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Hey, guys, welcome back to our next part of our series today, we're going to continue with the roundtable
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of the.
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So let's get to it.
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This is where we left off.
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As you can see, pretty much all the top part of the character is done.
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We're just missing the hair, the props like the four, the shoulder and the sword.
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Of course, a couple of details, like the little insignia that he has on the chest and, of course,
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all the lower legs and the script.
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So for the legs, as I mentioned in the past, videos, we're going to be doing them as separate from
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the torso first because we're going to be resculpting a little bit of this pants that we have here.
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This are not very good and we can make them way, way better.
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And yeah.
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So let's let's start I'm going to start down here with the feet, because I believe the feet are quite
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important.
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And they do have a couple of things that are normally not present on other parts of the character.
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So same process as before.
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We select the hyperbole, we go into life surface and we go into Quadron.
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So what are we going to do here with the feet?
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As you can see, the geometry of the fetus actually wrong.
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You can see that there are these black lines going around the character.
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Those are issues we did, as you mentioned, Master.
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But again, don't worry, we're going to be having another the mission master model later on to actually
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project the details, because this one is really, really low.
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So as you can see, we have all of this like facets of the triangles and those would be projected a
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normal map.
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And we don't want that.
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Of course.
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Now, as you can see, I'm following the center line because it's going to be important for us.
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We're also going to have our central line up here.
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You can see that I'm using roughly the same size of of triangles or squares that we've been using pretty
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much everywhere, everywhere else.
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So just just keep that in mind.
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We need to keep everything uniform.
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We don't want a part of the character to be like really, really high polygon and then another part
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to be really, really low polygon.
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Now, the interesting part here is that we actually want to divide the feet into like sections.
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Think about like an action figure and how you can bend the feet on the action figure.
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Well, that's that's roughly what we want to do.
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We wouldn't have, like, the front section, the middle section and then the back section.
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And on top of this, we're going to have this section right here.
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This is one of the parts or one of the of the areas of the character where I might consider having this
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as a separate piece just so that we can rotate the boot without having to intercept.
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With that.
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We'd like, however, since we're doing everything as a watertight mesh, I'm actually going to do everything
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in one piece.
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Just keep that in mind.
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Like this are one of the parts of the character where you could, if you wanted to keep them as a separate
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business.
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The only advantage that's going to give us a little bit more realism in how the metal bends.
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However, if we keep it in one single element, you know that that's also going to be helpful for us.
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So the trick here or the secret is we want to make sure that when we connect these areas, we leave
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a couple of fetch loops that are going to be helping us then defeat on those specific areas.
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So, for instance, here, as you can see, I'm completing the the half section of the fifth pretty
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much.
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And this line right here is going to be the line that's going to allow me to bend the feet at the ankles
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right about here.
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And then this line right here is the line that's going to allow me to bend the feet at the toes or the
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tip of the toes.
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So this is usually how we want the feet to bend.
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So otherwise we're not going to be bending the little point here like all of this section is going to
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bend as a whole.
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Same with everything else up here.
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So now it's just a matter of completing this thing.
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And we're following the same rules we've been following since we started the writing process.
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We want everything or as many pieces as possible to be squares, and we want to keep it simple.
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So, for instance, here, we're going to have a little bit of a fun, interesting topology challenge.
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As you can see, we need to jump down into the soul of the of the armor and at the same time go around
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this element right here.
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So what we're going to do.
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So what we have to do here is we need to create a little bit of a bridge from the outside to the inside
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while still creating a little bit of a ledge here with the topology.
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So you can see that things are going to get really, really thin here.
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That's fine.
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As long as things flow in a nice way, we shouldn't have that much of an issue with the with the reading
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process or with the skinny.
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And I know I keep mentioning rigging and skinning, rigging and skinning because remember, the reason
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why we're doing this little biology process is because we eventually want to animate this character.
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So we always need to keep in mind the end product of the of the project.
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Some of you have been asking us, like, OK, what's the other kind of things that you can do if you're
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not going to Riggen an animated character and if you've already taken the serious course?
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I think we've mentioned there that, for instance, 3D printing right now, it's kind of a big deal.
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People have their own like in 3D printers at home and they can start printing either miniatures or big,
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big sculptures, like it's something that people are now doing.
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I have my own and and and it's very, very handy, to be honest, to to sculpt something, not have
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to worry about topology or anything, and then just go and print it as a collectible.
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Right.
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So there's a lot of pipelines where you can utilize all this tree through the knowledge that we're sharing
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with you.
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It's just a matter of you choosing which one you want to use it with and of course, making things,
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making very cool things in the best possible way.
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So as you can see, I'm finishing this thing here now.
