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These are the user uploaded subtitles that are being translated: 1 00:00:01,140 --> 00:00:05,190 Welcome back to the next part of our series that we're going to continue with the pants, so let's get 2 00:00:05,190 --> 00:00:05,520 to it. 3 00:00:05,970 --> 00:00:07,080 This is where we left off. 4 00:00:07,080 --> 00:00:11,590 And as I've mentioned in the last video, I was going to finish the the remaining part of this like 5 00:00:11,760 --> 00:00:12,420 off camera. 6 00:00:12,660 --> 00:00:17,070 As you can see, the most important thing here is I'm trying to make sure that all the lines follow 7 00:00:17,070 --> 00:00:20,390 upwards and they continue going to the side like cylinder's right. 8 00:00:20,580 --> 00:00:23,550 There's a little bit of like weird looking triangles here. 9 00:00:23,550 --> 00:00:30,870 And there are there are helping me to pretty much gather or catch the silhouette of the specific parts 10 00:00:30,870 --> 00:00:31,320 of the armor. 11 00:00:31,590 --> 00:00:35,750 But you can see that in the big picture during actually all going in the same direction. 12 00:00:35,760 --> 00:00:39,390 So eventually this thing is going to bend, is going to move, and we're not going to have an issue 13 00:00:39,960 --> 00:00:45,590 where you can actually test out whether or not your objects are going to like bent nicely is you can 14 00:00:45,600 --> 00:00:51,930 going to face most select all the faces of the area that you want to bend, move the pivot point down 15 00:00:51,930 --> 00:00:52,760 or upwards. 16 00:00:52,770 --> 00:00:55,920 For instance, in this case, I'm actually going to grab all the faces on the on the lower side here, 17 00:00:56,610 --> 00:01:01,090 turn on soft selection, which is your capital B or you'll be sorry. 18 00:01:01,410 --> 00:01:05,400 Make sure that there's a little bit of follow so there's a little bit of bending and move the pivot 19 00:01:05,400 --> 00:01:09,690 point, which letter D to where you're expecting things to to turn around. 20 00:01:10,050 --> 00:01:16,110 Then if you move this thing around, of course, no life surface elected, you should see that the formation 21 00:01:16,560 --> 00:01:17,400 working nicely. 22 00:01:17,640 --> 00:01:21,450 So you can see there's going to be a little bit of stretch there on the armor that's completely normal. 23 00:01:22,380 --> 00:01:24,900 We could avoid that by going a little bit lower. 24 00:01:26,010 --> 00:01:27,570 For instance, something like this. 25 00:01:27,720 --> 00:01:32,660 So if my point is right about there, then I would expect less deformation on the armor. 26 00:01:32,700 --> 00:01:35,300 As you can see, this is going to really, really nicely. 27 00:01:35,730 --> 00:01:40,470 So, again, just a quick way in which you can you can also throw in a quick Riggen and just give it 28 00:01:40,470 --> 00:01:40,770 a go. 29 00:01:40,770 --> 00:01:44,970 But to be honest, I don't think it's really necessary as long as you follow the rules that we've been 30 00:01:44,970 --> 00:01:49,440 talking about, making sure that the grid like up and down, left and right, this was working nicely. 31 00:01:49,710 --> 00:01:53,900 As long as the proportions of the of the squares are similar, we should be fine. 32 00:01:53,910 --> 00:02:00,190 You can see that the leg is slightly, what's the word, denser than the rest of the character up here. 33 00:02:00,240 --> 00:02:00,940 That's fine. 34 00:02:00,960 --> 00:02:04,770 Later on, if we see that this is way too dense, we can minimize it, can show you a couple of ways 35 00:02:04,770 --> 00:02:05,730 in which we can minimize it. 36 00:02:05,730 --> 00:02:07,640 But I think we're in a good position now. 37 00:02:07,740 --> 00:02:13,530 If we jump into Seebruck, I'm going to load the initial tool that we have here and we need to do a 38 00:02:13,530 --> 00:02:18,000 little bit of work here with the pants because as you can see, the fans are not looking too good, 39 00:02:18,000 --> 00:02:18,360 to be honest. 