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These are the user uploaded subtitles that are being translated: 1 00:00:00,580 --> 00:00:04,180 Hey, guys, welcome back to our next part of our series today, we're going to continue with the roundtable 2 00:00:04,360 --> 00:00:04,630 of the. 3 00:00:04,960 --> 00:00:05,980 So let's get to it. 4 00:00:06,600 --> 00:00:07,660 This is where we left off. 5 00:00:07,670 --> 00:00:10,720 As you can see, pretty much all the top part of the character is done. 6 00:00:10,930 --> 00:00:17,170 We're just missing the hair, the props like the four, the shoulder and the sword. 7 00:00:17,170 --> 00:00:22,210 Of course, a couple of details, like the little insignia that he has on the chest and, of course, 8 00:00:22,210 --> 00:00:23,790 all the lower legs and the script. 9 00:00:24,040 --> 00:00:28,090 So for the legs, as I mentioned in the past, videos, we're going to be doing them as separate from 10 00:00:28,090 --> 00:00:33,090 the torso first because we're going to be resculpting a little bit of this pants that we have here. 11 00:00:33,130 --> 00:00:35,740 This are not very good and we can make them way, way better. 12 00:00:36,070 --> 00:00:37,150 And yeah. 13 00:00:37,150 --> 00:00:43,000 So let's let's start I'm going to start down here with the feet, because I believe the feet are quite 14 00:00:43,000 --> 00:00:43,570 important. 15 00:00:43,570 --> 00:00:48,250 And they do have a couple of things that are normally not present on other parts of the character. 16 00:00:48,260 --> 00:00:50,020 So same process as before. 17 00:00:50,140 --> 00:00:54,660 We select the hyperbole, we go into life surface and we go into Quadron. 18 00:00:55,000 --> 00:00:56,590 So what are we going to do here with the feet? 19 00:00:56,600 --> 00:00:59,770 As you can see, the geometry of the fetus actually wrong. 20 00:01:00,250 --> 00:01:04,260 You can see that there are these black lines going around the character. 21 00:01:04,570 --> 00:01:07,060 Those are issues we did, as you mentioned, Master. 22 00:01:07,060 --> 00:01:12,340 But again, don't worry, we're going to be having another the mission master model later on to actually 23 00:01:12,340 --> 00:01:15,100 project the details, because this one is really, really low. 24 00:01:15,100 --> 00:01:19,570 So as you can see, we have all of this like facets of the triangles and those would be projected a 25 00:01:19,570 --> 00:01:20,110 normal map. 26 00:01:20,110 --> 00:01:21,130 And we don't want that. 27 00:01:21,130 --> 00:01:21,540 Of course. 28 00:01:21,790 --> 00:01:25,740 Now, as you can see, I'm following the center line because it's going to be important for us. 29 00:01:25,750 --> 00:01:27,970 We're also going to have our central line up here. 30 00:01:28,720 --> 00:01:34,120 You can see that I'm using roughly the same size of of triangles or squares that we've been using pretty 31 00:01:34,120 --> 00:01:35,680 much everywhere, everywhere else. 32 00:01:35,810 --> 00:01:37,480 So just just keep that in mind. 33 00:01:37,480 --> 00:01:38,650 We need to keep everything uniform. 34 00:01:38,650 --> 00:01:43,510 We don't want a part of the character to be like really, really high polygon and then another part 35 00:01:43,510 --> 00:01:44,730 to be really, really low polygon. 36 00:01:45,160 --> 00:01:50,530 Now, the interesting part here is that we actually want to divide the feet into like sections. 37 00:01:50,770 --> 00:01:54,820 Think about like an action figure and how you can bend the feet on the action figure. 38 00:01:54,830 --> 00:01:56,620 Well, that's that's roughly what we want to do. 39 00:01:56,920 --> 00:02:02,560 We wouldn't have, like, the front section, the middle section and then the back section. 