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These are the user uploaded subtitles that are being translated: 1 00:00:00,390 --> 00:00:04,320 Hey, guys, welcome back to the next part of our series, we're going to continue with the recap of 2 00:00:04,320 --> 00:00:04,890 the night. 3 00:00:05,160 --> 00:00:07,610 We're finally done with the main body of the character. 4 00:00:07,620 --> 00:00:08,910 I'm going to do a little bit of cleanup here. 5 00:00:08,910 --> 00:00:09,940 I'm just going to delete everything. 6 00:00:09,960 --> 00:00:14,280 All this main body underscore lo. 7 00:00:14,280 --> 00:00:16,500 Remember, naming convention is always good to have. 8 00:00:16,500 --> 00:00:19,560 So make sure you have it very, very clean and we can hide it. 9 00:00:19,560 --> 00:00:22,770 Of course, control h we can go with the with the main body here. 10 00:00:23,500 --> 00:00:25,290 We can also hide that no longer need it. 11 00:00:25,500 --> 00:00:27,150 I actually like to do the following. 12 00:00:27,150 --> 00:00:30,960 I like to create a group and empty group. 13 00:00:30,990 --> 00:00:32,460 I'm going to call this finished. 14 00:00:33,660 --> 00:00:35,370 Finished pieces. 15 00:00:35,710 --> 00:00:38,010 I'm going to get the main body low. 16 00:00:38,520 --> 00:00:44,580 Let's call this finish bassist's low, duplicate the group and this is going to be called finish pieces 17 00:00:44,700 --> 00:00:45,080 high. 18 00:00:45,540 --> 00:00:49,800 So the main body is going to be in the main body low and this high quality guy is going to be in the 19 00:00:49,800 --> 00:00:51,300 finished high later on. 20 00:00:51,300 --> 00:00:55,840 Again, we're going to do a lot of organization before the Blitz, but for now, what they can do is 21 00:00:55,860 --> 00:00:57,210 it can turn this groups off. 22 00:00:57,210 --> 00:01:00,810 And that way I know that anything that's not in those groups still needs to be. 23 00:01:00,990 --> 00:01:05,460 So, for instance, this now I sometimes do this where I create extra faces. 24 00:01:05,590 --> 00:01:06,360 You don't need this. 25 00:01:06,360 --> 00:01:06,930 You don't need this. 26 00:01:06,930 --> 00:01:07,610 Transform groups. 27 00:01:07,620 --> 00:01:11,790 You might lose the some of the colors or materials. 28 00:01:12,300 --> 00:01:12,990 Let me see here. 29 00:01:14,570 --> 00:01:17,840 We believe that the pants somewhere. 30 00:01:19,350 --> 00:01:19,930 There we go. 31 00:01:19,950 --> 00:01:20,760 So where are the pants? 32 00:01:21,970 --> 00:01:26,770 OK, let's just grab everything and say the history, there we go, so now we should be able to delete 33 00:01:26,770 --> 00:01:28,260 these two things and nothing should happen. 34 00:01:29,020 --> 00:01:30,910 So these two guys control to hide them. 35 00:01:30,910 --> 00:01:33,550 And I'm now going to go into the Nepenthe path here. 36 00:01:33,880 --> 00:01:35,230 And let's go with knee pads. 37 00:01:35,260 --> 00:01:37,720 Now, just one cool thing about the knee pads. 38 00:01:37,720 --> 00:01:43,750 If you remember from the from the video where we did the actual geometry, it was a little bit complicated 39 00:01:43,750 --> 00:01:46,290 to get like the perfect shape of the knee pads. 40 00:01:46,540 --> 00:01:48,190 And this was something that I want to stress. 41 00:01:48,310 --> 00:01:53,700 Sometimes some tools are not the best tools for each of the specific jobs that we need to do. 42 00:01:54,130 --> 00:01:57,520 This is one of those cases like sea, even though it was a good option. 43 00:01:57,730 --> 00:02:00,640 Now you can see that this doesn't look like a hard metal piece. 