40 00:02:18,360 --> 00:02:19,860 They look like big diaper's. 41 00:02:19,890 --> 00:02:24,350 So I'm going to go into the pants and I'm going to resculpt here just a little bit. 42 00:02:24,360 --> 00:02:27,720 So me, my white webcam ready clay buildup. 43 00:02:28,410 --> 00:02:29,400 Let's go to the pants. 44 00:02:29,730 --> 00:02:30,620 I'm going to go. 45 00:02:30,720 --> 00:02:31,790 It's actually undynamic. 46 00:02:31,800 --> 00:02:33,600 It's on a really low dynamic, it seems. 47 00:02:33,990 --> 00:02:36,120 So I'm actually going to turn off everything. 48 00:02:37,050 --> 00:02:39,960 Except for the for the armor. 49 00:02:42,310 --> 00:02:48,420 Probably this guy might be a good idea to have on probably the chest might be a good idea as well. 50 00:02:49,510 --> 00:02:52,780 And go for the legs or the legs. 51 00:02:52,810 --> 00:02:53,310 There we go. 52 00:02:53,930 --> 00:02:59,930 This guy's perfect, so now I know where things and so I'm just going to start scrapping this thing. 53 00:03:00,110 --> 00:03:04,220 This should be like some sort of like cotton or wool pants. 54 00:03:04,430 --> 00:03:05,640 So I'm just going to keep it simple. 55 00:03:05,660 --> 00:03:11,210 I don't want that over, scope this thing and give them like a completely unique feel. 56 00:03:11,220 --> 00:03:13,040 But they definitely do want to add a little bit more. 57 00:03:14,700 --> 00:03:15,620 Life to them. 58 00:03:16,310 --> 00:03:21,560 So one thing I mention what we're doing, the Palin Underpays video, he's a male character, so we 59 00:03:21,560 --> 00:03:26,900 would expect him to have male organs, reproductive organs down here so we'd never sculpt those organs. 60 00:03:26,900 --> 00:03:28,430 But we do add the volume. 61 00:03:28,430 --> 00:03:32,750 We do want to have a little bit of the volume there just in case we're going to simulate anything. 62 00:03:32,750 --> 00:03:34,930 We don't want things to look completely awful. 63 00:03:34,980 --> 00:03:37,580 They're now back here. 64 00:03:37,640 --> 00:03:41,900 I'm probably going to add a couple of wrinkles here on the on the pants. 65 00:03:43,200 --> 00:03:45,600 So I'm just going to do this like quick lines here. 66 00:03:46,840 --> 00:03:52,990 Kind of like bulging out a little bit on the on the lower side here, I don't want this to look like 67 00:03:52,990 --> 00:03:56,590 diapers, like he he has issues with the diapers. 68 00:03:56,650 --> 00:03:58,290 So we're just going to clean this up. 69 00:04:01,160 --> 00:04:01,990 Here we go. 70 00:04:03,520 --> 00:04:05,380 So something like that. 71 00:04:06,780 --> 00:04:11,130 Canada, a little bit of detail, for instance, pants usually have like a band up here looking at the 72 00:04:11,130 --> 00:04:11,550 band. 73 00:04:12,540 --> 00:04:13,830 Kind of like the belt band. 74 00:04:14,840 --> 00:04:18,290 We're not going to see this, of course, because it's going to be hidden, but we can add the little 75 00:04:18,290 --> 00:04:23,870 line there just in case we ever have any sort of, like, little indication of that band will. 76 00:04:23,960 --> 00:04:25,930 It's going to be it's going to be there. 77 00:04:25,940 --> 00:04:28,460 It's going to give us something on the side as well. 78 00:04:28,490 --> 00:04:33,230 For instance, we can add like a little line, like each line is actually a very nice brush here on 79 00:04:33,230 --> 00:04:35,290 the lightbox, on the brushes. 80 00:04:35,300 --> 00:04:39,410 If you go to the stitching brush, not seams. 81 00:04:39,890 --> 00:04:44,120 I mean, I have this this packet of seam brushes, but this are a little bit too modern. 82 00:04:45,260 --> 00:04:50,060 And I can't share them with you, so I'll use something that everyone has access to. 83 00:04:50,930 --> 00:04:56,870 So here in the stitch brush and I really like this one stitch one, which I just like X symbol. 84 00:04:57,890 --> 00:04:59,650 Silly me, isolate this for a second. 