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Welcome back to the next part of our series that we're going to continue with the pants, so let's get
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to it.
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This is where we left off.
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And as I've mentioned in the last video, I was going to finish the the remaining part of this like
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off camera.
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As you can see, the most important thing here is I'm trying to make sure that all the lines follow
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upwards and they continue going to the side like cylinder's right.
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There's a little bit of like weird looking triangles here.
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And there are there are helping me to pretty much gather or catch the silhouette of the specific parts
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of the armor.
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But you can see that in the big picture during actually all going in the same direction.
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So eventually this thing is going to bend, is going to move, and we're not going to have an issue
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where you can actually test out whether or not your objects are going to like bent nicely is you can
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going to face most select all the faces of the area that you want to bend, move the pivot point down
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or upwards.
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For instance, in this case, I'm actually going to grab all the faces on the on the lower side here,
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turn on soft selection, which is your capital B or you'll be sorry.
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Make sure that there's a little bit of follow so there's a little bit of bending and move the pivot
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point, which letter D to where you're expecting things to to turn around.
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Then if you move this thing around, of course, no life surface elected, you should see that the formation
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working nicely.
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So you can see there's going to be a little bit of stretch there on the armor that's completely normal.
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We could avoid that by going a little bit lower.
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For instance, something like this.
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So if my point is right about there, then I would expect less deformation on the armor.
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As you can see, this is going to really, really nicely.
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So, again, just a quick way in which you can you can also throw in a quick Riggen and just give it
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a go.
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But to be honest, I don't think it's really necessary as long as you follow the rules that we've been
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talking about, making sure that the grid like up and down, left and right, this was working nicely.
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As long as the proportions of the of the squares are similar, we should be fine.
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You can see that the leg is slightly, what's the word, denser than the rest of the character up here.
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That's fine.
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Later on, if we see that this is way too dense, we can minimize it, can show you a couple of ways
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in which we can minimize it.
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But I think we're in a good position now.
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If we jump into Seebruck, I'm going to load the initial tool that we have here and we need to do a
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little bit of work here with the pants because as you can see, the fans are not looking too good,
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to be honest.
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They look like big diaper's.
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So I'm going to go into the pants and I'm going to resculpt here just a little bit.
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So me, my white webcam ready clay buildup.
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Let's go to the pants.
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I'm going to go.
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It's actually undynamic.
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It's on a really low dynamic, it seems.
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So I'm actually going to turn off everything.
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Except for the for the armor.
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Probably this guy might be a good idea to have on probably the chest might be a good idea as well.
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And go for the legs or the legs.
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There we go.
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This guy's perfect, so now I know where things and so I'm just going to start scrapping this thing.
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This should be like some sort of like cotton or wool pants.
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So I'm just going to keep it simple.
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I don't want that over, scope this thing and give them like a completely unique feel.
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But they definitely do want to add a little bit more.
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Life to them.
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So one thing I mention what we're doing, the Palin Underpays video, he's a male character, so we
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would expect him to have male organs, reproductive organs down here so we'd never sculpt those organs.
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But we do add the volume.
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We do want to have a little bit of the volume there just in case we're going to simulate anything.
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We don't want things to look completely awful.
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They're now back here.
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I'm probably going to add a couple of wrinkles here on the on the pants.
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So I'm just going to do this like quick lines here.
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Kind of like bulging out a little bit on the on the lower side here, I don't want this to look like
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diapers, like he he has issues with the diapers.
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So we're just going to clean this up.
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Here we go.
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So something like that.
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Canada, a little bit of detail, for instance, pants usually have like a band up here looking at the
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band.
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Kind of like the belt band.
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We're not going to see this, of course, because it's going to be hidden, but we can add the little
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line there just in case we ever have any sort of, like, little indication of that band will.
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It's going to be it's going to be there.
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It's going to give us something on the side as well.
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For instance, we can add like a little line, like each line is actually a very nice brush here on
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the lightbox, on the brushes.