44 00:02:00,640 --> 00:02:02,230 It looks kind of like just clay. 45 00:02:02,230 --> 00:02:02,560 Right. 46 00:02:02,800 --> 00:02:08,380 So what cool things about the redeposit process is that we're going to be able to modify this guys and 47 00:02:08,380 --> 00:02:09,640 make them look even better. 48 00:02:10,360 --> 00:02:11,890 So you can see that these are two pieces. 49 00:02:11,890 --> 00:02:14,080 First things, I'm going to do something, delete half of it. 50 00:02:14,500 --> 00:02:18,190 I'm going to grab this guy right here and I'm going to move it forward because as you can see, we have 51 00:02:18,190 --> 00:02:21,970 like that like the top part of the object and then the bottom part of the object, I'm actually going 52 00:02:21,970 --> 00:02:22,570 to move them. 53 00:02:22,600 --> 00:02:26,440 It doesn't really matter that we're going to move them into different places because we're no longer 54 00:02:26,440 --> 00:02:28,510 going to be using the main pieces from Seavers. 55 00:02:28,510 --> 00:02:31,390 We're going to be rebuilding them pretty much from from scratch. 56 00:02:31,450 --> 00:02:35,070 So I'm going to go here, go into our life surface and we start drawing. 57 00:02:35,410 --> 00:02:37,590 So the good thing is we already have the shape. 58 00:02:37,600 --> 00:02:39,640 This is something that we could have also done in Seebruck. 59 00:02:39,850 --> 00:02:43,920 However the media can do, we are going to be that much longer. 60 00:02:43,930 --> 00:02:46,450 So that's why we decided to go with this. 61 00:02:46,750 --> 00:02:49,880 It's kind of like clean claymation style, right? 62 00:02:50,110 --> 00:02:55,000 So what I'm doing here is I'm making sure that the loops of the objects are going exactly where I need 63 00:02:55,000 --> 00:02:55,420 them to. 64 00:02:55,840 --> 00:03:00,760 You can see here we have this sort of like flaring out of the element, actually, and they just push 65 00:03:00,760 --> 00:03:05,020 this guys all the way to the top like this and then add one like this is the border. 66 00:03:05,050 --> 00:03:06,310 This is where we're going to have the border. 67 00:03:06,310 --> 00:03:13,210 So very important that we have a very nice and clean loop going all the way around the border of the 68 00:03:13,210 --> 00:03:13,600 object. 69 00:03:13,810 --> 00:03:17,180 For instance, here, we're going to need another face. 70 00:03:18,040 --> 00:03:18,550 There we go. 71 00:03:18,550 --> 00:03:20,950 So we have that very clean border going up. 72 00:03:21,670 --> 00:03:24,270 If you need a couple more faces, that's perfectly fine. 73 00:03:24,520 --> 00:03:26,380 I've seen a lot of people do this. 74 00:03:26,950 --> 00:03:28,510 Several of the of the. 75 00:03:30,780 --> 00:03:36,280 Of the information that I've gathered from my experience is that when you're doing very specific, like 76 00:03:36,280 --> 00:03:42,250 hard surface stuff, it's fine if you starting sieverts and then jump into Miette to refine it. 77 00:03:42,280 --> 00:03:43,470 Some people like to do mine. 78 00:03:43,480 --> 00:03:47,770 Some people like to do the emacs, some which software you feel more comfortable with. 79 00:03:47,960 --> 00:03:53,500 But the truth of the matter is that unless you're doing like super high poly elements in Seabridge, 80 00:03:54,010 --> 00:03:59,650 the the nicest or cleanest topology will always come from software that can actually manage it in a 81 00:03:59,650 --> 00:04:00,190 nice way. 82 00:04:00,340 --> 00:04:03,400 And there are not as cultural aspects here. 83 00:04:03,610 --> 00:04:04,840 And I do a triangle there. 