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These are the user uploaded subtitles that are being translated: 1 00:00:00,750 --> 00:00:04,370 Hey, guys, welcome back to the next part of our series, we're going to continue with the apology 2 00:00:04,380 --> 00:00:05,020 of the chest. 3 00:00:05,040 --> 00:00:07,370 So let's get to this is where we left off. 4 00:00:07,450 --> 00:00:09,660 This is the result from the shoulder section. 5 00:00:09,660 --> 00:00:13,500 And the piece now pretty much blended together into a single piece. 6 00:00:13,890 --> 00:00:15,500 And we need to talk about the chest piece. 7 00:00:15,660 --> 00:00:20,700 And before we jump in to actually reach apologizing this part, I just need to make sure that you understand 8 00:00:20,700 --> 00:00:26,290 which areas need to be reached, apologize and which areas we can avoid apologizing or not about, but 9 00:00:26,310 --> 00:00:27,300 rather like cover up. 10 00:00:27,600 --> 00:00:33,360 So whenever you have something that changes the silhouette of the character, that specific thing needs 11 00:00:33,360 --> 00:00:34,470 to be agreed to apologize. 12 00:00:34,470 --> 00:00:38,770 We need to have it as part of the mesh because it's going to change the way the mesh looks. 13 00:00:38,790 --> 00:00:43,530 So, for instance, as you can see, this little little details right here, they push the silhouette 14 00:00:43,530 --> 00:00:43,800 out. 15 00:00:43,800 --> 00:00:49,890 So it would be a good idea to have the as part of the apology, this huge thing right here also pushing 16 00:00:49,890 --> 00:00:50,490 the silhouette out. 17 00:00:50,500 --> 00:00:53,570 So we definitely need to have that guy as part of our topology. 18 00:00:53,820 --> 00:00:59,460 However, goes like this elements, they don't really push the silhouette that much, at least not as 19 00:00:59,460 --> 00:01:00,690 much as like this guy over here. 20 00:01:00,690 --> 00:01:06,510 So we can actually get away with having this sort of topology that only covers the main areas. 21 00:01:06,690 --> 00:01:12,120 And all of those details are going to be projected into the into the low poly, the norm. 22 00:01:12,860 --> 00:01:18,080 So all of that information is going to be safe somehow into our environment, for instance, that'll 23 00:01:18,090 --> 00:01:20,310 change things with there the little jump. 24 00:01:20,310 --> 00:01:22,200 It's not really visible, this one right here. 25 00:01:22,200 --> 00:01:27,540 So, again, we could get away with not actually like following the proper form and just creating a 26 00:01:27,540 --> 00:01:29,700 mesh that covers the whole of volume. 27 00:01:30,160 --> 00:01:36,810 Now, the way I like to approach asymmetrical areas is I like to start by doing the details first and 28 00:01:36,810 --> 00:01:39,180 then apologize and everything around those. 29 00:01:39,420 --> 00:01:42,780 So, for instance, this thing right here, this is pretty much just a square. 30 00:01:44,070 --> 00:01:49,680 So I'm just going to go all the way around the square, I'm going to show you how to do circles or spheres 31 00:01:49,680 --> 00:01:50,190 real quick. 32 00:01:51,960 --> 00:01:54,460 So there we go, that one, that one's pretty easy. 33 00:01:54,480 --> 00:01:55,070 That's it. 34 00:01:55,080 --> 00:02:01,160 We're eventually going to need a couple of, like, troops here just to get the the thickness right. 35 00:02:02,610 --> 00:02:03,180 Like that. 36 00:02:05,030 --> 00:02:05,720 I like that. 37 00:02:08,080 --> 00:02:08,760 Like the. 38 00:02:09,970 --> 00:02:17,560 There we go, look at that beautiful now for Sphere's or anything that's sort of circular for these 39 00:02:17,620 --> 00:02:17,920 guys. 40 00:02:17,950 --> 00:02:20,930 You definitely want a poll, which is going to be the little point on the center. 41 00:02:21,130 --> 00:02:23,790 I personally like to use the Four-Square technique. 42 00:02:24,250 --> 00:02:24,960 That's what they call it. 43 00:02:25,300 --> 00:02:26,590 So it's not patented. 