40 00:02:02,830 --> 00:02:05,460 And on top of this, we're going to have this section right here. 41 00:02:05,740 --> 00:02:10,870 This is one of the parts or one of the of the areas of the character where I might consider having this 42 00:02:10,870 --> 00:02:16,090 as a separate piece just so that we can rotate the boot without having to intercept. 43 00:02:16,090 --> 00:02:16,420 With that. 44 00:02:16,420 --> 00:02:20,440 We'd like, however, since we're doing everything as a watertight mesh, I'm actually going to do everything 45 00:02:20,440 --> 00:02:21,400 in one piece. 46 00:02:21,580 --> 00:02:22,390 Just keep that in mind. 47 00:02:22,390 --> 00:02:27,880 Like this are one of the parts of the character where you could, if you wanted to keep them as a separate 48 00:02:27,880 --> 00:02:28,210 business. 49 00:02:28,450 --> 00:02:32,500 The only advantage that's going to give us a little bit more realism in how the metal bends. 50 00:02:32,680 --> 00:02:37,800 However, if we keep it in one single element, you know that that's also going to be helpful for us. 51 00:02:38,140 --> 00:02:44,710 So the trick here or the secret is we want to make sure that when we connect these areas, we leave 52 00:02:44,710 --> 00:02:50,870 a couple of fetch loops that are going to be helping us then defeat on those specific areas. 53 00:02:50,870 --> 00:02:58,540 So, for instance, here, as you can see, I'm completing the the half section of the fifth pretty 54 00:02:58,540 --> 00:02:58,900 much. 55 00:02:59,680 --> 00:03:05,610 And this line right here is going to be the line that's going to allow me to bend the feet at the ankles 56 00:03:05,710 --> 00:03:06,490 right about here. 57 00:03:06,820 --> 00:03:11,920 And then this line right here is the line that's going to allow me to bend the feet at the toes or the 58 00:03:11,920 --> 00:03:12,630 tip of the toes. 59 00:03:13,090 --> 00:03:15,910 So this is usually how we want the feet to bend. 60 00:03:16,090 --> 00:03:20,350 So otherwise we're not going to be bending the little point here like all of this section is going to 61 00:03:20,350 --> 00:03:21,160 bend as a whole. 62 00:03:21,490 --> 00:03:23,490 Same with everything else up here. 63 00:03:23,920 --> 00:03:27,010 So now it's just a matter of completing this thing. 64 00:03:27,010 --> 00:03:31,000 And we're following the same rules we've been following since we started the writing process. 65 00:03:31,240 --> 00:03:36,940 We want everything or as many pieces as possible to be squares, and we want to keep it simple. 66 00:03:36,940 --> 00:03:41,770 So, for instance, here, we're going to have a little bit of a fun, interesting topology challenge. 67 00:03:42,130 --> 00:03:48,400 As you can see, we need to jump down into the soul of the of the armor and at the same time go around 68 00:03:48,430 --> 00:03:49,590 this element right here. 69 00:03:49,960 --> 00:03:51,370 So what we're going to do. 70 00:03:54,290 --> 00:04:00,110 So what we have to do here is we need to create a little bit of a bridge from the outside to the inside 71 00:04:00,200 --> 00:04:04,130 while still creating a little bit of a ledge here with the topology. 72 00:04:04,140 --> 00:04:06,810 So you can see that things are going to get really, really thin here. 73 00:04:07,070 --> 00:04:07,790 That's fine. 74 00:04:07,790 --> 00:04:13,130 As long as things flow in a nice way, we shouldn't have that much of an issue with the with the reading 75 00:04:13,130 --> 00:04:14,140 process or with the skinny. 76 00:04:14,390 --> 00:04:18,470 And I know I keep mentioning rigging and skinning, rigging and skinning because remember, the reason 77 00:04:18,470 --> 00:04:22,640 why we're doing this little biology process is because we eventually want to animate this character. 78 00:04:22,640 --> 00:04:26,920 So we always need to keep in mind the end product of the of the project. 79 00:04:27,200 --> 00:04:31,910 Some of you have been asking us, like, OK, what's the other kind of things that you can do if you're 80 00:04:31,910 --> 00:04:36,650 not going to Riggen an animated character and if you've already taken the serious course? 