84 00:04:06,080 --> 00:04:07,850 And then this guy is going to float down. 85 00:04:08,700 --> 00:04:12,690 Very important, again, that we need to keep this sort of like a border going. 86 00:04:13,970 --> 00:04:18,620 This border is going to be really, really important for us, for the for the general shape of the of 87 00:04:18,620 --> 00:04:19,060 the peace. 88 00:04:19,080 --> 00:04:21,800 So let's just push this to the side. 89 00:04:22,970 --> 00:04:28,190 And we're also doing just half of it, right, because we can do half of the element unless it's rotated. 90 00:04:28,220 --> 00:04:29,540 Let me take a look at the top you. 91 00:04:31,110 --> 00:04:35,200 Now it's pretty straight, so so we can do half of it and then duplicate it to the other side. 92 00:04:36,070 --> 00:04:37,920 Which will also save some time. 93 00:04:39,150 --> 00:04:40,800 We keep doing this border right here. 94 00:04:42,530 --> 00:04:44,180 And we finish careful there. 95 00:04:44,210 --> 00:04:45,950 That one went a little bit too crazy. 96 00:04:47,210 --> 00:04:48,140 And we finish. 97 00:04:49,370 --> 00:04:50,120 With this. 98 00:04:50,980 --> 00:04:51,740 Phase right here. 99 00:04:51,770 --> 00:04:52,320 There we go. 100 00:04:53,090 --> 00:04:55,690 Now, what we're going to do is we need to finish all the inner part. 101 00:04:55,700 --> 00:05:01,380 However, for the inner part, it's not really necessary that we go like super clean on the under the 102 00:05:01,470 --> 00:05:04,400 body as long as we roughly follow the same amount. 103 00:05:04,400 --> 00:05:05,750 Of course, here we have an issue there. 104 00:05:05,900 --> 00:05:07,040 That's a problem like that. 105 00:05:07,040 --> 00:05:10,770 That's the the black face masking, not actually working in commercial. 106 00:05:10,790 --> 00:05:16,100 So, again, this is one of the cool things about doing this, like rebuilding process where we're pretty 107 00:05:16,100 --> 00:05:21,230 much doing the piece again, which might seem like a little bit repetitive. 108 00:05:21,320 --> 00:05:23,220 But to be honest, it doesn't really take that long. 109 00:05:23,230 --> 00:05:28,790 It's probably like 10 minutes per piece that we're rebuilding this way and it's going to give us so 110 00:05:28,790 --> 00:05:29,680 much better results. 111 00:05:30,980 --> 00:05:36,470 This is the same thing that we would have to do in Cuba, what's the word by by hand? 112 00:05:36,480 --> 00:05:40,780 Remember, I show you how to do a on on the last on the last course. 113 00:05:41,030 --> 00:05:42,560 So this we can also do. 114 00:05:43,070 --> 00:05:46,210 However, I personally am faster doing redeposit here in Miami. 115 00:05:46,550 --> 00:05:51,770 So normally if I were doing this character for like a fine or something, I would definitely start several 116 00:05:51,770 --> 00:05:55,700 pieces in Cuba and then other pieces would be done directly here in my. 117 00:05:57,080 --> 00:06:02,210 Now, we're just going to isolate this piece, because that's the part that has the mistake and I'm 118 00:06:02,210 --> 00:06:04,650 just going to use traditional like poly modelling techniques. 119 00:06:04,670 --> 00:06:05,890 Let's bring this guy forward. 120 00:06:07,340 --> 00:06:13,090 These two guys, forward or backwards, another let's get this guy as well and backwards, backwards 121 00:06:13,400 --> 00:06:16,740 go now we just need to finish this area right here. 122 00:06:17,190 --> 00:06:19,810 Think this guy can go down and back? 123 00:06:21,590 --> 00:06:25,370 Like this one, too, and we. 124 00:06:27,360 --> 00:06:30,500 Bridge, same deal here, one and two and a bridge. 