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If you go to the stitching brush, not seams.
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I mean, I have this this packet of seam brushes, but this are a little bit too modern.
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And I can't share them with you, so I'll use something that everyone has access to.
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So here in the stitch brush and I really like this one stitch one, which I just like X symbol.
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Silly me, isolate this for a second.
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We're going to have.
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We're definitely going to need I'm going to turn off dynamite and give you the wants of the mission
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level and give it this.
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Little detail here is going to be a detail that's going to be visible on the uncertain areas of the
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of the of the beans, for instance, there we might even use this to to give this teaching to the.
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The band up here, I think I think that looks good and it's just a little detail to make things look
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a little bit nicer in case we ever see them, because this is going to be covered by the by the flaps
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of the of the coat.
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And it's going to be covered right by the belt buckle, the lion belt buckle that this guy has.
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And then I'm probably going to add, like, just I'm going to break symmetry.
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I'm just going to add.
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I'm not sure about adding the line there, but.
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Let's go back to the stitching here.
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Turn on Sematary again, the smaller.
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There we go.
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Simple, simple, simple, simple.
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There we go.
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And then in here.
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The one as well.
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And the thing usually that works on the pants, we usually get some like lines going into the into the
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pants, like some wrinkles like this, it's just like the tension lines that we get from the from the
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character.
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One thing that I want to do here and this actually going to be quite important for us is see this negative
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space that we have here.
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If we don't cover that negative space, then it's going to be really difficult for the for the whole
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thing to, like, move properly.
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So I'm going to push the defense a little bit out just so that we close that gap.
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I'd rather have a watertight mesh right here with no holes than than having those, because otherwise
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things are going to get messy.
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So this already looks way, way better than what we had before.
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I think I'm going to add the like the little, you know, in jeans have this like line going down here.
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Which is where the Cyperus.
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So let's just not the line here.
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Again, not to worry too much about the details, because most of this is going to be covered, but
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you're going to have it there just in case we ever see the back of the pants.
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So, for instance, here, back here, we can also add like a couple of extra wrinkles here and they're
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asymmetrical to get a little bit of variance, even though the low poly is going to be symmetrical to
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those, those elements are going to look asymmetrical, make sure that we don't have to see this.
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So a lot of empty space there.
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Let's fill that in.
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Let's turn to symmetry.
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It's going to look a little bit more heavy on the on the backside, but that's fine.
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Is this actually going to help us because otherwise that area is going to be problematic and there we
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go.
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So we got the pants right?
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So this pants are a little bit high.
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So I'm just going to clone them because I don't want to mess up the original tool.
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I'm actually going to save this tool as the initial tool, guys.
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So you're probably going to already have the proper pants if you're at this point, then and you'll
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see that your final model file is the same one.
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You're probably have the there's one.
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But I just want to include this on the on the course in case you ever need to redo something that you
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already worked on.
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Right.
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So that's the one right there.
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I'm going to go to the clean one.
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I'm going to say, see, plugging that you mentioned master and instead of doing the pre-process and
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the decimation, I'm just going straight up, going to go to the 20 K and that's going to reduce this
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to 20 K triangles, which, as you can see, works fine.
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Get rid of the groups I have that circled there.
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If you don't have the shortcut, go into export, turn off group and we're going to explore this and
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I'm going to explore this right now.
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I'm just going to put it on my on my desktop.
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Expanse.
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Now, here's the tricky part if I import this guy import.
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They stop and we import the pants.
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You're going to see that the pants are going to be really, really small or really, really big in this
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case.
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Where are they?
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Oh, there we go.
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They're really, really small thing, so that's a problem.
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Now, remember the number and the scale that we have here.
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This is the information that we need to copy into this guy.
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So I'm going to change the scale to twenty nine.
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You can see that now has the proper height and I'm going to change the translation in one to one hundred
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and twenty two and it should perfectly match where I expect the pants to be.