44 00:02:26,840 --> 00:02:28,380 If I could pattern that, I probably would. 45 00:02:28,540 --> 00:02:32,560 I'm not sure if I'm the first to invent this, but you start with this four pieces right here. 46 00:02:32,770 --> 00:02:38,260 And then from here, what you're going to do is you're going to create a border and envelope like this. 47 00:02:38,300 --> 00:02:43,960 See, now, the reason why we need four faces is because eight sites is the least amount of sites that 48 00:02:43,960 --> 00:02:47,360 you can get in order to create a sort of like, circular shape right here. 49 00:02:47,620 --> 00:02:48,970 It's not going to be perfectly circular. 50 00:02:49,090 --> 00:02:51,480 Should do the job, at least when you see it from the site. 51 00:02:51,490 --> 00:02:53,130 You should get this very nice curvature. 52 00:02:53,500 --> 00:03:00,130 I'm going to continue the look one more time again to the finish the the roundness of the object like 53 00:03:00,130 --> 00:03:00,550 this. 54 00:03:02,050 --> 00:03:07,810 And now we need to simplify, right, because we can't just have all of those lines going into the into 55 00:03:07,810 --> 00:03:09,880 the main body right here. 56 00:03:09,910 --> 00:03:13,420 We need to keep it like this and then simplify going into the into the border. 57 00:03:13,900 --> 00:03:18,850 So, for instance, here in the border, we're probably going to be using at least three sites just 58 00:03:18,850 --> 00:03:22,270 to capture the curvature of this belt like this. 59 00:03:23,490 --> 00:03:24,870 Another one right here. 60 00:03:26,950 --> 00:03:28,200 Right about there and there. 61 00:03:29,870 --> 00:03:31,320 Another one over here as well. 62 00:03:33,160 --> 00:03:35,140 This and this, there we go. 63 00:03:36,850 --> 00:03:44,020 This like this, that's fine now from here, we need to find a way to kind of like stitch this thing 64 00:03:44,020 --> 00:03:46,930 together again without having to use as much topology. 65 00:03:47,290 --> 00:03:50,680 So as you can see, if we close the borders here on this part of the chest. 66 00:03:51,650 --> 00:03:56,840 This thing lets me through this there we go, if we close the border, we need to do is fill in this 67 00:03:56,840 --> 00:04:02,750 gap in such a way that it makes it easy for me to to keep the amount of polygons as low as possible, 68 00:04:03,110 --> 00:04:04,300 usually for this kind of things. 69 00:04:04,310 --> 00:04:08,300 I do like to have a one line here on the center is going to be good for us because it's going to allow 70 00:04:08,300 --> 00:04:12,560 us to do one and two and see how we get this triangle. 71 00:04:12,920 --> 00:04:15,720 Just keeping the triangle is going to be a square and that's it. 72 00:04:16,160 --> 00:04:17,780 So we do have a little bit of a triangle there. 73 00:04:17,780 --> 00:04:18,500 But is that an issue? 74 00:04:18,620 --> 00:04:19,300 Not really. 75 00:04:19,340 --> 00:04:20,530 We could simplify that, though. 76 00:04:20,540 --> 00:04:21,210 We want to. 77 00:04:21,230 --> 00:04:23,380 And just this and that's completely fine. 78 00:04:23,840 --> 00:04:30,290 As you can see now, this shape is nicely following the shape of my object, of my little like belt, 79 00:04:30,710 --> 00:04:33,590 and just make sure that every single piece is stitched together. 80 00:04:33,620 --> 00:04:34,220 There we go. 81 00:04:35,650 --> 00:04:41,650 And now we can blend this with the geometry or the or the body that we're going to need for the chest. 82 00:04:41,930 --> 00:04:46,150 OK, now chest up this guy again for the chest. 83 00:04:46,860 --> 00:04:48,400 We, of course, need a middle line. 84 00:04:48,850 --> 00:04:54,610 So I know that just from the basic understanding that we have, we're going to have or we're going to 85 00:04:54,610 --> 00:04:55,500 need a middle line. 86 00:04:55,840 --> 00:05:00,490 I'm just going to ignore this guy for a little bit while we do the the whole thing. 