85 00:05:00,890 --> 00:05:01,670 We're going to have. 86 00:05:02,700 --> 00:05:05,400 We're definitely going to need I'm going to turn off dynamite and give you the wants of the mission 87 00:05:05,400 --> 00:05:07,320 level and give it this. 88 00:05:08,370 --> 00:05:13,080 Little detail here is going to be a detail that's going to be visible on the uncertain areas of the 89 00:05:13,080 --> 00:05:17,400 of the of the beans, for instance, there we might even use this to to give this teaching to the. 90 00:05:18,660 --> 00:05:23,520 The band up here, I think I think that looks good and it's just a little detail to make things look 91 00:05:23,540 --> 00:05:27,840 a little bit nicer in case we ever see them, because this is going to be covered by the by the flaps 92 00:05:27,840 --> 00:05:29,400 of the of the coat. 93 00:05:29,580 --> 00:05:33,660 And it's going to be covered right by the belt buckle, the lion belt buckle that this guy has. 94 00:05:34,080 --> 00:05:37,980 And then I'm probably going to add, like, just I'm going to break symmetry. 95 00:05:38,640 --> 00:05:39,510 I'm just going to add. 96 00:05:41,480 --> 00:05:44,060 I'm not sure about adding the line there, but. 97 00:05:44,820 --> 00:05:46,220 Let's go back to the stitching here. 98 00:05:48,480 --> 00:05:50,650 Turn on Sematary again, the smaller. 99 00:05:51,390 --> 00:05:52,130 There we go. 100 00:05:53,460 --> 00:05:54,880 Simple, simple, simple, simple. 101 00:05:54,900 --> 00:05:55,420 There we go. 102 00:05:55,800 --> 00:05:56,880 And then in here. 103 00:05:57,970 --> 00:05:58,870 The one as well. 104 00:06:00,250 --> 00:06:07,030 And the thing usually that works on the pants, we usually get some like lines going into the into the 105 00:06:07,030 --> 00:06:13,600 pants, like some wrinkles like this, it's just like the tension lines that we get from the from the 106 00:06:14,080 --> 00:06:14,410 character. 107 00:06:14,440 --> 00:06:19,090 One thing that I want to do here and this actually going to be quite important for us is see this negative 108 00:06:19,090 --> 00:06:20,050 space that we have here. 109 00:06:20,350 --> 00:06:25,780 If we don't cover that negative space, then it's going to be really difficult for the for the whole 110 00:06:25,780 --> 00:06:27,250 thing to, like, move properly. 111 00:06:27,250 --> 00:06:31,820 So I'm going to push the defense a little bit out just so that we close that gap. 112 00:06:31,840 --> 00:06:40,600 I'd rather have a watertight mesh right here with no holes than than having those, because otherwise 113 00:06:40,690 --> 00:06:41,540 things are going to get messy. 114 00:06:41,560 --> 00:06:44,520 So this already looks way, way better than what we had before. 115 00:06:44,770 --> 00:06:50,380 I think I'm going to add the like the little, you know, in jeans have this like line going down here. 116 00:06:51,280 --> 00:06:52,720 Which is where the Cyperus. 117 00:06:53,810 --> 00:06:55,310 So let's just not the line here. 118 00:06:55,910 --> 00:07:00,830 Again, not to worry too much about the details, because most of this is going to be covered, but 119 00:07:00,830 --> 00:07:04,850 you're going to have it there just in case we ever see the back of the pants. 120 00:07:05,060 --> 00:07:11,030 So, for instance, here, back here, we can also add like a couple of extra wrinkles here and they're 121 00:07:11,450 --> 00:07:16,260 asymmetrical to get a little bit of variance, even though the low poly is going to be symmetrical to 122 00:07:16,280 --> 00:07:20,590 those, those elements are going to look asymmetrical, make sure that we don't have to see this. 123 00:07:21,440 --> 00:07:22,820 So a lot of empty space there. 124 00:07:23,690 --> 00:07:24,770 Let's fill that in. 125 00:07:26,630 --> 00:07:28,710 Let's turn to symmetry. 126 00:07:28,730 --> 00:07:32,000 It's going to look a little bit more heavy on the on the backside, but that's fine. 127 00:07:34,170 --> 00:07:38,850 Is this actually going to help us because otherwise that area is going to be problematic and there we 128 00:07:38,850 --> 00:07:39,120 go. 129 00:07:39,150 --> 00:07:40,360 So we got the pants right? 