125 00:06:31,430 --> 00:06:36,130 Now, here, things are getting a little bit crazy, so let's just move this case here, here. 126 00:06:36,320 --> 00:06:36,790 There we go. 127 00:06:36,800 --> 00:06:38,130 That's a little nicer. 128 00:06:38,150 --> 00:06:43,290 These two, for instance, we can just merge the center and then this guy's just picture perfect. 129 00:06:43,490 --> 00:06:49,130 So now you can see that we've rebuilt the element and it's going to get this guy right here to bring 130 00:06:49,130 --> 00:06:49,580 it back. 131 00:06:50,360 --> 00:06:50,920 And that's it. 132 00:06:52,240 --> 00:06:59,170 Go to the front view F to frame grab all the inner vertices, the ones on the on the border of the object 133 00:06:59,770 --> 00:07:02,620 are to snap them, grab them again. 134 00:07:02,860 --> 00:07:03,790 I think I've missed a couple. 135 00:07:03,820 --> 00:07:04,400 There we go. 136 00:07:04,930 --> 00:07:05,920 Just moving a little bit. 137 00:07:05,920 --> 00:07:06,360 Not that much. 138 00:07:06,370 --> 00:07:10,860 We don't have the snap line that we can use, but we can just go from here on in the mirror sections 139 00:07:10,870 --> 00:07:15,310 when we're going to change this to bounding boxes so that it goes to the to the border and then duplicates 140 00:07:15,310 --> 00:07:15,960 to the other side. 141 00:07:16,360 --> 00:07:20,980 And as you can see, we get this very, very nice piece right here that's a lot cleaner than what we 142 00:07:20,980 --> 00:07:21,460 had before. 143 00:07:21,580 --> 00:07:22,800 And here's the important bit. 144 00:07:22,840 --> 00:07:28,240 We're going to be doing a little bit of subdivision division because if whoopers number three, you're 145 00:07:28,240 --> 00:07:32,050 going to see that we do get a nicer shape, but we're going to lose a little bit of detail because we 146 00:07:32,050 --> 00:07:33,190 don't have supporting edges. 147 00:07:33,550 --> 00:07:38,950 So I'm going to go into mesh tiles, insert loop, and we're going to insert a natural on the border 148 00:07:38,950 --> 00:07:42,160 here, double click the to relative distance. 149 00:07:42,190 --> 00:07:44,710 One on the back, one on the front. 150 00:07:46,350 --> 00:07:47,370 One of the top. 151 00:07:50,050 --> 00:07:53,200 Now, here, I'm probably going to do one this side. 152 00:07:54,110 --> 00:07:56,960 And you remember that we did the exact same thing in. 153 00:07:57,800 --> 00:08:02,000 This supporting lines, I'm going to go into Marshals' Offset. 154 00:08:02,300 --> 00:08:05,160 We're just going to insert two lines and there we go. 155 00:08:05,360 --> 00:08:08,750 So now when we put number three, look at how clean this shape is. 156 00:08:08,750 --> 00:08:09,080 Right. 157 00:08:09,380 --> 00:08:10,280 Way, way better. 158 00:08:10,280 --> 00:08:13,460 I think this line, it's maybe it's going a little bit too much. 159 00:08:14,180 --> 00:08:16,340 But look at this beautiful shape, right? 160 00:08:17,240 --> 00:08:18,310 It seems like we had an issue there. 161 00:08:18,320 --> 00:08:19,290 See that line for there? 162 00:08:19,430 --> 00:08:20,730 So that's a problem. 163 00:08:20,730 --> 00:08:23,180 Let's go back out because of the triangle, right? 164 00:08:23,210 --> 00:08:23,840 OK, perfect. 165 00:08:23,890 --> 00:08:26,120 So so let's just let this go right here. 166 00:08:27,260 --> 00:08:28,160 And we're going to do. 167 00:08:28,160 --> 00:08:29,450 And after that, Schlup. 168 00:08:30,380 --> 00:08:32,570 Nationals also that ship in the middle. 169 00:08:33,830 --> 00:08:34,730 And on the front. 170 00:08:36,020 --> 00:08:39,450 That's going to give us this very nice, sharp look here for our character. 