:03:54,020 --> 00:04:01,140 for our eventual use now here in the front row, which is very, very important. 68 00:04:01,400 --> 00:04:05,690 This one right here that I just used to create the flap, because from this point, we're going to create 69 00:04:05,690 --> 00:04:11,660 something called the chest one and we're going to be doing this, a very nice chest line going into 70 00:04:11,690 --> 00:04:13,280 the inner side of the of the chest. 71 00:04:13,640 --> 00:04:17,390 Now, I'm not going to worry too much about this area just yet because we're going to have to do a little 72 00:04:17,390 --> 00:04:20,600 bit of extra topology there to to capture all of these details. 73 00:04:20,810 --> 00:04:23,590 But just keep in mind that this guy is going to go all the way over here. 74 00:04:23,870 --> 00:04:27,260 So as you can see, we don't get this very weird shape here on the side. 75 00:04:27,350 --> 00:04:32,270 Now that we are shape, we will add one extra polygon and then we're going to have the one extra line 76 00:04:32,270 --> 00:04:36,040 right here, because this one is going to start going down like this. 77 00:04:36,800 --> 00:04:42,350 So this we're eventually going to have a little bit more geometry here and even here just to get a more 78 00:04:42,350 --> 00:04:44,570 uniform looking side here. 79 00:04:44,900 --> 00:04:49,490 But as you can see, some of those lines are going to go down and some of these lines are going to run 80 00:04:49,490 --> 00:04:50,370 into the chest. 81 00:04:50,690 --> 00:04:55,820 Now, in this area, you can see that we have a lot of volume and unfortunately, we don't have enough 82 00:04:55,820 --> 00:05:00,800 geometry or enough sides to properly, like, get or capture all that volume. 83 00:05:01,040 --> 00:05:02,930 So I'm going to show you a little trick here for the shoulder. 84 00:05:02,940 --> 00:05:05,690 We're going to make this or finish the flaps here. 85 00:05:05,870 --> 00:05:06,620 One, two. 86 00:05:07,590 --> 00:05:09,300 One and two. 87 00:05:10,230 --> 00:05:11,100 This guy goes there. 88 00:05:11,130 --> 00:05:12,030 This guy, they're. 89 00:05:13,460 --> 00:05:20,570 Let's go there, this guy there, and now we're going to lower the corners here a little bit and we're 90 00:05:20,570 --> 00:05:23,000 we're going to do is we're going to create an extra. 91 00:05:23,990 --> 00:05:29,180 Like flap in here now, see that thing going on there, that's again, the Bertozzi going into the inner 92 00:05:29,180 --> 00:05:32,480 side of the character, just need to go into Burdick's mode and bring it out. 93 00:05:32,570 --> 00:05:36,120 Otherwise, the points are not going to react how we expect. 94 00:05:36,770 --> 00:05:38,450 So something like this go. 95 00:05:39,600 --> 00:05:47,040 Now, what we want is we want to loop this shape here of the of the arm back into the into the arm to 96 00:05:47,340 --> 00:05:48,340 see this right here. 97 00:05:48,630 --> 00:05:49,580 That's what we're going for. 98 00:05:49,590 --> 00:05:54,180 So we need this sort of configuration here, which, again, we can later on add a little bit more geometry. 99 00:05:54,510 --> 00:05:58,890 But we need this sort of configuration to make sure that when we raise up the arc of the character, 100 00:05:58,890 --> 00:06:00,290 we don't lose a lot of volume. 101 00:06:00,780 --> 00:06:02,200 We're going to do the same thing on this side. 102 00:06:02,220 --> 00:06:06,720 So one, two, three and four, see how everything loops together. 103 00:06:06,720 --> 00:06:08,520 And we create this sort of like a shield. 104 00:06:09,660 --> 00:06:13,260 This is, for me, very reminiscent of like like a shoulder pad. 105 00:06:13,320 --> 00:06:15,180 You can see that the edge of the shoulder pad. 106 00:06:15,180 --> 00:06:17,300 And so you have the loops go back into the arm. 107 00:06:17,640 --> 00:06:22,140 That's very, very good for us because that's going to keep the number of polygons going into the back 108 00:06:22,320 --> 00:06:27,620 and into the chest low and also going to make sure that everything deforms and moves very, very nice. 109 00:06:27,690 --> 00:06:33,900 So now I'm going to add one extra step here, one extra loop here so that everything is very uniform 110 00:06:34,350 --> 00:06:36,810 and we can continue modifying this area. 111 00:06:37,140 --> 00:06:41,160 Now, remember, we talked about the Batman cape, right, going here from that from the front all the 112 00:06:41,160 --> 00:06:41,760 way to the back. 113 00:06:42,060 --> 00:06:44,790 So I'm just going to follow this for now. 114 00:06:45,330 --> 00:06:46,890 Just going to add one more line here. 115 00:06:48,090 --> 00:06:53,490 Because all of this lines have to flow through this site and here we're also going to have similar to 116 00:06:53,490 --> 00:06:57,140 what we have here, which is like a little star, we're also going to have a star there. 