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So now I'm going to right click my hyperbole that the original hyperbole.
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Right click going to face both and click the faces that are in the pants, because since they're still
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just a single island, I can very easily delete that island and have this thing right here.
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So as you can see, this is working very, very nice.
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I think it's a little bit too high.
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Six hundred.
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Twenty two.
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The group says it's 120 to.
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Although this does seem a little bit too high, did I move this guy?
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No, I don't remember moving this guy to hold this thing.
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I think this thing should be.
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I cried about their.
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There we go.
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I think that's.
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It's closer to what we have, make sure here on the export that there's no option here, no information
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that should be fine.
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We're going to be importing the final version later on, and if we see a slight deviation there, that's
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fine, but I believe this is the right one.
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Let me just double check here.
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As long as we're not that far off, there shouldn't be a problem, so we can see that right where the
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border begins, there's like this little M shape.
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We go to the front of you, you know, we have the little shape, then we can bring this.
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There we go.
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That should be good.
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Now, with this selected, we select that the original high quality.
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We can combine it again to create the the updated version of our character.
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We could also just like re decimate the whole thing.
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That's also another option.
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However, it's a little bit more steps.
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And that was just a matter of making this thing live again, grabbing this guy right here.
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And with my clay build up, we're going to continue to the middle here.
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Now, here's the interesting part on the center line here on the bottom part.
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One of the things that you want is you want to make sure that this thing jumps into the pants and creates
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this sort of like bridge.
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We're also going to have a middle line.
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Remember how we have a middle line on the on the upper side of the character and the torso?
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Well, we also want to have this sort of like middle line going on the center of the pants, right.
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About we're going to worry about the the combination of all of the elements soon enough.
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But right now, this is where we're going now from here, from this line, like the line, we definitely
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want this to be a sort of like belt shape going all the way to the back.
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All the way to the back, if we're also going to have a middle line here on the back, there we go.
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We just bring this down now and there we go, see how we grade this is sort of like a Superman underwear.
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Well, that's exactly what we're going for.
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And there's one very important look that we're going to have it right here on top of the of the armor.
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See, this thing right here is the kind of thing that we want to avoid as much as possible.
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So I'll probably on the final version, I'll probably just move the pants just a little bit closer to
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this so that we don't have as much difference here.
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And what we want to create is we want to create this sort of like.
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Superman trouser, as I was mentioning, that's going to go around the whole hip of the character.
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So as you can see, I'm kind of drawing the same amount of of the squares that we have here, and this
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thing is going to go all the way around.
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All the way around, it's going to go through the middle of the.
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Of the of the growing here.
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It's going to continue.
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It's going to be like my.
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And then we're going to get this see, so now we have this line, this very important loop that goes
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all the way around the object, and this is very, very important because we're going to be using this
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to bend the leg outward.
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So this is going to allow us to to move and create the connection with the leg.
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It's going to be easier to to bend our way outwards if you want to set this character, like on a horse
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or to make him do a split or something.
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This little right here is going to be very helpful to to maintain the volume of that specific action.
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That was just a matter of of basing all of this guys.
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Remember, triangles are not bad.
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This is a very like what's the word movable area.
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So remember our little rule of thumb, like it's better to have the triangle on an area that's not going
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00:13:27,260 --> 00:13:28,030
to move as much.
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00:13:28,060 --> 00:13:33,140
So I'm going to try to leave two loops of this very interesting effect right here.
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00:13:34,040 --> 00:13:37,670
And then, for instance, here, there's too much area because of the glutes, right?
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00:13:37,940 --> 00:13:39,400
So if this happens, that's fine.
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00:13:39,410 --> 00:13:41,640
Just do a little bit of a for the vision here.
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00:13:41,760 --> 00:13:44,240
For instance, we can have a triangle here.
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00:13:45,650 --> 00:13:46,430
Which is going to.
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Roughly keep the same.
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00:13:50,650 --> 00:13:54,370
Actually, that's actually a square where you have two triangles together.