171 00:08:39,860 --> 00:08:43,010 Now, unfortunately, we I mean, we can work with this. 172 00:08:43,010 --> 00:08:45,500 We can definitely just take this into into substance. 173 00:08:45,700 --> 00:08:51,170 I'll show you later how we're going to create a high quality definition of this image or of this model, 174 00:08:51,740 --> 00:08:56,770 because I don't want to bring this guy like higher than what we have on the character. 175 00:08:56,780 --> 00:09:03,830 So if we have this character right here and we take a look at this new this one, by the way, we don't 176 00:09:03,950 --> 00:09:04,600 need any more. 177 00:09:04,610 --> 00:09:06,950 We're just going to duplicate this guy and create a new one. 178 00:09:08,060 --> 00:09:14,270 To get the second ship, there we go, and we're probably going to delete some of the areas. 179 00:09:15,410 --> 00:09:18,570 Let me just bring this back, because it's the same, remember, it was very, very similar. 180 00:09:18,590 --> 00:09:20,960 So actually it's a little bit different, so we'll have to do it. 181 00:09:21,770 --> 00:09:23,870 So, yeah, we don't want this nepenthe. 182 00:09:25,140 --> 00:09:30,810 To be more dense than the character, like if you grab both of them at the same time, this guy shouldn't 183 00:09:30,810 --> 00:09:32,380 be that much denser. 184 00:09:32,700 --> 00:09:36,970 However, we do want it to to hold the edge in the best possible way. 185 00:09:37,200 --> 00:09:41,280 So what we're going to do is we're actually going to delete some of the vertices or the edges that I 186 00:09:41,280 --> 00:09:42,630 just gave it. 187 00:09:43,340 --> 00:09:44,130 Let's delete them. 188 00:09:45,850 --> 00:09:49,930 Because later on, we're going to create a hyperbole and we're going to make the hyperbolic version 189 00:09:49,930 --> 00:09:53,540 from this guy into the into the Hyperloop. 190 00:09:53,740 --> 00:09:56,410 So this this is the one that we're actually going to have this one right here. 191 00:09:56,710 --> 00:09:58,630 It's going to mesh display soft netsch. 192 00:09:59,230 --> 00:10:01,240 That's going to be our our main element. 193 00:10:01,240 --> 00:10:06,400 And the the normal map, the textures are we're going to be adding on top will help us make sure that 194 00:10:06,400 --> 00:10:08,840 it looks like sharpened on the middle and on the edge. 195 00:10:09,040 --> 00:10:10,060 You'll see how we do it. 196 00:10:10,060 --> 00:10:11,080 That's a little bit more. 197 00:10:11,350 --> 00:10:14,680 Has to do a little bit more with textures, but it's it's a very similar process. 198 00:10:14,980 --> 00:10:17,540 So let's just bring this back here to where it's supposed to be. 199 00:10:17,560 --> 00:10:18,310 Let's grab this guy. 200 00:10:19,620 --> 00:10:20,130 Isolette. 201 00:10:21,160 --> 00:10:29,140 Actually, I'm not actually just inside the main body go with this guy again and Quadron and very similar 202 00:10:29,290 --> 00:10:32,400 to what this guy is going to be lipservice with Quadro. 203 00:10:32,770 --> 00:10:34,750 And it's just a matter of. 204 00:10:35,620 --> 00:10:37,100 Redrawing that the whole thing. 205 00:10:37,120 --> 00:10:37,460 Right. 206 00:10:38,140 --> 00:10:42,910 So this is kind of like the border, it's going to do the border first here real quick. 207 00:10:44,290 --> 00:10:48,550 Thickness of the Arctic Sea, this black line, so that's that's an issue of, again, the decimation 208 00:10:48,670 --> 00:10:51,730 or maybe even the modeling, I could have messed up on the on the modeling. 209 00:10:51,730 --> 00:10:53,650 And that's why we're getting that sort of stuff. 