130 00:07:40,740 --> 00:07:42,690 So this pants are a little bit high. 131 00:07:42,690 --> 00:07:47,130 So I'm just going to clone them because I don't want to mess up the original tool. 132 00:07:47,340 --> 00:07:49,730 I'm actually going to save this tool as the initial tool, guys. 133 00:07:49,730 --> 00:07:54,390 So you're probably going to already have the proper pants if you're at this point, then and you'll 134 00:07:54,390 --> 00:07:57,000 see that your final model file is the same one. 135 00:07:57,270 --> 00:07:59,070 You're probably have the there's one. 136 00:07:59,070 --> 00:08:03,540 But I just want to include this on the on the course in case you ever need to redo something that you 137 00:08:03,540 --> 00:08:04,230 already worked on. 138 00:08:04,230 --> 00:08:04,450 Right. 139 00:08:04,770 --> 00:08:06,360 So that's the one right there. 140 00:08:07,260 --> 00:08:08,340 I'm going to go to the clean one. 141 00:08:08,350 --> 00:08:13,020 I'm going to say, see, plugging that you mentioned master and instead of doing the pre-process and 142 00:08:13,020 --> 00:08:17,070 the decimation, I'm just going straight up, going to go to the 20 K and that's going to reduce this 143 00:08:17,070 --> 00:08:19,710 to 20 K triangles, which, as you can see, works fine. 144 00:08:20,490 --> 00:08:22,440 Get rid of the groups I have that circled there. 145 00:08:22,440 --> 00:08:27,820 If you don't have the shortcut, go into export, turn off group and we're going to explore this and 146 00:08:27,820 --> 00:08:29,380 I'm going to explore this right now. 147 00:08:29,400 --> 00:08:32,250 I'm just going to put it on my on my desktop. 148 00:08:33,510 --> 00:08:34,060 Expanse. 149 00:08:35,010 --> 00:08:38,250 Now, here's the tricky part if I import this guy import. 150 00:08:39,160 --> 00:08:41,410 They stop and we import the pants. 151 00:08:42,360 --> 00:08:47,490 You're going to see that the pants are going to be really, really small or really, really big in this 152 00:08:47,490 --> 00:08:48,030 case. 153 00:08:49,490 --> 00:08:50,260 Where are they? 154 00:08:52,620 --> 00:08:53,830 Oh, there we go. 155 00:08:53,850 --> 00:08:56,740 They're really, really small thing, so that's a problem. 156 00:08:56,760 --> 00:08:59,610 Now, remember the number and the scale that we have here. 157 00:08:59,940 --> 00:09:02,400 This is the information that we need to copy into this guy. 158 00:09:02,430 --> 00:09:04,770 So I'm going to change the scale to twenty nine. 159 00:09:05,890 --> 00:09:11,470 You can see that now has the proper height and I'm going to change the translation in one to one hundred 160 00:09:11,470 --> 00:09:15,490 and twenty two and it should perfectly match where I expect the pants to be. 161 00:09:16,060 --> 00:09:20,920 So now I'm going to right click my hyperbole that the original hyperbole. 162 00:09:20,920 --> 00:09:26,470 Right click going to face both and click the faces that are in the pants, because since they're still 163 00:09:26,470 --> 00:09:31,200 just a single island, I can very easily delete that island and have this thing right here. 164 00:09:31,720 --> 00:09:33,980 So as you can see, this is working very, very nice. 165 00:09:34,000 --> 00:09:35,690 I think it's a little bit too high. 166 00:09:35,740 --> 00:09:36,190 Six hundred. 167 00:09:36,190 --> 00:09:36,760 Twenty two. 168 00:09:37,970 --> 00:09:39,830 The group says it's 120 to. 169 00:09:40,790 --> 00:09:44,000 Although this does seem a little bit too high, did I move this guy? 170 00:09:44,030 --> 00:09:47,610 No, I don't remember moving this guy to hold this thing. 171 00:09:47,630 --> 00:09:49,070 I think this thing should be. 172 00:09:50,850 --> 00:09:52,950 I cried about their. 173 00:09:55,290 --> 00:09:55,780 There we go. 174 00:09:55,800 --> 00:09:56,460 I think that's. 175 00:09:57,360 --> 00:10:03,060 It's closer to what we have, make sure here on the export that there's no option here, no information 176 00:10:04,760 --> 00:10:05,550 that should be fine. 177 00:10:06,860 --> 00:10:12,020 We're going to be importing the final version later on, and if we see a slight deviation there, that's 178 00:10:12,020 --> 00:10:13,820 fine, but I believe this is the right one. 179 00:10:15,680 --> 00:10:17,080 Let me just double check here. 180 00:10:18,820 --> 00:10:24,280 As long as we're not that far off, there shouldn't be a problem, so we can see that right where the 181 00:10:24,280 --> 00:10:26,320 border begins, there's like this little M shape. 