81 00:04:37,460 --> 00:04:41,190 I think we've mentioned there that, for instance, 3D printing right now, it's kind of a big deal. 82 00:04:41,210 --> 00:04:47,090 People have their own like in 3D printers at home and they can start printing either miniatures or big, 83 00:04:47,600 --> 00:04:50,170 big sculptures, like it's something that people are now doing. 84 00:04:50,180 --> 00:04:56,360 I have my own and and and it's very, very handy, to be honest, to to sculpt something, not have 85 00:04:56,360 --> 00:05:01,460 to worry about topology or anything, and then just go and print it as a collectible. 86 00:05:01,460 --> 00:05:01,710 Right. 87 00:05:01,940 --> 00:05:08,120 So there's a lot of pipelines where you can utilize all this tree through the knowledge that we're sharing 88 00:05:08,120 --> 00:05:08,410 with you. 89 00:05:08,690 --> 00:05:14,780 It's just a matter of you choosing which one you want to use it with and of course, making things, 90 00:05:14,990 --> 00:05:17,540 making very cool things in the best possible way. 91 00:05:18,440 --> 00:05:20,870 So as you can see, I'm finishing this thing here now. 92 00:05:20,870 --> 00:05:24,820 I don't want this thing to become like weird triangles on the front here. 93 00:05:25,100 --> 00:05:29,420 So what I'm going to do is I'm actually going to have one triangle there so that the border of the right 94 00:05:29,420 --> 00:05:35,120 here remains a really, really flat like old lines going from the top to the bottom, which just as 95 00:05:35,120 --> 00:05:42,050 we know, very important for us now here, for instance, having a little bit of of of an edge is always 96 00:05:42,050 --> 00:05:42,310 good. 97 00:05:42,650 --> 00:05:47,480 The reason these edges are so good is because they help us cut everything. 98 00:05:47,630 --> 00:05:52,550 So any any time you have an edge on it and you sort of read the biology, it's going to be way easier 99 00:05:52,550 --> 00:05:54,610 to do the the U.B. process later on. 100 00:05:54,620 --> 00:05:58,880 So it's just a matter of finishing this here. 101 00:05:58,880 --> 00:06:04,370 You can see that Maya is having a little bit of an issue with this particular areas because of the of 102 00:06:04,370 --> 00:06:05,270 the weird topology. 103 00:06:06,450 --> 00:06:13,950 Again, we can do the that the tricks we've done before where we we just a couple of the vertices around. 104 00:06:13,950 --> 00:06:14,580 There we go. 105 00:06:16,210 --> 00:06:16,740 Perfect. 106 00:06:16,800 --> 00:06:21,850 So as you can see, it's pretty much like creating this leap for the shoe and the main thing that we 107 00:06:21,850 --> 00:06:25,670 want to keep in mind is trying to keep everything as symmetrical as possible. 108 00:06:25,690 --> 00:06:28,470 This is not a perfectly symmetrical element. 109 00:06:28,480 --> 00:06:30,190 It's going to be symmetrical to the other side, of course. 110 00:06:30,430 --> 00:06:35,110 But if we have like a triangle there, then it might be a good idea to try and keep a triangle here 111 00:06:35,110 --> 00:06:35,390 as well. 112 00:06:35,410 --> 00:06:38,080 For instance, see this right there. 113 00:06:38,320 --> 00:06:39,130 Right there. 114 00:06:39,160 --> 00:06:40,000 And there we go. 115 00:06:40,660 --> 00:06:46,480 So now on the bottom side, on the bottom side, we're going to try again to keep it as fairly organized 116 00:06:46,480 --> 00:06:52,390 as possible with one squares and a nice flow of the ball again, so that when this thing bends, if 117 00:06:52,390 --> 00:06:55,060 we need to bend it, it bends in a nice even way. 118 00:06:55,570 --> 00:06:59,200 It might get a little bit tricky up front here because we have the triangle. 119 00:06:59,230 --> 00:06:59,880 That's fine. 120 00:06:59,890 --> 00:07:01,180 You can have a triangle. 