117 00:06:57,300 --> 00:06:59,460 So we have something like this. 118 00:07:00,760 --> 00:07:03,310 So this lines are going to go into the back. 119 00:07:04,590 --> 00:07:11,620 That's one thing to the back and then this lines are going to be going down into the or towards the 120 00:07:11,970 --> 00:07:14,640 the bottom part of our car like this. 121 00:07:15,420 --> 00:07:17,860 So as you can see, everything is flowing very, very nicely. 122 00:07:18,000 --> 00:07:21,110 Some people like to look here or add like another extra edge. 123 00:07:21,120 --> 00:07:24,830 You can see that this faces is having a little bit of an issue there, like bending properly. 124 00:07:25,110 --> 00:07:29,490 I actually think that in this case, it might not be a bad idea to just, like, make that a triangle, 125 00:07:29,700 --> 00:07:32,040 just that this thing bends a little bit better. 126 00:07:33,060 --> 00:07:34,980 But it's always going to be dependent on the production. 127 00:07:35,010 --> 00:07:37,890 And again, you're going to be communicating with your riggers and they're going to be like, hey, 128 00:07:37,890 --> 00:07:42,570 yeah, usually on this area, I like having my topology like this just because it works better with 129 00:07:42,570 --> 00:07:44,370 the tools that we're using for the project. 130 00:07:44,370 --> 00:07:44,650 Right. 131 00:07:44,880 --> 00:07:47,430 Because every production is slightly different for me. 132 00:07:47,430 --> 00:07:51,990 Every time I work with a client as a freelance artist, I always ask them, hey, how are you going 133 00:07:51,990 --> 00:07:52,520 to animate? 134 00:07:52,530 --> 00:07:53,930 Are they going to be in a teapot? 135 00:07:54,300 --> 00:07:56,070 Are they going to be on a V post? 136 00:07:56,070 --> 00:08:00,390 And depending on how the characters are going to be, I might do a couple of changes here and there 137 00:08:00,420 --> 00:08:01,090 on the barge. 138 00:08:01,650 --> 00:08:03,290 Now, this is it for the shoulder. 139 00:08:03,300 --> 00:08:08,300 However, the tricky part is we need to make sure that everything is now a single piece. 140 00:08:08,700 --> 00:08:11,910 So I'm going to grab both of these guys, the history for transformation. 141 00:08:11,910 --> 00:08:13,320 And we're going to go into mesh. 142 00:08:13,330 --> 00:08:16,340 I'm going to say combine both pieces, combine. 143 00:08:16,350 --> 00:08:17,280 I'm just going to grab them. 144 00:08:17,430 --> 00:08:22,440 And you can see there's a big difference in regards to the density of the square, which is fine, because 145 00:08:22,440 --> 00:08:27,360 right now the neck needs more geometry and the arms there are a little bit more like flat areas. 146 00:08:27,570 --> 00:08:31,710 So we don't need to have such large or such small geometry. 147 00:08:31,710 --> 00:08:31,940 Right. 148 00:08:32,250 --> 00:08:37,380 However, we might have a little bit of an issue now here when we start thinning this thing out into 149 00:08:37,380 --> 00:08:38,940 the into the chest. 150 00:08:38,940 --> 00:08:43,860 You can see here one of the issues that we're going to have is that, of course, we have way too many 151 00:08:43,860 --> 00:08:48,030 polygons going into the side of the character and not as many polygons. 152 00:08:49,270 --> 00:08:54,130 Here on the shoulder, so, for instance, we can find like the two main ones that are coming this way 153 00:08:54,400 --> 00:08:56,700 and we need to decide what we're going to do with this case. 154 00:08:56,710 --> 00:09:01,090 Again, whenever you're in doubt, triangulate, try to get that triangle here. 155 00:09:01,090 --> 00:09:05,370 However, make sure that the triangle is not an abandoned area that's going to bend this much. 156 00:09:05,380 --> 00:09:11,440 So, for instance, I'd rather have the triangle back here on the border of the neck of the of the shirt. 157 00:09:11,650 --> 00:09:13,810 Sorry, there we go. 158 00:09:13,840 --> 00:09:17,540 Rather than having it here right on the shoulder where you might expect this thing to move. 159 00:09:17,560 --> 00:09:22,630 So whenever you're not sure how things are going to flow and you want to reduce, make sure you get 160 00:09:22,900 --> 00:09:24,270 yourself a little bit of a triangle there. 161 00:09:24,460 --> 00:09:28,450 However, make sure that the triangle is on the place that's not going to move as much. 162 00:09:28,960 --> 00:09:34,240 Now, here we, of course, know that we're going to have a very straight. 163 00:09:35,970 --> 00:09:38,810 Polygon going all the way through the back like this, right? 164 00:09:39,150 --> 00:09:42,760 I mean, a couple more so that we don't get anything inside the character like this. 165 00:09:43,200 --> 00:09:44,910 Now, these guys are pretty simple. 