210 00:10:54,040 --> 00:10:58,840 And and it's very important that you pinpoint whenever you have those sort of issues, because all of 211 00:10:58,840 --> 00:11:03,010 these issues are going to be baked into the normal map and you're going to get like some very, very 212 00:11:03,010 --> 00:11:06,160 weird results, as I've mentioned, for that for the Sèvres cause. 213 00:11:06,160 --> 00:11:09,730 The main idea was not to do a production ready character. 214 00:11:09,730 --> 00:11:12,490 It was to do a final concert piece. 215 00:11:12,490 --> 00:11:12,700 Right. 216 00:11:12,730 --> 00:11:19,690 So usually artists who work on on the creation of games and movies and stuff, they will do dirty passes 217 00:11:19,690 --> 00:11:24,850 like that character and then more advanced character artists will take from there. 218 00:11:24,850 --> 00:11:27,980 That will take the models from there and they will clean up whatever they need. 219 00:11:28,870 --> 00:11:30,700 There's a guy named Djata Chayefsky. 220 00:11:30,970 --> 00:11:34,330 If you want to look him up, he he's a monster creature guy. 221 00:11:34,570 --> 00:11:40,120 I had the fortune of having a class with him several years ago, and he's really, really good. 222 00:11:40,600 --> 00:11:44,260 Unfortunately, he doesn't teach outside of certain schools, I think. 223 00:11:44,530 --> 00:11:47,350 But he he works as a as a concept artist. 224 00:11:47,350 --> 00:11:52,600 So he won't do or he usually doesn't do production ready models. 225 00:11:52,600 --> 00:11:57,010 He'll do just very cool renders out of subversion, Photoshop and Quijote and that's it. 226 00:11:57,010 --> 00:11:57,220 Right. 227 00:11:57,230 --> 00:12:01,990 So so there are certain jobs out there in the industry that don't require you to do all of this process 228 00:12:01,990 --> 00:12:02,340 right here. 229 00:12:02,740 --> 00:12:05,140 So here, very easy just to save this. 230 00:12:05,140 --> 00:12:11,200 I'm just going to bridge from top to bottom and then I'm just going to manually like I don't want to 231 00:12:11,200 --> 00:12:12,040 do this anymore. 232 00:12:12,120 --> 00:12:13,030 The life service. 233 00:12:13,240 --> 00:12:15,010 I'm just going to do this and manually. 234 00:12:15,010 --> 00:12:19,390 I'm just going to like that here, for instance, and then bridge from here to here. 235 00:12:20,530 --> 00:12:21,310 Here we go. 236 00:12:22,290 --> 00:12:27,630 And I'm going to have I'm going to just click control and shift to at the church on the on the shelf 237 00:12:27,990 --> 00:12:33,360 that way, if we need more troops, I can just add them there, grab this guy and this guy. 238 00:12:33,480 --> 00:12:37,650 Now, one very important note, and hopefully you've stayed all the way through this part of the video. 239 00:12:37,860 --> 00:12:45,980 One very important note about props, guys, is that props don't need to follow as as as a budget process 240 00:12:46,020 --> 00:12:48,680 as the body, because props usually don't benefit. 241 00:12:48,990 --> 00:12:49,730 They don't deform. 242 00:12:49,740 --> 00:12:55,170 So as long as the topologies clean, meaning only and triangles and that sort of stuff, you should 243 00:12:55,170 --> 00:12:55,650 be fine. 244 00:12:55,860 --> 00:12:59,870 Don't don't don't sweat too much about it because again, you're not going to bend. 245 00:12:59,880 --> 00:13:04,740 So the reader knows how to rig them so that they they might be a little bit of overlap with the character. 246 00:13:04,740 --> 00:13:08,570 But usually you're not going to see any sort of like bending of this elegance. 247 00:13:08,970 --> 00:13:13,080 So when the knee of the character bends, this thing will just follow one of the joints probably. 