121 00:07:01,780 --> 00:07:03,780 Remember, triangles are not our enemies. 122 00:07:04,210 --> 00:07:08,590 So I'm going to have a triangle here on the on the very tip because I know that usually the tip is not 123 00:07:08,590 --> 00:07:08,950 going to bend. 124 00:07:08,950 --> 00:07:10,510 It bends with them with the rest of the feet. 125 00:07:10,510 --> 00:07:10,720 Right. 126 00:07:10,730 --> 00:07:16,390 So it's more important to have a very nice clean topology like up here. 127 00:07:17,050 --> 00:07:19,240 Now, worry too much about triangles down here. 128 00:07:19,450 --> 00:07:22,810 So for instance, here now try to keep a middle line here. 129 00:07:22,810 --> 00:07:25,200 I'm going to use a little bit of a topology trick. 130 00:07:25,210 --> 00:07:30,850 As you can see, we're going to do a little bit of a loop going into the into the foot again so that 131 00:07:30,850 --> 00:07:37,730 we can close this without having to send more lines into the into the front of the feet. 132 00:07:38,380 --> 00:07:40,090 So, for instance, here. 133 00:07:40,600 --> 00:07:43,580 Square, square, square and square. 134 00:07:43,630 --> 00:07:44,170 Look at that. 135 00:07:44,350 --> 00:07:47,350 Beautiful, because, again, we're not going to bend on this. 136 00:07:47,620 --> 00:07:49,620 We're going to be bending on this area right here. 137 00:07:50,200 --> 00:07:52,150 Now, on this side, we're just going to continue. 138 00:07:52,750 --> 00:07:54,790 This is a little like border that we have here. 139 00:07:55,760 --> 00:07:57,810 Sure, this seems more like the bottom side. 140 00:07:59,740 --> 00:08:00,980 And we're going to do something similar. 141 00:08:01,000 --> 00:08:05,560 We need to start capturing the volume of the shoe here. 142 00:08:07,040 --> 00:08:13,340 In such a way that it flows nicely, any here, I don't want this thing to to flow weirdly into the 143 00:08:13,340 --> 00:08:18,470 into the heel, so I'm going to create a little bit of a loop here that remains on the bottom side of 144 00:08:18,470 --> 00:08:25,310 the shoe, gives me enough topology on the sides that we can so that we can capture the curvature of 145 00:08:25,340 --> 00:08:29,170 the of the heel without having to add way too many lines. 146 00:08:29,180 --> 00:08:31,630 So see how we have this very nice line here. 147 00:08:32,270 --> 00:08:34,850 So that's important on this side. 148 00:08:34,880 --> 00:08:38,770 We're just going to continue to heal in this specific area. 149 00:08:41,000 --> 00:08:45,200 Now, some of you might be wondering, do we need to captured this line inside the shoe? 150 00:08:45,470 --> 00:08:50,600 The answer is if you're going to be seeing it from a certain distance and the element is going to be 151 00:08:50,600 --> 00:08:53,450 visible, then, yes, it might be a good idea to capture. 152 00:08:53,460 --> 00:08:55,980 I'm going to show you how I would do it in case we need it to. 153 00:08:56,000 --> 00:08:57,920 I don't think we really need to on this case. 154 00:08:57,920 --> 00:09:01,840 But just in case you ever need this sort of strategy, I want to show you. 155 00:09:02,300 --> 00:09:05,150 So I'm going to add a little bit of a line here. 156 00:09:06,520 --> 00:09:12,910 And the small square make the triangle snap right there, because that triangle is going to be the kind 157 00:09:12,910 --> 00:09:16,180 of like the border is going to be going around. 158 00:09:17,850 --> 00:09:18,900 My element right there. 159 00:09:20,790 --> 00:09:24,050 So as you can see, definitely one more line here. 160 00:09:25,730 --> 00:09:28,190 Either that or push this guy to the side. 161 00:09:28,980 --> 00:09:31,310 To the very border, there we go, I think that's better. 162 00:09:32,660 --> 00:09:37,240 And then we're going to have one more line here, because, as you can see, this has a little bit of 163 00:09:37,640 --> 00:09:38,720 an indentation. 