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I don't want this thing to become like weird triangles on the front here.
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So what I'm going to do is I'm actually going to have one triangle there so that the border of the right
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here remains a really, really flat like old lines going from the top to the bottom, which just as
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we know, very important for us now here, for instance, having a little bit of of of an edge is always
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good.
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The reason these edges are so good is because they help us cut everything.
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So any any time you have an edge on it and you sort of read the biology, it's going to be way easier
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to do the the U.B. process later on.
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So it's just a matter of finishing this here.
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You can see that Maya is having a little bit of an issue with this particular areas because of the of
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the weird topology.
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Again, we can do the that the tricks we've done before where we we just a couple of the vertices around.
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There we go.
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Perfect.
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So as you can see, it's pretty much like creating this leap for the shoe and the main thing that we
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want to keep in mind is trying to keep everything as symmetrical as possible.
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This is not a perfectly symmetrical element.
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It's going to be symmetrical to the other side, of course.
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But if we have like a triangle there, then it might be a good idea to try and keep a triangle here
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as well.
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For instance, see this right there.
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Right there.
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And there we go.
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So now on the bottom side, on the bottom side, we're going to try again to keep it as fairly organized
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as possible with one squares and a nice flow of the ball again, so that when this thing bends, if
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we need to bend it, it bends in a nice even way.
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It might get a little bit tricky up front here because we have the triangle.
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That's fine.
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You can have a triangle.
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Remember, triangles are not our enemies.
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So I'm going to have a triangle here on the on the very tip because I know that usually the tip is not
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going to bend.
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It bends with them with the rest of the feet.
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Right.
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So it's more important to have a very nice clean topology like up here.
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Now, worry too much about triangles down here.
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So for instance, here now try to keep a middle line here.
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I'm going to use a little bit of a topology trick.
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As you can see, we're going to do a little bit of a loop going into the into the foot again so that
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we can close this without having to send more lines into the into the front of the feet.
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So, for instance, here.
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Square, square, square and square.
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Look at that.
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Beautiful, because, again, we're not going to bend on this.
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We're going to be bending on this area right here.
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Now, on this side, we're just going to continue.
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This is a little like border that we have here.
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Sure, this seems more like the bottom side.
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And we're going to do something similar.
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We need to start capturing the volume of the shoe here.
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In such a way that it flows nicely, any here, I don't want this thing to to flow weirdly into the
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into the heel, so I'm going to create a little bit of a loop here that remains on the bottom side of
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the shoe, gives me enough topology on the sides that we can so that we can capture the curvature of
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the of the heel without having to add way too many lines.
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So see how we have this very nice line here.
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So that's important on this side.
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We're just going to continue to heal in this specific area.
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Now, some of you might be wondering, do we need to captured this line inside the shoe?
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The answer is if you're going to be seeing it from a certain distance and the element is going to be
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visible, then, yes, it might be a good idea to capture.
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I'm going to show you how I would do it in case we need it to.
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I don't think we really need to on this case.
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But just in case you ever need this sort of strategy, I want to show you.
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So I'm going to add a little bit of a line here.
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And the small square make the triangle snap right there, because that triangle is going to be the kind
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of like the border is going to be going around.
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My element right there.
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So as you can see, definitely one more line here.
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Either that or push this guy to the side.
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To the very border, there we go, I think that's better.
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And then we're going to have one more line here, because, as you can see, this has a little bit of
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an indentation.
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We go back here.
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Keep going so you can see we're placing the points inside the little group there.
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And then we create the outer border of this group.
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Perfect.
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Now we hear that's just a square so we can collapse it and that's fine.
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And this area.
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We know like a triangle triangle there.
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Fill that gap and that's it.
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So now we're going to have a little bit of extra silwad and again, usually the sumus as a whole.
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So you're not going to be bending or twisting any of this specific area.
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We're going to have one there.
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Since it's asymmetrical, we might have a little bit of a different.
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Finish here, but that's fine, I at least want to keep this centre line on the back.
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Everything else is kind of optional, so we're going to go here.
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Here, here, now, here's where we're going to approach a new part of the of the process, and this
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is also one of the tricky areas of this sort of elements, which is this lab right here.
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So as with the arm, one thing that we're going to be looking for is we want to make sure that we have
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sort of an even number of elements going around the whole like usually 14 is a good number because the
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leg is usually thicker than the arm.
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So 14 gives us a nice result.
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It's also good.
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So I'm going to say one, two.
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That's three, six.
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Now let's do let's do one, two, three, four, five, six and eight.
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Let's do 16.
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So one to.
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Three, four, five, six, seven.
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I'm not sure that 16 or we're missing one thing, we're missing one on way to check the.
