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Hey, guys, welcome back to the next part of our series, we're going to continue with the recap of
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the night.
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We're finally done with the main body of the character.
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I'm going to do a little bit of cleanup here.
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I'm just going to delete everything.
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All this main body underscore lo.
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Remember, naming convention is always good to have.
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So make sure you have it very, very clean and we can hide it.
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Of course, control h we can go with the with the main body here.
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We can also hide that no longer need it.
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I actually like to do the following.
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I like to create a group and empty group.
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I'm going to call this finished.
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Finished pieces.
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I'm going to get the main body low.
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Let's call this finish bassist's low, duplicate the group and this is going to be called finish pieces
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high.
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So the main body is going to be in the main body low and this high quality guy is going to be in the
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finished high later on.
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Again, we're going to do a lot of organization before the Blitz, but for now, what they can do is
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it can turn this groups off.
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And that way I know that anything that's not in those groups still needs to be.
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So, for instance, this now I sometimes do this where I create extra faces.
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You don't need this.
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You don't need this.
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Transform groups.
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You might lose the some of the colors or materials.
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Let me see here.
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We believe that the pants somewhere.
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There we go.
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So where are the pants?
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OK, let's just grab everything and say the history, there we go, so now we should be able to delete
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these two things and nothing should happen.
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So these two guys control to hide them.
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And I'm now going to go into the Nepenthe path here.
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And let's go with knee pads.
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Now, just one cool thing about the knee pads.
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If you remember from the from the video where we did the actual geometry, it was a little bit complicated
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to get like the perfect shape of the knee pads.
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And this was something that I want to stress.
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Sometimes some tools are not the best tools for each of the specific jobs that we need to do.
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This is one of those cases like sea, even though it was a good option.
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Now you can see that this doesn't look like a hard metal piece.
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It looks kind of like just clay.
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Right.
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So what cool things about the redeposit process is that we're going to be able to modify this guys and
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make them look even better.
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So you can see that these are two pieces.
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First things, I'm going to do something, delete half of it.
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I'm going to grab this guy right here and I'm going to move it forward because as you can see, we have
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like that like the top part of the object and then the bottom part of the object, I'm actually going
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to move them.
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It doesn't really matter that we're going to move them into different places because we're no longer
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going to be using the main pieces from Seavers.
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We're going to be rebuilding them pretty much from from scratch.
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So I'm going to go here, go into our life surface and we start drawing.
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So the good thing is we already have the shape.
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This is something that we could have also done in Seebruck.
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However the media can do, we are going to be that much longer.
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So that's why we decided to go with this.
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It's kind of like clean claymation style, right?
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So what I'm doing here is I'm making sure that the loops of the objects are going exactly where I need
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them to.
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You can see here we have this sort of like flaring out of the element, actually, and they just push
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this guys all the way to the top like this and then add one like this is the border.
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This is where we're going to have the border.
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So very important that we have a very nice and clean loop going all the way around the border of the
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object.
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For instance, here, we're going to need another face.
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There we go.
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So we have that very clean border going up.
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If you need a couple more faces, that's perfectly fine.
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I've seen a lot of people do this.
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Several of the of the.
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Of the information that I've gathered from my experience is that when you're doing very specific, like
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hard surface stuff, it's fine if you starting sieverts and then jump into Miette to refine it.
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Some people like to do mine.
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Some people like to do the emacs, some which software you feel more comfortable with.
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But the truth of the matter is that unless you're doing like super high poly elements in Seabridge,
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the the nicest or cleanest topology will always come from software that can actually manage it in a
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nice way.
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And there are not as cultural aspects here.
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And I do a triangle there.
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And then this guy is going to float down.
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Very important, again, that we need to keep this sort of like a border going.
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This border is going to be really, really important for us, for the for the general shape of the of
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the peace.
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So let's just push this to the side.
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And we're also doing just half of it, right, because we can do half of the element unless it's rotated.
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Let me take a look at the top you.
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Now it's pretty straight, so so we can do half of it and then duplicate it to the other side.
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Which will also save some time.
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We keep doing this border right here.
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And we finish careful there.
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That one went a little bit too crazy.
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And we finish.
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With this.
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Phase right here.
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There we go.
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Now, what we're going to do is we need to finish all the inner part.
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However, for the inner part, it's not really necessary that we go like super clean on the under the
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body as long as we roughly follow the same amount.