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That's actually a square.
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So which is kind of like create a little bit of a bubble inside of that area.
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00:14:00,650 --> 00:14:02,210
You need more faces here.
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00:14:02,340 --> 00:14:04,640
I'd rather have a little bit more than a little bit less.
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00:14:06,670 --> 00:14:07,470
There we go.
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Most things around.
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00:14:12,020 --> 00:14:12,980
Here we go.
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And that's it.
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00:14:16,220 --> 00:14:18,980
Now, here you can see that we're facing a problem, right?
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00:14:19,000 --> 00:14:23,450
We created this new line and now we're facing a place where we are not going to have that line.
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00:14:23,720 --> 00:14:24,620
Just make a triangle.
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00:14:25,990 --> 00:14:27,490
Right here, keep it square.
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That's fine, and that was just a matter of filling in all the rest of the elements on this front side.
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00:14:32,200 --> 00:14:33,280
It's actually very simple.
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00:14:33,280 --> 00:14:34,630
Triangle there, no problem.
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00:14:34,930 --> 00:14:39,100
Triangle there, no problem either because they're already on parts that they're not going to move as
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much like they're following or flowing in the same way that we need the leg to flow.
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00:14:44,050 --> 00:14:46,700
So it shouldn't be that much of a deal here.
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00:14:47,080 --> 00:14:51,590
I definitely want to have like a couple of more squares following.
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00:14:51,640 --> 00:14:54,610
Going to have like another line here, here, here.
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00:14:55,330 --> 00:14:58,120
If we need one more line here going into the torso, that's fine.
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00:15:01,840 --> 00:15:04,410
There we go, we create this very nice effect.
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00:15:05,410 --> 00:15:09,880
Again, we don't want as many lines if we take a look at how many lines are here in this look, we have
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00:15:10,150 --> 00:15:12,850
11 faces, so it's going to be twenty two on the other side.
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00:15:12,850 --> 00:15:17,110
If we do a quick check on the on this one right here, we have 41.
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00:15:17,110 --> 00:15:20,350
So it's more than I should, um.
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00:15:21,520 --> 00:15:25,710
We have 31, so we're going to be a little bit high on the top here, we're going to have to simplify,
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00:15:26,410 --> 00:15:29,400
but we have a very good project here, a very good process.
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00:15:29,400 --> 00:15:35,240
So now back here, same deal in a couple more faces here just to keep it the closer.
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There we go.
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00:15:36,160 --> 00:15:40,570
And then same deal here if we need to to do a little bit of.
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00:15:41,910 --> 00:15:46,440
Well, very work here on this area, that's fine to search the glutes so the glutes are not going to
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you're not going to form the glutes individually unless you're doing like this sort of like very bizarre.
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00:15:51,240 --> 00:15:55,920
I know kids show sometimes do this very wacky dances with their characters where everything jiggles
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00:15:55,920 --> 00:15:56,640
and moves around.
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If that's the case and you might want to loop and have a little bit of a cleaner topology back here,
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00:16:02,400 --> 00:16:07,040
but usually, like, if you're doing like a God of your character or something like that, then that's
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00:16:07,050 --> 00:16:08,220
not something you're going to be facing.
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00:16:10,000 --> 00:16:10,860
Let's join that.
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00:16:10,870 --> 00:16:15,710
There we go, see how we keep the middle section, that's very important triangle there, then just
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00:16:15,730 --> 00:16:16,750
smooths things out.
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Smooth, smooth, it's going to give us a clean topology there.
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Good volume, which, again, is exactly what we're going for.
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And there we go.
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00:16:26,580 --> 00:16:31,020
So now is just a matter of going to the front of you, grabbing all this, Bernice's turn off the live
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surface.
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SNAP this together.
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And mirror this to the other side.
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00:16:37,780 --> 00:16:40,000
Look at this beautiful leks, guys.
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00:16:41,030 --> 00:16:41,390
Look.