164 00:09:42,000 --> 00:09:43,080 We go back here. 165 00:09:45,220 --> 00:09:49,170 Keep going so you can see we're placing the points inside the little group there. 166 00:09:52,280 --> 00:09:56,810 And then we create the outer border of this group. 167 00:09:57,780 --> 00:09:58,450 Perfect. 168 00:09:59,010 --> 00:10:04,110 Now we hear that's just a square so we can collapse it and that's fine. 169 00:10:05,180 --> 00:10:06,350 And this area. 170 00:10:08,050 --> 00:10:11,170 We know like a triangle triangle there. 171 00:10:12,080 --> 00:10:13,600 Fill that gap and that's it. 172 00:10:14,770 --> 00:10:19,360 So now we're going to have a little bit of extra silwad and again, usually the sumus as a whole. 173 00:10:19,360 --> 00:10:23,460 So you're not going to be bending or twisting any of this specific area. 174 00:10:23,510 --> 00:10:24,820 We're going to have one there. 175 00:10:26,380 --> 00:10:29,800 Since it's asymmetrical, we might have a little bit of a different. 176 00:10:31,000 --> 00:10:35,950 Finish here, but that's fine, I at least want to keep this centre line on the back. 177 00:10:37,080 --> 00:10:40,230 Everything else is kind of optional, so we're going to go here. 178 00:10:41,310 --> 00:10:46,410 Here, here, now, here's where we're going to approach a new part of the of the process, and this 179 00:10:46,410 --> 00:10:51,890 is also one of the tricky areas of this sort of elements, which is this lab right here. 180 00:10:52,110 --> 00:10:57,300 So as with the arm, one thing that we're going to be looking for is we want to make sure that we have 181 00:10:57,450 --> 00:11:05,640 sort of an even number of elements going around the whole like usually 14 is a good number because the 182 00:11:05,640 --> 00:11:07,420 leg is usually thicker than the arm. 183 00:11:07,740 --> 00:11:09,870 So 14 gives us a nice result. 184 00:11:11,210 --> 00:11:12,030 It's also good. 185 00:11:12,040 --> 00:11:13,740 So I'm going to say one, two. 186 00:11:14,550 --> 00:11:16,310 That's three, six. 187 00:11:17,100 --> 00:11:20,220 Now let's do let's do one, two, three, four, five, six and eight. 188 00:11:20,230 --> 00:11:21,030 Let's do 16. 189 00:11:22,500 --> 00:11:24,900 So one to. 190 00:11:26,100 --> 00:11:30,330 Three, four, five, six, seven. 191 00:11:31,210 --> 00:11:36,960 I'm not sure that 16 or we're missing one thing, we're missing one on way to check the. 192 00:11:37,020 --> 00:11:38,400 OK, there we go, 16. 193 00:11:38,410 --> 00:11:39,210 So now we're good. 194 00:11:39,970 --> 00:11:45,280 And these guys are going to go, of course, they're going to be fanning out, going to kind of compress 195 00:11:45,280 --> 00:11:50,440 themselves first, and then once they hit this area, they're going to fan out to create the deep water 196 00:11:50,440 --> 00:11:51,580 of the armor right here. 197 00:11:55,050 --> 00:11:56,000 There we go. 198 00:11:57,810 --> 00:11:59,580 Your things might get a little bit tricky. 199 00:11:59,610 --> 00:12:04,590 I'll show you how we're going to fix this section in just a second, because that's, of course, not 200 00:12:04,590 --> 00:12:05,180 acceptable. 201 00:12:06,630 --> 00:12:07,150 We're just going to. 202 00:12:09,440 --> 00:12:09,850 Push here. 203 00:12:09,920 --> 00:12:14,210 Same deal here, we're going to have to do a little bit of apology magic to make sure that that's what 204 00:12:14,210 --> 00:12:17,900 is captured nicely without adding more loops to the whole thing. 205 00:12:17,910 --> 00:12:18,280 So. 206 00:12:18,650 --> 00:12:19,290 So that's good. 207 00:12:19,310 --> 00:12:22,520 Eventually, this whole thing, we're going to in the next video, we're going to continue to move it 208 00:12:22,520 --> 00:12:23,170 all the way up. 209 00:12:23,960 --> 00:12:25,710 But let's finish this part right here. 210 00:12:26,120 --> 00:12:27,530 So this is my middle section. 