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OK, there we go, 16.
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So now we're good.
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And these guys are going to go, of course, they're going to be fanning out, going to kind of compress
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themselves first, and then once they hit this area, they're going to fan out to create the deep water
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of the armor right here.
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There we go.
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Your things might get a little bit tricky.
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I'll show you how we're going to fix this section in just a second, because that's, of course, not
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acceptable.
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We're just going to.
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Push here.
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Same deal here, we're going to have to do a little bit of apology magic to make sure that that's what
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is captured nicely without adding more loops to the whole thing.
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So.
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So that's good.
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Eventually, this whole thing, we're going to in the next video, we're going to continue to move it
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all the way up.
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But let's finish this part right here.
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So this is my middle section.
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I'm going to try and make sure that this middle section matches with this guy right here.
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And it's just a matter of creating the little bridge.
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As you can see, this little bridge where you need to position as close as possible to the actual to
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the actual border, because this is going to capture the silhouette and we want to make sure that it
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captures it in the best possible way.
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Now, you might see here that there might be a couple of areas where we're not going to be able to properly
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match the number of edges that we have on one side and the proper edges that we have another like here
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again, try not to have triangles on that union.
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I'd rather have a triangle down here.
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So I'm going to do something like this.
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That way we can capture this nicely.
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And then the triangles down here in an area that's not going to be modified.
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Now for this area, we need to, of course, do a little bit of a trick.
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So I'm going to do that.
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I'm going to do the three to one, remember?
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So one, two, three is the opposite version of the of the of the little setup.
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Now, here, we're going to have a little bit of a triangle there.
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I know I just said that we should avoid the triangles being there, but I don't think this is going
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to be that that.
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And I mean, it's actually going to help us hold the this word even better.
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So it's going to be of benefit to us.
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Here, careful with the reverse faces, sometimes doing it a couple of times works, other times you're
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going to have to look at the face going to display and he had reverse both of them work.
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Here, we're going to do the same thing that I just mentioned, like I don't want this to be a careful
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here, see how we're going to captured the shadow there.
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It's going to be a little bit of an issue in the normal map.
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We'll see that later in the texture's.
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I'm going to explain how we can fix that as well.
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Now, here, I'll rather have as I mentioned, this is going to be a three to one as well.
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So, three, to want to get like the proper.
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Hide these guys are a little bit too high.
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Let's bring them down.
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One more line to relax the whole thing.
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Because we don't want things to be extremely.
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Asymmetrical one.
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Remember, we want everything to be roughly the same proportion.
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So, for instance, here, it's fine this fine.
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It's actually looks nice there, the one line that, remember, this was a triangle that's fine work
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and a little bit less a triangle, and then we just snapped right there.
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And here is square square.
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Bring this light out and a little bit of a triangle.
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Perfect.
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And there we go.
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So, as you can see, our booth is ready.
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It is a little bit complex.
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It's not as easy as other parts because it has more silhouette.
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And that's one thing I want you to remember from this video.
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Whenever you're designing a character, monster creature or whatever you're going to do, just keep
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in mind that every time you do something that changes the silhouette that I think spikes or horns or
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like very intense elements or props, all those things that change this world will need to be read,
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apologize in order to capture.
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That's what and it's going to be a little bit of extra work.
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And that's why you see a lot of creatures in video games are very simple, just like bold aliens and
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zombies with no, like, definite or interesting.
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She was just like a basic human silhouette because more often than not, you don't have enough time
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to to do all this work with every single character.
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So you spend that time on the on the main characters are the main bosses.
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Right.
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And everyone else is a little bit more generic.
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So here again, just to save a little bit of time, remember, we can do the.
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The this technique where it's clear that's where we go for.
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Some fast.
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Or let's clear that I'm going to use Taqi just extruders out, out.
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About.
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Uh.
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All the way out.
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Don't try to draw each square by itself because you're going to go crazy.
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Be smart, work smart, not hard.
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There we go.
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So now one oh, one, two, three.
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And we just.
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Finish this year right there, a little bit of relax there, too, to make sure everything is flowing
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as nice as possible and that's going to give us a very nice to watch you make sure it's important,
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make sure that the density of the topology is the same equal.
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For instance, if you check the density of the hand and then you check the density of the feed, it
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looks quite similar.
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However, as we go higher, you can see this here, we're probably going to be reducing a little bit.
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We don't want to have as many polygons going into the leg because then it's going to be really complicated
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to to stitch everything together.
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OK, so keep that in mind, guys.
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Keep working, keep moving on.
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Try to finish the field before you move on to the next video.
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In the next minute, we're going to be working on the ELEX.
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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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