182 00:10:27,230 --> 00:10:32,120 We go to the front of you, you know, we have the little shape, then we can bring this. 183 00:10:32,770 --> 00:10:33,340 There we go. 184 00:10:33,380 --> 00:10:33,900 That should be good. 185 00:10:34,160 --> 00:10:37,310 Now, with this selected, we select that the original high quality. 186 00:10:37,340 --> 00:10:42,150 We can combine it again to create the the updated version of our character. 187 00:10:42,290 --> 00:10:44,830 We could also just like re decimate the whole thing. 188 00:10:44,840 --> 00:10:45,740 That's also another option. 189 00:10:45,750 --> 00:10:47,420 However, it's a little bit more steps. 190 00:10:47,750 --> 00:10:51,890 And that was just a matter of making this thing live again, grabbing this guy right here. 191 00:10:52,190 --> 00:10:55,410 And with my clay build up, we're going to continue to the middle here. 192 00:10:55,760 --> 00:10:59,540 Now, here's the interesting part on the center line here on the bottom part. 193 00:10:59,720 --> 00:11:05,240 One of the things that you want is you want to make sure that this thing jumps into the pants and creates 194 00:11:05,240 --> 00:11:06,450 this sort of like bridge. 195 00:11:06,860 --> 00:11:08,330 We're also going to have a middle line. 196 00:11:08,340 --> 00:11:12,480 Remember how we have a middle line on the on the upper side of the character and the torso? 197 00:11:13,040 --> 00:11:18,800 Well, we also want to have this sort of like middle line going on the center of the pants, right. 198 00:11:18,800 --> 00:11:23,480 About we're going to worry about the the combination of all of the elements soon enough. 199 00:11:23,780 --> 00:11:29,420 But right now, this is where we're going now from here, from this line, like the line, we definitely 200 00:11:29,420 --> 00:11:35,390 want this to be a sort of like belt shape going all the way to the back. 201 00:11:36,280 --> 00:11:41,800 All the way to the back, if we're also going to have a middle line here on the back, there we go. 202 00:11:42,890 --> 00:11:49,950 We just bring this down now and there we go, see how we grade this is sort of like a Superman underwear. 203 00:11:49,970 --> 00:11:51,520 Well, that's exactly what we're going for. 204 00:11:51,800 --> 00:11:56,470 And there's one very important look that we're going to have it right here on top of the of the armor. 205 00:11:57,350 --> 00:12:00,650 See, this thing right here is the kind of thing that we want to avoid as much as possible. 206 00:12:00,650 --> 00:12:06,410 So I'll probably on the final version, I'll probably just move the pants just a little bit closer to 207 00:12:06,410 --> 00:12:08,450 this so that we don't have as much difference here. 208 00:12:08,870 --> 00:12:12,680 And what we want to create is we want to create this sort of like. 209 00:12:14,230 --> 00:12:20,440 Superman trouser, as I was mentioning, that's going to go around the whole hip of the character. 210 00:12:21,100 --> 00:12:26,260 So as you can see, I'm kind of drawing the same amount of of the squares that we have here, and this 211 00:12:26,260 --> 00:12:28,810 thing is going to go all the way around. 212 00:12:30,680 --> 00:12:34,490 All the way around, it's going to go through the middle of the. 213 00:12:35,990 --> 00:12:38,240 Of the of the growing here. 214 00:12:39,580 --> 00:12:40,450 It's going to continue. 215 00:12:40,480 --> 00:12:41,200 It's going to be like my. 216 00:12:43,640 --> 00:12:49,070 And then we're going to get this see, so now we have this line, this very important loop that goes 217 00:12:49,070 --> 00:12:54,620 all the way around the object, and this is very, very important because we're going to be using this 218 00:12:54,620 --> 00:12:56,340 to bend the leg outward. 219 00:12:56,370 --> 00:13:00,090 So this is going to allow us to to move and create the connection with the leg. 220 00:13:00,320 --> 00:13:06,440 It's going to be easier to to bend our way outwards if you want to set this character, like on a horse 221 00:13:06,440 --> 00:13:07,970 or to make him do a split or something. 