211 00:12:27,560 --> 00:12:31,910 I'm going to try and make sure that this middle section matches with this guy right here. 212 00:12:32,300 --> 00:12:35,000 And it's just a matter of creating the little bridge. 213 00:12:35,330 --> 00:12:40,460 As you can see, this little bridge where you need to position as close as possible to the actual to 214 00:12:40,460 --> 00:12:45,050 the actual border, because this is going to capture the silhouette and we want to make sure that it 215 00:12:45,050 --> 00:12:47,180 captures it in the best possible way. 216 00:12:47,840 --> 00:12:55,040 Now, you might see here that there might be a couple of areas where we're not going to be able to properly 217 00:12:55,040 --> 00:12:59,930 match the number of edges that we have on one side and the proper edges that we have another like here 218 00:13:00,110 --> 00:13:03,560 again, try not to have triangles on that union. 219 00:13:03,590 --> 00:13:05,630 I'd rather have a triangle down here. 220 00:13:05,960 --> 00:13:07,490 So I'm going to do something like this. 221 00:13:08,810 --> 00:13:11,210 That way we can capture this nicely. 222 00:13:11,210 --> 00:13:14,080 And then the triangles down here in an area that's not going to be modified. 223 00:13:14,540 --> 00:13:18,470 Now for this area, we need to, of course, do a little bit of a trick. 224 00:13:18,470 --> 00:13:19,040 So I'm going to do that. 225 00:13:19,050 --> 00:13:20,730 I'm going to do the three to one, remember? 226 00:13:21,440 --> 00:13:27,920 So one, two, three is the opposite version of the of the of the little setup. 227 00:13:28,160 --> 00:13:30,830 Now, here, we're going to have a little bit of a triangle there. 228 00:13:30,860 --> 00:13:35,000 I know I just said that we should avoid the triangles being there, but I don't think this is going 229 00:13:35,000 --> 00:13:36,050 to be that that. 230 00:13:36,260 --> 00:13:39,980 And I mean, it's actually going to help us hold the this word even better. 231 00:13:39,990 --> 00:13:42,860 So it's going to be of benefit to us. 232 00:13:44,210 --> 00:13:49,850 Here, careful with the reverse faces, sometimes doing it a couple of times works, other times you're 233 00:13:49,850 --> 00:13:54,560 going to have to look at the face going to display and he had reverse both of them work. 234 00:13:55,790 --> 00:14:00,800 Here, we're going to do the same thing that I just mentioned, like I don't want this to be a careful 235 00:14:00,800 --> 00:14:02,730 here, see how we're going to captured the shadow there. 236 00:14:02,760 --> 00:14:04,400 It's going to be a little bit of an issue in the normal map. 237 00:14:04,500 --> 00:14:05,930 We'll see that later in the texture's. 238 00:14:06,800 --> 00:14:08,650 I'm going to explain how we can fix that as well. 239 00:14:09,470 --> 00:14:14,740 Now, here, I'll rather have as I mentioned, this is going to be a three to one as well. 240 00:14:18,880 --> 00:14:21,190 So, three, to want to get like the proper. 241 00:14:22,060 --> 00:14:23,800 Hide these guys are a little bit too high. 242 00:14:23,830 --> 00:14:24,990 Let's bring them down. 243 00:14:27,360 --> 00:14:29,820 One more line to relax the whole thing. 244 00:14:31,250 --> 00:14:33,260 Because we don't want things to be extremely. 245 00:14:35,230 --> 00:14:36,820 Asymmetrical one. 246 00:14:36,920 --> 00:14:40,300 Remember, we want everything to be roughly the same proportion. 247 00:14:41,140 --> 00:14:44,090 So, for instance, here, it's fine this fine. 248 00:14:45,090 --> 00:14:49,950 It's actually looks nice there, the one line that, remember, this was a triangle that's fine work 249 00:14:49,950 --> 00:14:52,440 and a little bit less a triangle, and then we just snapped right there. 250 00:14:53,250 --> 00:14:56,160 And here is square square. 251 00:14:57,670 --> 00:15:00,430 Bring this light out and a little bit of a triangle. 