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Of course, here we have an issue there.
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That's a problem like that.
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That's the the black face masking, not actually working in commercial.
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So, again, this is one of the cool things about doing this, like rebuilding process where we're pretty
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much doing the piece again, which might seem like a little bit repetitive.
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But to be honest, it doesn't really take that long.
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It's probably like 10 minutes per piece that we're rebuilding this way and it's going to give us so
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much better results.
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This is the same thing that we would have to do in Cuba, what's the word by by hand?
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Remember, I show you how to do a on on the last on the last course.
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So this we can also do.
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However, I personally am faster doing redeposit here in Miami.
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So normally if I were doing this character for like a fine or something, I would definitely start several
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pieces in Cuba and then other pieces would be done directly here in my.
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Now, we're just going to isolate this piece, because that's the part that has the mistake and I'm
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just going to use traditional like poly modelling techniques.
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Let's bring this guy forward.
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These two guys, forward or backwards, another let's get this guy as well and backwards, backwards
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go now we just need to finish this area right here.
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Think this guy can go down and back?
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Like this one, too, and we.
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Bridge, same deal here, one and two and a bridge.
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Now, here, things are getting a little bit crazy, so let's just move this case here, here.
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There we go.
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That's a little nicer.
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These two, for instance, we can just merge the center and then this guy's just picture perfect.
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So now you can see that we've rebuilt the element and it's going to get this guy right here to bring
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it back.
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And that's it.
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Go to the front view F to frame grab all the inner vertices, the ones on the on the border of the object
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are to snap them, grab them again.
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I think I've missed a couple.
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There we go.
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Just moving a little bit.
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Not that much.
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We don't have the snap line that we can use, but we can just go from here on in the mirror sections
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when we're going to change this to bounding boxes so that it goes to the to the border and then duplicates
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to the other side.
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And as you can see, we get this very, very nice piece right here that's a lot cleaner than what we
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had before.
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And here's the important bit.
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We're going to be doing a little bit of subdivision division because if whoopers number three, you're
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going to see that we do get a nicer shape, but we're going to lose a little bit of detail because we
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don't have supporting edges.
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So I'm going to go into mesh tiles, insert loop, and we're going to insert a natural on the border
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here, double click the to relative distance.
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One on the back, one on the front.
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One of the top.
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Now, here, I'm probably going to do one this side.
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And you remember that we did the exact same thing in.
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This supporting lines, I'm going to go into Marshals' Offset.
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We're just going to insert two lines and there we go.
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So now when we put number three, look at how clean this shape is.
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Right.
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Way, way better.
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I think this line, it's maybe it's going a little bit too much.
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But look at this beautiful shape, right?
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It seems like we had an issue there.
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See that line for there?
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So that's a problem.
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Let's go back out because of the triangle, right?
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OK, perfect.
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So so let's just let this go right here.
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And we're going to do.
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And after that, Schlup.
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Nationals also that ship in the middle.
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And on the front.
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That's going to give us this very nice, sharp look here for our character.
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Now, unfortunately, we I mean, we can work with this.
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We can definitely just take this into into substance.
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I'll show you later how we're going to create a high quality definition of this image or of this model,
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because I don't want to bring this guy like higher than what we have on the character.
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So if we have this character right here and we take a look at this new this one, by the way, we don't
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need any more.
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We're just going to duplicate this guy and create a new one.
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To get the second ship, there we go, and we're probably going to delete some of the areas.
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Let me just bring this back, because it's the same, remember, it was very, very similar.
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So actually it's a little bit different, so we'll have to do it.
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So, yeah, we don't want this nepenthe.
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To be more dense than the character, like if you grab both of them at the same time, this guy shouldn't
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be that much denser.
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However, we do want it to to hold the edge in the best possible way.
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So what we're going to do is we're actually going to delete some of the vertices or the edges that I
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just gave it.
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Let's delete them.
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Because later on, we're going to create a hyperbole and we're going to make the hyperbolic version
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from this guy into the into the Hyperloop.
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So this this is the one that we're actually going to have this one right here.
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It's going to mesh display soft netsch.
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That's going to be our our main element.
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And the the normal map, the textures are we're going to be adding on top will help us make sure that
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it looks like sharpened on the middle and on the edge.
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You'll see how we do it.
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That's a little bit more.
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Has to do a little bit more with textures, but it's it's a very similar process.