166 00:09:44,940 --> 00:09:46,470 These guys are eventually going to hit. 167 00:09:46,470 --> 00:09:49,140 They're the same like distance here. 168 00:09:49,350 --> 00:09:51,650 And these guys should be pretty simple as well. 169 00:09:51,780 --> 00:09:56,610 Sometimes it's not as simple how those guys are going like way. 170 00:09:58,570 --> 00:10:05,110 Way inside the character, so pretty much just by making sure that all of this things flow in a proper 171 00:10:05,110 --> 00:10:09,070 way, you should be able to get the proper topology working. 172 00:10:09,960 --> 00:10:14,510 You can see we have two lines here and two lines here, so they eventually they should match. 173 00:10:14,520 --> 00:10:16,710 However, this area is very, very big. 174 00:10:16,730 --> 00:10:19,070 We can't let this area be, like, extremely big. 175 00:10:19,070 --> 00:10:21,920 So we might need to do a little bit of topology magic over here. 176 00:10:22,370 --> 00:10:23,810 So what am I what do I mean by that? 177 00:10:24,110 --> 00:10:26,450 For instance, we're going to create this square right here. 178 00:10:26,450 --> 00:10:30,560 This is going to flow into the back of the character right about here and here. 179 00:10:31,450 --> 00:10:36,760 So that's going to be OK again, see the problem there with the with the Burgesses, it's a very annoying 180 00:10:36,760 --> 00:10:37,180 problem. 181 00:10:37,190 --> 00:10:42,820 I'm not sure why Maya has such a hard time parsing the depth of the of the character in this in this 182 00:10:42,820 --> 00:10:43,810 particular situations. 183 00:10:44,020 --> 00:10:46,450 But it only happens when you have, like, different layers. 184 00:10:46,480 --> 00:10:51,070 So, for instance, since we have the the thickness of the of the character, like the body of the character 185 00:10:51,070 --> 00:10:53,960 beneath this cloth, that's why we're getting this error. 186 00:10:53,980 --> 00:10:56,410 It's a little bit annoying, but it's just a matter of modifying it. 187 00:10:56,410 --> 00:11:00,910 And that's fine so that we go there we go, see how this guy flows down very nicely. 188 00:11:01,240 --> 00:11:02,980 And then we just need one extra line there. 189 00:11:03,280 --> 00:11:04,540 You can just add it and that's fine. 190 00:11:04,630 --> 00:11:08,080 Smooth everything out and look at this beautiful back topology. 191 00:11:09,260 --> 00:11:15,720 The more you can get away with having this very straight grid like topology, the better it's going 192 00:11:15,720 --> 00:11:15,930 to be. 193 00:11:16,200 --> 00:11:21,660 If you go online and you start looking at the other Ringsend and the models that they're using now for 194 00:11:21,660 --> 00:11:26,430 triple eight games, you're going to see that most of the games nowadays don't even have this looping 195 00:11:26,430 --> 00:11:31,200 thing since they're so high poly like take a look, for instance, at Horizon's Geodon and how they 196 00:11:31,410 --> 00:11:37,280 how dense the characters are or like the uncharted characters, since they're so, so dense by only 197 00:11:37,320 --> 00:11:42,240 making sure that the topology is going like top and bottom and left and right, that's usually more 198 00:11:42,240 --> 00:11:45,620 than enough for the readers to make sure that the information is working very, very nice. 199 00:11:45,990 --> 00:11:49,580 If you need a little bit more or more topology, more more resolution. 200 00:11:49,620 --> 00:11:51,810 Just make sure to have it exactly where you need it. 201 00:11:51,820 --> 00:11:57,930 For instance, I think one extra issue here might be a good idea and then just relax everything that 202 00:11:57,930 --> 00:12:00,090 we have a very, very nice distribution. 203 00:12:01,220 --> 00:12:04,350 And that's it, as you can see, guys, the shoulder is now ready. 204 00:12:04,670 --> 00:12:08,540 This thing that we have here, this cylindrical shape, the 12 sided cylinder. 205 00:12:08,750 --> 00:12:13,790 This is pretty much going to be our our indication of how to continue the whole thing over here. 206 00:12:14,040 --> 00:12:19,190 So we're going to be doing this very, very quickly once we hit the arm, because we only need to move 207 00:12:19,190 --> 00:12:22,610 this and make sure that we hit the high points and low points of the of the armor. 208 00:12:22,610 --> 00:12:25,730 And we're going to be we're going to be good to go in the next video. 209 00:12:25,730 --> 00:12:28,070 However, I'm going to be talking about that, the chest. 210 00:12:28,070 --> 00:12:33,020 We need to start thinking about how we're going to be solving this, because up until this point, we 211 00:12:33,020 --> 00:12:38,360 pretty much have everything done here that symmetrical and then all of this area is going to be asymmetrical. 212 00:12:38,480 --> 00:12:42,090 OK, so hang on tight and I'll see you back on the next, but. 21987

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