87 00:05:01,630 --> 00:05:02,800 They're not going to let me ignore them. 88 00:05:02,830 --> 00:05:08,140 The reason is they're going to try to be inflicted on the on the body that's going to keep them like 89 00:05:08,140 --> 00:05:08,450 this. 90 00:05:09,310 --> 00:05:13,240 And the reason they don't want to do them right now is because I want to focus on the main shape of 91 00:05:13,240 --> 00:05:13,720 the chest. 92 00:05:14,090 --> 00:05:19,540 So as I mentioned right both here at the height of the of the pectoral muscles, we want this thing 93 00:05:19,540 --> 00:05:25,060 to flow like the Batman thing, like we want to make sure that we have this line going all the way to 94 00:05:25,060 --> 00:05:25,380 the back. 95 00:05:26,760 --> 00:05:31,830 And the reason the reason why we want this to go to the back is because when we raised the arm, we 96 00:05:31,830 --> 00:05:36,780 wanted this whole thing to rest with full arm so that we get the nice the formation of the back muscles 97 00:05:36,960 --> 00:05:39,000 on the underside of the of the arm. 98 00:05:39,360 --> 00:05:43,950 So if we already have this one right here, we're definitely going to have a second one following the 99 00:05:43,950 --> 00:05:47,250 same sort of like principle going here to the back. 100 00:05:47,550 --> 00:05:52,410 Now, again, you might be wondering, well, don't we need to, like, grab all of this little details 101 00:05:52,410 --> 00:05:54,900 and actually, like, give them the topology that they need? 102 00:05:55,290 --> 00:06:00,270 And the answer is, depending on how much they change, this is what we might not need to do that because 103 00:06:00,300 --> 00:06:02,030 they're going to be baked onto the normal map. 104 00:06:02,560 --> 00:06:04,100 The commission is also going to be big. 105 00:06:04,110 --> 00:06:06,920 So we're going to get this sort of like detail on the on the maps. 106 00:06:06,930 --> 00:06:11,160 It's going to be or should be more than enough to give us a very nice definition. 107 00:06:11,340 --> 00:06:15,480 However, I am going to show you, especially for this, I feel like this one right here is a little 108 00:06:15,480 --> 00:06:16,260 bit too intense. 109 00:06:16,500 --> 00:06:20,810 So I'm going to show you how I would do this if in case we need it. 110 00:06:21,480 --> 00:06:28,530 So this guy right here, we're also going to try to make it flow in the same exact way, ignore this 111 00:06:28,530 --> 00:06:29,300 detail right now. 112 00:06:29,310 --> 00:06:31,230 Don't worry about that guy just yet. 113 00:06:31,660 --> 00:06:33,480 I'm going to do the middle line right here. 114 00:06:34,420 --> 00:06:35,750 And they just keep going down. 115 00:06:35,890 --> 00:06:37,980 Just just think that this thing doesn't exist. 116 00:06:38,020 --> 00:06:40,680 Just imagine that that thing's not it's non-existent. 117 00:06:41,320 --> 00:06:42,840 We're just going to feel the same. 118 00:06:44,510 --> 00:06:45,110 That. 119 00:06:46,670 --> 00:06:51,020 We have two lines here, we're definitely going to have probably going to have a couple of triangles, 120 00:06:51,020 --> 00:06:51,490 that's fine. 121 00:06:51,500 --> 00:06:52,850 For instance, that's the one triangle there. 122 00:06:52,850 --> 00:06:53,820 It's it's not a big deal. 123 00:06:54,410 --> 00:06:55,240 There we go. 124 00:06:55,490 --> 00:06:58,280 Now, here, this could get a little bit tricky. 125 00:06:58,290 --> 00:07:02,620 So I'm going to make this a triangle again on the part that's not that important. 126 00:07:03,050 --> 00:07:07,390 We don't want this to be a square because that's going to be a very nasty square. 127 00:07:07,730 --> 00:07:11,240 So let's think about how we can make this even better. 