222 00:13:08,180 --> 00:13:13,190 This little right here is going to be very helpful to to maintain the volume of that specific action. 223 00:13:13,590 --> 00:13:17,090 That was just a matter of of basing all of this guys. 224 00:13:17,090 --> 00:13:18,440 Remember, triangles are not bad. 225 00:13:19,460 --> 00:13:23,470 This is a very like what's the word movable area. 226 00:13:23,480 --> 00:13:27,260 So remember our little rule of thumb, like it's better to have the triangle on an area that's not going 227 00:13:27,260 --> 00:13:28,030 to move as much. 228 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. 229 00:13:34,040 --> 00:13:37,670 And then, for instance, here, there's too much area because of the glutes, right? 230 00:13:37,940 --> 00:13:39,400 So if this happens, that's fine. 231 00:13:39,410 --> 00:13:41,640 Just do a little bit of a for the vision here. 232 00:13:41,760 --> 00:13:44,240 For instance, we can have a triangle here. 233 00:13:45,650 --> 00:13:46,430 Which is going to. 234 00:13:47,750 --> 00:13:49,310 Roughly keep the same. 235 00:13:50,650 --> 00:13:54,370 Actually, that's actually a square where you have two triangles together. 236 00:13:54,400 --> 00:13:55,210 That's actually a square. 237 00:13:55,300 --> 00:13:59,560 So which is kind of like create a little bit of a bubble inside of that area. 238 00:14:00,650 --> 00:14:02,210 You need more faces here. 239 00:14:02,340 --> 00:14:04,640 I'd rather have a little bit more than a little bit less. 240 00:14:06,670 --> 00:14:07,470 There we go. 241 00:14:08,900 --> 00:14:09,890 Most things around. 242 00:14:12,020 --> 00:14:12,980 Here we go. 243 00:14:14,900 --> 00:14:15,510 And that's it. 244 00:14:16,220 --> 00:14:18,980 Now, here you can see that we're facing a problem, right? 245 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. 246 00:14:23,720 --> 00:14:24,620 Just make a triangle. 247 00:14:25,990 --> 00:14:27,490 Right here, keep it square. 248 00:14:27,560 --> 00:14:32,180 That's fine, and that was just a matter of filling in all the rest of the elements on this front side. 249 00:14:32,200 --> 00:14:33,280 It's actually very simple. 250 00:14:33,280 --> 00:14:34,630 Triangle there, no problem. 251 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 252 00:14:39,100 --> 00:14:43,830 much like they're following or flowing in the same way that we need the leg to flow. 253 00:14:44,050 --> 00:14:46,700 So it shouldn't be that much of a deal here. 254 00:14:47,080 --> 00:14:51,590 I definitely want to have like a couple of more squares following. 255 00:14:51,640 --> 00:14:54,610 Going to have like another line here, here, here. 256 00:14:55,330 --> 00:14:58,120 If we need one more line here going into the torso, that's fine. 257 00:15:01,840 --> 00:15:04,410 There we go, we create this very nice effect. 258 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 259 00:15:10,150 --> 00:15:12,850 11 faces, so it's going to be twenty two on the other side. 260 00:15:12,850 --> 00:15:17,110 If we do a quick check on the on this one right here, we have 41. 261 00:15:17,110 --> 00:15:20,350 So it's more than I should, um. 262 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, 263 00:15:26,410 --> 00:15:29,400 but we have a very good project here, a very good process. 264 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. 265 00:15:35,250 --> 00:15:35,730 There we go. 266 00:15:36,160 --> 00:15:40,570 And then same deal here if we need to to do a little bit of. 267 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 268 00:15:46,680 --> 00:15:51,210 you're not going to form the glutes individually unless you're doing like this sort of like very bizarre. 269 00:15:51,240 --> 00:15:55,920 I know kids show sometimes do this very wacky dances with their characters where everything jiggles 270 00:15:55,920 --> 00:15:56,640 and moves around. 