248 00:13:13,350 --> 00:13:15,390 And you'll see this thing like just moving. 249 00:13:15,390 --> 00:13:21,710 So it's snap them, both of them master center of these two guys and master center and look at this. 250 00:13:21,720 --> 00:13:22,230 Very nice. 251 00:13:22,350 --> 00:13:27,090 So again, I know that this is not how the piece is going to look at the end, because we're going to 252 00:13:27,090 --> 00:13:30,570 be adding we're going to smooth this out and we're going to add to baldish to make it look sharper. 253 00:13:30,810 --> 00:13:34,330 But this is a very good low poly of the of the armor piece. 254 00:13:34,350 --> 00:13:35,340 So just grab this guy. 255 00:13:35,760 --> 00:13:36,330 SNAP. 256 00:13:37,840 --> 00:13:38,830 Mayor, the thing. 257 00:13:40,220 --> 00:13:43,940 Let's check in with the other one, this guy, as I mentioned, we don't need them anymore because we're 258 00:13:43,940 --> 00:13:46,820 going to be doing something different with this guy and another type of cleanup. 259 00:13:47,150 --> 00:13:51,920 And that was just a matter of of getting this where it was supposed to be. 260 00:13:52,040 --> 00:13:53,510 So let's send the pivot. 261 00:13:57,090 --> 00:13:59,400 There we go, I think it was something like this. 262 00:14:00,790 --> 00:14:04,030 Now, there's a couple of vertices here that I don't super like. 263 00:14:05,300 --> 00:14:09,320 This one right here and this one, this one, so I'm going to bring them up. 264 00:14:11,240 --> 00:14:12,010 This one as well. 265 00:14:13,010 --> 00:14:14,330 This corner is just picking them up. 266 00:14:15,410 --> 00:14:17,790 So they create a little bit of a better ramp there. 267 00:14:18,170 --> 00:14:21,110 So, again, just imagine that this guys later on, they're going to have their support. 268 00:14:21,110 --> 00:14:22,660 They just display something. 269 00:14:24,090 --> 00:14:25,610 We just clean them up. 270 00:14:28,210 --> 00:14:31,300 And now both of this, we're just going to bring the body out. 271 00:14:32,140 --> 00:14:35,100 We're going to position them where they're supposed to be, which is about there. 272 00:14:35,500 --> 00:14:36,430 You can rotate them. 273 00:14:36,430 --> 00:14:39,600 You can do whatever you need to make sure that they fit as nice as possible. 274 00:14:40,300 --> 00:14:42,310 For instance, this, I think, goes right about there. 275 00:14:42,390 --> 00:14:46,160 That's when I think we have we can have a little bit of overlap with that, with the other one. 276 00:14:46,220 --> 00:14:47,200 Think it's fine. 277 00:14:49,300 --> 00:14:56,530 There we go, grab both of them mirror and we're going to mirror them on the world X negative to have 278 00:14:56,530 --> 00:14:58,710 them on the other side and there we go. 279 00:14:58,720 --> 00:14:59,980 The kneepads are ready again. 280 00:14:59,990 --> 00:15:02,800 The important thing here, silhouette, make sure that the silhouette is really nice. 281 00:15:02,980 --> 00:15:05,460 All the detail, not the hard surface, the metal. 282 00:15:05,470 --> 00:15:06,930 Look, we're going to have a later on. 283 00:15:07,210 --> 00:15:08,570 So that's it for this the guys. 284 00:15:08,590 --> 00:15:09,330 Hope you liked it. 285 00:15:09,340 --> 00:15:10,540 I'll see you back on the next one. 286 00:15:10,540 --> 00:15:16,240 When we continue with this, we're going to do the the shoulder darts or the elbow guards over here. 287 00:15:16,240 --> 00:15:18,310 So hang on tight and I'll see you back on the next one. 288 00:15:18,530 --> 00:15:18,900 Bye bye. 26934

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