128 00:07:11,270 --> 00:07:12,460 I think I'm going to triangulate here. 129 00:07:12,470 --> 00:07:14,270 I'm going to go from here to here. 130 00:07:15,280 --> 00:07:18,670 Such as in that way, we're going to have like this in this. 131 00:07:20,260 --> 00:07:23,800 They been just like, no, I don't like the strength, but maybe if we move it just a little bit like 132 00:07:23,800 --> 00:07:24,160 this. 133 00:07:25,520 --> 00:07:30,590 And we just want to make sure that when we bend any part of this character, everything flows in and 134 00:07:30,740 --> 00:07:34,550 we see how those guys are really, really intense here and I will lower them. 135 00:07:35,770 --> 00:07:40,810 No need to have more geometry if if you're covering everything properly, just make sure that everything 136 00:07:40,810 --> 00:07:43,090 is fogging the surface as close as possible. 137 00:07:43,510 --> 00:07:48,020 And now that we have this now, it's a matter of stitching this into this piece right here. 138 00:07:48,040 --> 00:07:50,190 However, I'm not going to do that just yet. 139 00:07:50,200 --> 00:07:55,450 And the reason is I actually want to finish the whole chest first mirror to the other side. 140 00:07:55,600 --> 00:08:00,220 And once we have the whole thing mirror, we're going to stitch all the parts of the need to stitch 141 00:08:00,220 --> 00:08:02,230 on on this side, on the back side. 142 00:08:02,260 --> 00:08:04,470 However, this is actually even easier. 143 00:08:04,480 --> 00:08:08,680 It's just a matter of like projecting all of those lines all the way down. 144 00:08:08,920 --> 00:08:13,270 Sometimes you might feel like there's too many lines and we're going to see once we hit the legs, whether 145 00:08:13,270 --> 00:08:15,790 or not we have way too many and then we have too many lines. 146 00:08:15,790 --> 00:08:16,210 That's fine. 147 00:08:16,210 --> 00:08:20,680 We can just simplify with a couple of triangles the way we've been doing, and we're going to be just 148 00:08:20,680 --> 00:08:21,000 fine. 149 00:08:21,040 --> 00:08:25,840 Just remember, superimportant, always keep a middle line, the middle section. 150 00:08:25,840 --> 00:08:30,700 That's going to be really, really, really fundamental for the whole process there. 151 00:08:30,700 --> 00:08:33,820 We can see how things are getting a little bit too cramped up here. 152 00:08:34,120 --> 00:08:36,400 That's more probably going to need a couple of. 153 00:08:38,400 --> 00:08:39,580 Of simplification, there we go. 154 00:08:39,600 --> 00:08:42,450 Let's do one, two and three. 155 00:08:42,690 --> 00:08:47,120 We're going to live this right here, the border where they meet Depass. 156 00:08:47,790 --> 00:08:52,440 So here's where we might say, hey, let's minimize a couple of those guys. 157 00:08:52,890 --> 00:08:53,940 We don't need as many. 158 00:08:55,280 --> 00:08:57,380 Probably need money back here. 159 00:08:58,360 --> 00:09:02,090 And just relax, a couple of triangles stitching the whole thing together. 160 00:09:02,110 --> 00:09:05,890 It's not a big issue even here we might stitch something. 161 00:09:06,190 --> 00:09:11,620 So, again, I don't want to do this details just yet, because if I were to modify the topology here 162 00:09:11,620 --> 00:09:16,470 when we did the mirror to the other side, then things wouldn't be exactly symmetrical. 163 00:09:16,480 --> 00:09:18,010 However, I do have this. 164 00:09:19,590 --> 00:09:21,140 This one is symmetrical to this one. 165 00:09:22,540 --> 00:09:26,380 Now it's a little bit different, so let's just completely fill this thing first. 166 00:09:27,660 --> 00:09:32,520 Again, big squares first and then we need to have more geometry will add more geometry. 167 00:09:33,780 --> 00:09:36,150 Very good advice that I can give you with Rita. 168 00:09:36,460 --> 00:09:37,230 Keep it simple. 169 00:09:37,260 --> 00:09:43,200 I've had students like literally plucked their hairs out because they were so annoyed and frustrated 170 00:09:43,200 --> 00:09:43,860 about the process. 171 00:09:43,870 --> 00:09:47,910 And when I checked on them, it was like, you're doing one square at a time. 172 00:09:47,910 --> 00:09:50,550 Like imagine during all of the squares, one by one, you're going to go crazy. 