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So let's just bring this back here to where it's supposed to be.
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Let's grab this guy.
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Isolette.
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Actually, I'm not actually just inside the main body go with this guy again and Quadron and very similar
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to what this guy is going to be lipservice with Quadro.
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And it's just a matter of.
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Redrawing that the whole thing.
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Right.
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So this is kind of like the border, it's going to do the border first here real quick.
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Thickness of the Arctic Sea, this black line, so that's that's an issue of, again, the decimation
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or maybe even the modeling, I could have messed up on the on the modeling.
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And that's why we're getting that sort of stuff.
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And and it's very important that you pinpoint whenever you have those sort of issues, because all of
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these issues are going to be baked into the normal map and you're going to get like some very, very
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weird results, as I've mentioned, for that for the Sèvres cause.
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The main idea was not to do a production ready character.
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It was to do a final concert piece.
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Right.
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So usually artists who work on on the creation of games and movies and stuff, they will do dirty passes
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like that character and then more advanced character artists will take from there.
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That will take the models from there and they will clean up whatever they need.
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There's a guy named Djata Chayefsky.
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If you want to look him up, he he's a monster creature guy.
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I had the fortune of having a class with him several years ago, and he's really, really good.
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Unfortunately, he doesn't teach outside of certain schools, I think.
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But he he works as a as a concept artist.
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So he won't do or he usually doesn't do production ready models.
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He'll do just very cool renders out of subversion, Photoshop and Quijote and that's it.
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Right.
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So so there are certain jobs out there in the industry that don't require you to do all of this process
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right here.
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So here, very easy just to save this.
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I'm just going to bridge from top to bottom and then I'm just going to manually like I don't want to
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do this anymore.
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The life service.
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I'm just going to do this and manually.
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I'm just going to like that here, for instance, and then bridge from here to here.
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Here we go.
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And I'm going to have I'm going to just click control and shift to at the church on the on the shelf
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that way, if we need more troops, I can just add them there, grab this guy and this guy.
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Now, one very important note, and hopefully you've stayed all the way through this part of the video.
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One very important note about props, guys, is that props don't need to follow as as as a budget process
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as the body, because props usually don't benefit.
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They don't deform.
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So as long as the topologies clean, meaning only and triangles and that sort of stuff, you should
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be fine.
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Don't don't don't sweat too much about it because again, you're not going to bend.
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So the reader knows how to rig them so that they they might be a little bit of overlap with the character.
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But usually you're not going to see any sort of like bending of this elegance.
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So when the knee of the character bends, this thing will just follow one of the joints probably.
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And you'll see this thing like just moving.
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So it's snap them, both of them master center of these two guys and master center and look at this.
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Very nice.
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So again, I know that this is not how the piece is going to look at the end, because we're going to
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be adding we're going to smooth this out and we're going to add to baldish to make it look sharper.
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But this is a very good low poly of the of the armor piece.
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So just grab this guy.
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SNAP.
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Mayor, the thing.
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Let's check in with the other one, this guy, as I mentioned, we don't need them anymore because we're
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going to be doing something different with this guy and another type of cleanup.
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And that was just a matter of of getting this where it was supposed to be.
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So let's send the pivot.
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There we go, I think it was something like this.
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Now, there's a couple of vertices here that I don't super like.
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This one right here and this one, this one, so I'm going to bring them up.
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This one as well.
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This corner is just picking them up.
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So they create a little bit of a better ramp there.
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So, again, just imagine that this guys later on, they're going to have their support.
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They just display something.
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We just clean them up.
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And now both of this, we're just going to bring the body out.
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We're going to position them where they're supposed to be, which is about there.
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You can rotate them.
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You can do whatever you need to make sure that they fit as nice as possible.
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For instance, this, I think, goes right about there.
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That's when I think we have we can have a little bit of overlap with that, with the other one.
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Think it's fine.
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There we go, grab both of them mirror and we're going to mirror them on the world X negative to have
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them on the other side and there we go.
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The kneepads are ready again.
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The important thing here, silhouette, make sure that the silhouette is really nice.
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All the detail, not the hard surface, the metal.
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Look, we're going to have a later on.
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So that's it for this the guys.
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Hope you liked it.
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I'll see you back on the next one.
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When we continue with this, we're going to do the the shoulder darts or the elbow guards over here.
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So hang on tight and I'll see you back on the next one.
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Bye bye.
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