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Pretty cool, right?
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00:16:44,830 --> 00:16:45,460
Pretty cool.
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00:16:45,490 --> 00:16:49,300
This are going to work just fine, as you can see, they have this very nice silhouette, these very
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00:16:49,300 --> 00:16:50,050
nice volumes.
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00:16:50,410 --> 00:16:53,250
All of this we're going to go display soft edge.
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We can, of course, leave everything for his transformation and do all the necessary steps.
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As you can see, this is working really, really nice.
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00:16:59,750 --> 00:17:03,100
And now I'm just going to finish this with we're going a little bit longer than usual.
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00:17:03,280 --> 00:17:07,600
But I just want to finish this bit with how we combine both of these areas, because it's actually very,
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00:17:07,600 --> 00:17:08,190
very simple.
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00:17:08,380 --> 00:17:12,610
I'm not even going to worry about the like the details from the cloth, because all of that's going
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to be baked.
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00:17:13,180 --> 00:17:15,030
I'd rather have just like a straight thing right here.
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00:17:15,040 --> 00:17:16,480
So I'm going to grab this guy right here.
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00:17:16,720 --> 00:17:19,210
I'm going to stretch this out so that it's very, very flat.
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Probably rotate this around a little bit.
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00:17:22,310 --> 00:17:23,000
There we go.
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00:17:23,980 --> 00:17:25,270
Combine both objects.
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00:17:27,720 --> 00:17:34,050
And just start merging, so I don't think we have the exact same number now, so you can see here we
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00:17:34,050 --> 00:17:37,920
have twenty five and here we have twenty six is just one extra.
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00:17:38,640 --> 00:17:40,110
Which is weird, though, because.
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00:17:41,460 --> 00:17:44,370
Why do we have twenty six, like an extra Burdick's or something?
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00:17:44,940 --> 00:17:45,840
How many faces here?
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00:17:46,770 --> 00:17:51,900
Twenty six faces, I mean, due to the triangles, we're going to have a little bit of a difference,
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00:17:52,590 --> 00:17:53,610
but it should be.
311
00:17:56,140 --> 00:17:59,970
Fifty six triangles, that's worth thirty one faces.
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00:18:01,030 --> 00:18:05,610
OK, no problem, so it's going to do it manually, so one, two, three, four, five, six, seven.
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00:18:05,950 --> 00:18:08,710
And those can be very easily joined like this.
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00:18:09,260 --> 00:18:17,380
I am just going to grab my my bridge to here and I'm going to start doing like one one triangle there.
315
00:18:17,560 --> 00:18:18,430
No big deal.
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00:18:18,460 --> 00:18:19,540
Don't relax, though.
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00:18:19,690 --> 00:18:20,500
Don't relax.
318
00:18:21,310 --> 00:18:22,930
Just just fill in the gaps.
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00:18:24,180 --> 00:18:24,840
Square.
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00:18:26,740 --> 00:18:32,050
Where square, for instance, this little triangle there, we definitely don't need going into the next.
321
00:18:33,250 --> 00:18:35,680
The middle section is going to be important because that's the middle section.
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00:18:35,680 --> 00:18:39,670
That's like that right there goes a little bit off of center there, but that's fine.
323
00:18:40,060 --> 00:18:41,530
And we're going to have something like this.
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00:18:43,140 --> 00:18:44,250
And probably something like.
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00:18:45,930 --> 00:18:46,500
This.
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00:18:47,890 --> 00:18:50,160
There we go, there we go.
327
00:18:51,500 --> 00:18:57,470
I don't like having this, like, encounter triangles, like whenever you have a triangle, it looks
328
00:18:57,470 --> 00:18:59,860
really weird to have this like two triangles.
329
00:19:00,080 --> 00:19:02,300
So I'm going to show you how we're going to fix them.
330
00:19:02,720 --> 00:19:04,020
There's a couple of ways to fix them.