252 00:15:01,780 --> 00:15:02,420 Perfect. 253 00:15:03,100 --> 00:15:03,740 And there we go. 254 00:15:03,790 --> 00:15:05,990 So, as you can see, our booth is ready. 255 00:15:06,040 --> 00:15:07,290 It is a little bit complex. 256 00:15:07,300 --> 00:15:10,090 It's not as easy as other parts because it has more silhouette. 257 00:15:10,330 --> 00:15:13,140 And that's one thing I want you to remember from this video. 258 00:15:13,510 --> 00:15:18,220 Whenever you're designing a character, monster creature or whatever you're going to do, just keep 259 00:15:18,220 --> 00:15:23,260 in mind that every time you do something that changes the silhouette that I think spikes or horns or 260 00:15:23,470 --> 00:15:28,660 like very intense elements or props, all those things that change this world will need to be read, 261 00:15:28,660 --> 00:15:30,240 apologize in order to capture. 262 00:15:30,250 --> 00:15:32,650 That's what and it's going to be a little bit of extra work. 263 00:15:33,400 --> 00:15:37,960 And that's why you see a lot of creatures in video games are very simple, just like bold aliens and 264 00:15:37,960 --> 00:15:41,200 zombies with no, like, definite or interesting. 265 00:15:41,200 --> 00:15:45,730 She was just like a basic human silhouette because more often than not, you don't have enough time 266 00:15:45,730 --> 00:15:48,750 to to do all this work with every single character. 267 00:15:49,030 --> 00:15:52,210 So you spend that time on the on the main characters are the main bosses. 268 00:15:52,210 --> 00:15:52,420 Right. 269 00:15:52,420 --> 00:15:54,770 And everyone else is a little bit more generic. 270 00:15:55,090 --> 00:15:58,780 So here again, just to save a little bit of time, remember, we can do the. 271 00:16:01,520 --> 00:16:06,860 The this technique where it's clear that's where we go for. 272 00:16:08,010 --> 00:16:08,970 Some fast. 273 00:16:10,450 --> 00:16:17,020 Or let's clear that I'm going to use Taqi just extruders out, out. 274 00:16:17,960 --> 00:16:18,650 About. 275 00:16:19,650 --> 00:16:20,070 Uh. 276 00:16:21,530 --> 00:16:22,580 All the way out. 277 00:16:24,270 --> 00:16:27,910 Don't try to draw each square by itself because you're going to go crazy. 278 00:16:28,710 --> 00:16:30,750 Be smart, work smart, not hard. 279 00:16:31,140 --> 00:16:31,600 There we go. 280 00:16:31,980 --> 00:16:35,940 So now one oh, one, two, three. 281 00:16:35,950 --> 00:16:36,660 And we just. 282 00:16:37,770 --> 00:16:44,520 Finish this year right there, a little bit of relax there, too, to make sure everything is flowing 283 00:16:44,550 --> 00:16:50,870 as nice as possible and that's going to give us a very nice to watch you make sure it's important, 284 00:16:50,880 --> 00:16:54,990 make sure that the density of the topology is the same equal. 285 00:16:54,990 --> 00:16:59,040 For instance, if you check the density of the hand and then you check the density of the feed, it 286 00:16:59,040 --> 00:17:00,350 looks quite similar. 287 00:17:00,600 --> 00:17:04,940 However, as we go higher, you can see this here, we're probably going to be reducing a little bit. 288 00:17:04,950 --> 00:17:09,900 We don't want to have as many polygons going into the leg because then it's going to be really complicated 289 00:17:09,900 --> 00:17:11,900 to to stitch everything together. 290 00:17:11,940 --> 00:17:13,650 OK, so keep that in mind, guys. 291 00:17:13,890 --> 00:17:15,330 Keep working, keep moving on. 292 00:17:15,330 --> 00:17:17,760 Try to finish the field before you move on to the next video. 293 00:17:17,760 --> 00:17:20,040 In the next minute, we're going to be working on the ELEX. 294 00:17:20,040 --> 00:17:22,400 So hang on tight and I'll see you back on the next one. 295 00:17:22,650 --> 00:17:23,040 Bye bye. 28632

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