271 00:15:56,910 --> 00:16:02,190 If that's the case and you might want to loop and have a little bit of a cleaner topology back here, 272 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 273 00:16:07,050 --> 00:16:08,220 not something you're going to be facing. 274 00:16:10,000 --> 00:16:10,860 Let's join that. 275 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 276 00:16:15,730 --> 00:16:16,750 smooths things out. 277 00:16:18,280 --> 00:16:21,340 Smooth, smooth, it's going to give us a clean topology there. 278 00:16:22,590 --> 00:16:25,260 Good volume, which, again, is exactly what we're going for. 279 00:16:25,770 --> 00:16:26,560 And there we go. 280 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 281 00:16:31,020 --> 00:16:31,560 surface. 282 00:16:32,710 --> 00:16:33,700 SNAP this together. 283 00:16:34,900 --> 00:16:36,840 And mirror this to the other side. 284 00:16:37,780 --> 00:16:40,000 Look at this beautiful leks, guys. 285 00:16:41,030 --> 00:16:41,390 Look. 286 00:16:43,150 --> 00:16:43,940 Pretty cool, right? 287 00:16:44,830 --> 00:16:45,460 Pretty cool. 288 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 289 00:16:49,300 --> 00:16:50,050 nice volumes. 290 00:16:50,410 --> 00:16:53,250 All of this we're going to go display soft edge. 291 00:16:53,320 --> 00:16:57,270 We can, of course, leave everything for his transformation and do all the necessary steps. 292 00:16:57,280 --> 00:16:59,560 As you can see, this is working really, really nice. 293 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. 294 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, 295 00:17:07,600 --> 00:17:08,190 very simple. 296 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 297 00:17:12,610 --> 00:17:13,050 to be baked. 298 00:17:13,180 --> 00:17:15,030 I'd rather have just like a straight thing right here. 299 00:17:15,040 --> 00:17:16,480 So I'm going to grab this guy right here. 300 00:17:16,720 --> 00:17:19,210 I'm going to stretch this out so that it's very, very flat. 301 00:17:20,430 --> 00:17:22,010 Probably rotate this around a little bit. 302 00:17:22,310 --> 00:17:23,000 There we go. 303 00:17:23,980 --> 00:17:25,270 Combine both objects. 304 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 305 00:17:34,050 --> 00:17:37,920 have twenty five and here we have twenty six is just one extra. 306 00:17:38,640 --> 00:17:40,110 Which is weird, though, because. 307 00:17:41,460 --> 00:17:44,370 Why do we have twenty six, like an extra Burdick's or something? 308 00:17:44,940 --> 00:17:45,840 How many faces here? 309 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, 310 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. 312 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. 313 00:18:05,950 --> 00:18:08,710 And those can be very easily joined like this. 314 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. 316 00:18:18,460 --> 00:18:19,540 Don't relax, though. 317 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. 319 00:18:24,180 --> 00:18:24,840 Square. 320 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. 322 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. 324 00:18:43,140 --> 00:18:44,250 And probably something like. 325 00:18:45,930 --> 00:18:46,500 This. 326 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. 331 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. 332 00:19:09,500 --> 00:19:11,720 So I'm just going to start snapping them up here. 333 00:19:13,240 --> 00:19:14,620 I'm going to leave it the triangle there. 334 00:19:14,720 --> 00:19:15,850 I'm going to stop it here. 335 00:19:16,950 --> 00:19:17,400 Here. 336 00:19:18,270 --> 00:19:21,580 OK, because it's too many lines, it's too many triangles. 337 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 338 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 342 00:19:42,180 --> 00:19:42,690 bit of. 343 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, 344 00:19:47,760 --> 00:19:48,960 but it's going to be covered by the belt. 345 00:19:48,960 --> 00:19:50,610 So I'm not I'm not too worried about that. 346 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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