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00:19:04,040 --> 00:19:09,170
I personally think that it might not be a bad idea to reduce the amount of lines that we have up here.
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00:19:09,500 --> 00:19:11,720
So I'm just going to start snapping them up here.
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00:19:13,240 --> 00:19:14,620
I'm going to leave it the triangle there.
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00:19:14,720 --> 00:19:15,850
I'm going to stop it here.
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00:19:16,950 --> 00:19:17,400
Here.
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00:19:18,270 --> 00:19:21,580
OK, because it's too many lines, it's too many triangles.
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00:19:21,600 --> 00:19:26,430
So same deal here, like, I would rather have the triangle a little bit higher on the on the torso
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00:19:26,430 --> 00:19:30,370
of the character than right there on the division that we might need these two triangles.
339
00:19:30,390 --> 00:19:31,740
I don't care that much about.
340
00:19:31,860 --> 00:19:33,350
Neither do I care about those.
341
00:19:33,840 --> 00:19:42,180
I am going to grab this guy again, make it like jump back into Quadro with this guy and just do a little
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00:19:42,180 --> 00:19:42,690
bit of.
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00:19:43,800 --> 00:19:47,760
Relaxation here just a little bit, because, again, you can see that we have like the flap there,
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00:19:47,760 --> 00:19:48,960
but it's going to be covered by the belt.
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00:19:48,960 --> 00:19:50,610
So I'm not I'm not too worried about that.
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00:19:51,530 --> 00:19:55,310
I want to make sure that we capture as much of the form as possible.
347
00:19:56,380 --> 00:19:58,120
Getraer's is slightly asymmetrical.
348
00:19:58,150 --> 00:20:02,160
We knew that all the way from the from the chest right here, but that's just fine.
349
00:20:02,170 --> 00:20:03,660
So now we take a look at the character.
350
00:20:04,300 --> 00:20:04,960
Look at this.
351
00:20:05,560 --> 00:20:11,440
Just like the whole guy must display soft netsch, delete everything to keep it clean and look at this
352
00:20:11,440 --> 00:20:12,740
beautiful, handsome guy.
353
00:20:13,300 --> 00:20:15,280
So this, my friends, is perfect.
354
00:20:15,300 --> 00:20:15,880
They're going to work.
355
00:20:15,880 --> 00:20:20,290
And again, one way you can quickly check this out is if we were to grab the guy, I was going to go
356
00:20:20,290 --> 00:20:21,070
into the form.
357
00:20:21,080 --> 00:20:25,480
I'm going to create a non-linear bent, which is going to create a line.
358
00:20:25,480 --> 00:20:29,390
And if we upped the curvature of this line, we're going to be able to bend the character.
359
00:20:29,680 --> 00:20:32,430
So let me bend it and then we can rotate the line.
360
00:20:32,440 --> 00:20:38,140
And if we bend him forward, just like like a clay character, you should be able to see that all the
361
00:20:38,140 --> 00:20:39,160
geometry holds together.
362
00:20:39,160 --> 00:20:42,600
Like we don't see any weird triangles or anything like popping out of the geometry.
363
00:20:42,850 --> 00:20:47,410
So I know that eventually when this guy deforms with bones and everything, he's going to be the forming
364
00:20:47,410 --> 00:20:48,390
and moving just right.
365
00:20:48,610 --> 00:20:54,280
This is, of course, a very like archaic way, very like old fashioned way to just test things out.
366
00:20:54,280 --> 00:20:59,040
But it's just a matter of checking or making sure that the geometry is moving in a proper way.
367
00:20:59,530 --> 00:21:02,190
So with this guy, we're pretty much finished with the main body.
368
00:21:02,830 --> 00:21:06,790
Now we're going to start jumping onto the props and all the remaining parts of the character.
369
00:21:07,060 --> 00:21:10,060
So you keep on going, make sure to get to this point.
370
00:21:10,060 --> 00:21:14,790
Make sure you have a very nice clean topology and I'll see you back on the next by.
35738
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