173 00:09:50,560 --> 00:09:55,250 But if you do like two big chunks and then add the divisions, it makes it a lot, a lot easier. 174 00:09:55,650 --> 00:09:59,550 So that one there, that one there, one there, one there. 175 00:09:59,940 --> 00:10:02,610 Simplifying the little triangle there. 176 00:10:02,640 --> 00:10:04,980 I don't want to have as many polygons here. 177 00:10:05,900 --> 00:10:09,570 And I have to say, it's not it's not that big of a deal. 178 00:10:09,590 --> 00:10:13,940 Again, this area, this area only bends forwards and backwards and to the side. 179 00:10:13,970 --> 00:10:16,860 So having this little triangle, there shouldn't be that much of an issue. 180 00:10:17,180 --> 00:10:22,580 The issue with triangles always comes in places where things twist and bend in ways that usually. 181 00:10:23,790 --> 00:10:25,590 Yeah, that are not super easy. 182 00:10:25,970 --> 00:10:30,110 So, for instance, the neck, you can bend the neck and a lot of different ways, the arms, you can 183 00:10:30,110 --> 00:10:30,680 move them around. 184 00:10:30,720 --> 00:10:31,610 A lot of different ways. 185 00:10:31,880 --> 00:10:37,160 That's why those areas are it's very, very important that you keep the body clean, but like flat big 186 00:10:37,160 --> 00:10:39,200 areas like this that only bend in a certain way. 187 00:10:39,200 --> 00:10:42,200 And it's very predictable in regards to the range of motion. 188 00:10:42,620 --> 00:10:43,610 Shouldn't be that much of a. 189 00:10:44,900 --> 00:10:45,470 There we go. 190 00:10:45,500 --> 00:10:46,670 So we're going to have this whole thing. 191 00:10:46,940 --> 00:10:48,590 Let's deactivate this for a second. 192 00:10:49,140 --> 00:10:49,760 Go to the front. 193 00:10:49,790 --> 00:10:50,060 Bill. 194 00:10:51,710 --> 00:10:58,310 Go to month, grab all the edges here, deselect all the edges that we don't need, careful in this 195 00:10:58,310 --> 00:10:59,030 case right here. 196 00:11:00,510 --> 00:11:01,980 And those guys right there. 197 00:11:04,720 --> 00:11:07,840 Because we're going to be stopping and we don't want to snap anything that's not. 198 00:11:09,390 --> 00:11:11,390 Part of that of the middle, right? 199 00:11:11,450 --> 00:11:17,310 So something like that works just fine and we're just going to grab a shift right click go here to the 200 00:11:17,320 --> 00:11:22,080 mirror box option box and world X negative points. 201 00:11:22,090 --> 00:11:22,590 You saw one. 202 00:11:23,950 --> 00:11:28,570 And as you can see, we now have this very nice, complete apology of the character. 203 00:11:28,600 --> 00:11:31,590 There's a lot of wild verdicts here. 204 00:11:32,440 --> 00:11:33,070 Bring it out. 205 00:11:36,580 --> 00:11:40,270 Now, this hole right here, we're going to be fixing because this is where the asymmetry comes into 206 00:11:40,270 --> 00:11:40,450 play. 207 00:11:40,510 --> 00:11:42,730 Right now we have the chest. 208 00:11:42,730 --> 00:11:44,050 It's looking really, really good. 209 00:11:44,050 --> 00:11:48,250 As you can see, we're pretty much hitting all the high points of the of the character, which is exactly 210 00:11:48,250 --> 00:11:49,090 what we're going for. 211 00:11:49,450 --> 00:11:54,880 And it's just a matter of jumping now into this elements and making sure that all of the details are 212 00:11:54,880 --> 00:11:57,100 now properly stitched into the chest. 213 00:11:57,350 --> 00:12:02,530 Are going to be showing you how to add this little light and nice light into the into the topology so 214 00:12:02,530 --> 00:12:03,460 that everything flows. 215 00:12:04,180 --> 00:12:05,760 I'm going to stop you right here, guys. 216 00:12:05,800 --> 00:12:08,240 In the next one, we're going to continue with this little note. 217 00:12:08,320 --> 00:12:11,090 So hang on it and I'll see you back on the next up. 20883

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