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Hey, guys, welcome back to the next part of our series there, we're going to continue with the topology
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of the.
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So one of the big pieces here on our character and now we're going to do it.
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So this one is actually quite simple because we're going to be using version.
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There's absolutely no need for this specific piece to have ourselves a very bad time and trying to do
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it everything by hand.
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Right.
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So this piece right here is is very, very good.
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However, there is one the small little caveat we need to optimize this, because this piece is not
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optimized in the sense that there's a lot of space that's going to be wasted and we don't want to waste
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space.
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Remember, that's one of the of the bad things that we want to avoid.
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So I'm not going to erase any sort of geometry.
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The only thing I want to do is I want to make sure that there's as little contact as possible with the
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characters.
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So let's get rid of the dynamic.
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So there we go.
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So you can see that there's a lot of cool things here inside of the character.
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Again, we did this when we did the character because it was never going to be seen.
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Right.
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However, now we need to actually modify a lot of that empty space and and bring it all the way back.
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It's just a matter of moving this.
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We just need to move this things out.
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Because, again, no one's ever going to see this like.
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Pieces on the back, but it's important that we don't have as much overlap because eventually the character
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is going to be animated, as we mentioned before.
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Probably not by me because I'm not an animator, but listen, that's not my specialty.
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And we don't want to have as much overlap, so see how we're hiding all of this.
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We need to go back a couple of subdivisional levels and.
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It's out, that's fine.
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We can also I mean, we can also turn undynamic.
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And and as long as we don't lose the data that we had before, I think it's fine we lose that much detail.
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The texture, don't worry about the texture, we're going to recover the texture later on in textures
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actual like hair textures.
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So I'm just going to use my Clayfield up to.
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To push this guy in.
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So, again, see all of this volume there that still needs to go.
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All that stuff needs to go.
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Like using train dynamic for this sort of thing, just push everything out of the of the character's
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body because we don't want any extra damage.
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Let me turn off.
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There's things that are not helping.
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There we go.
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So all of this just dynamic away and push it until it's out of the.
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Again, the issue with having this volume is eventually when we do, we have.
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Symmetry not right.
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So remember, this was asymmetrical.
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So here we go, see how we're pushing everything out.
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Everything goes up, everything up.
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Here, that's fine, like one where he touches the character is fine, just a little bit of.
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Thank you, like all of this.
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I'm going to go a little bit faster with the build buildup.
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The mesh, which is meant to keep clinics.
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This is one of the things that if I were working with this or with a client or something, I would definitely
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ask them, hey, do you intend to use this guy as an animation piece?
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Because if that's the case, I'm going to start saving myself and everyone else in the team a little
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bit of time by making sure that this sort of thing is not asked on optimal as it is right now.
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Right.
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So you always want to be watching out for the for the for the rest of the team, for your for your fellow
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co-workers, because the the less job you give them, the better you're going to be as an asset for
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any any sort of team.
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There we go, see so now.
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They're suppressed pretty much a little bit of overlap here that that's fine, but like all of this,
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like big chunk here.
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That's.
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That's a no no.
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So clang, clang, clang, clang, clang, clang, clang, which, as you can see, I'm just pushing
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this out because it's really going into the.
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To the character.
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There you go.
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We'll get more here.
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And actually, I was one that's fighting this fight, like those little lines on top here, those two.
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I nimesh to make sure everything's clean, perfect, so so that's way, way better, I think there's
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a little bit on the arm.
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Yeah.
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So let's clean the arm.
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Overlap, especially for for video game characters and this sort of situations, it's pretty much unavoidable,
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even like the most advanced of like, again, God of war and stuff, you're going to see that there
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is overlap every now and then with skirts and scarves and stuff like technology is not there yet.
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Eventually we'll get there where that's not even an issue.
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But there we go.
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Like this is the actual, like, shape or element that we want to have, like a very slim volume of
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the object that sits on top of the character and that we're going to use.
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So first, I need to explore this.
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This is actually not that high, but I'm still going to decimate it a little bit.
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So I'm just going to clone this goat here and I'm going to go to see plugging.
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I'm going to decimate probably to send if I create, I think 75 Kavis is fine.
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There we go, so we turn group off, we explore this, and this is going to be called this is going
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to be into projects in case you're having issues matching this up perfectly.
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So.
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On the assets folder is going to be called for.
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Oh, I think you just called it first and then I'm going to see Ramish, so I'm going to go back to
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this part here, going a good geometry and I'm going to change the pollen count to something like a
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one on one this to be really, really, really low.
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And let's take a look at this for this sort of things.
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Guys that are super, super organic, this like hair that we've created, there's no other way that
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than to trust that s. remeasure is going to do its best possible job and give us the best resolution.
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Unfortunately, we can't ask too much of it.
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Right.
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We either go with what see measure gives us or we're going to have to do this manually and it's going
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to be a pain.
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Like it will be really, really, really time consuming.
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It will take me like about three hours.
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And it's not that I don't want to record three hours, but I'm pretty sure you guys don't want to see
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me apologize this thing for three hours.
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Right.
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Like, there's there's more interesting things to read to you.
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So this is not that bad.
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As you can see, there might be a couple of errors here and there, but this is actually not that bad
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in total points where we're pretty much there.
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I think the the the resolution is is close to what we're going for this guy.
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So I'm just going to, like, soften a little bit.
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Because, again, the normal map should take care of it, one of the bad things are the problems that
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we're going to have with this sort of geometry is that the UVs like I think the upside of this thing
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will definitely be a little bit of a challenge.
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But again, we're capturing the whole truth, as you can see.
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And it's it's pretty good.
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There's a little bit of a hole there.
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We can definitely patch that in Maya and shouldn't be that much of an issue.
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So just give it a quick, quick check everywhere.
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Make sure everything is good.
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I'm going to try and give it one more, I'm going to try to go have some just going to eat half and
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see if we can go half the amount of resolution for this thing.
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This completed, but see how we lose a lot of detail.
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Well, so we tried doing a half here.
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I'm not going to adapt to the situation, let's do so.
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Ramesh.
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Like going have it just deletes so much of the silhouette, so since this is a very, like crazy looking
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piece, I'm just going to stick with this.
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And so I'm going to, again, go all the way down into the expert up, get rid of the group.
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We're going to explore this.
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As for.
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And this is going to be a rematch and there's going to miah this guy, we no longer need file import
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or to assets.
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So this is the first.
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File import taxes for Ramesh.
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OK, so these two guys, we know that the scale is twenty nine.
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Right from our group scale and everything gets twenty nine and the position of this guy should be a
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hundred and twelve.
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I do think that we're having an issue here, I think.
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22 to.
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So these two goes right there.
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That's a little bit, but I think it's a little bit high, similar to what happened with the I think
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it should be 120, 110.
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Right.
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It's like just one unit or something.
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Well.
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On 16.
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Anyway, one of the cool things about the offer, by the way, is that we don't need to position it
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just yet.
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Eventually, we're just going to places where it's supposed to be.
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I just want to make sure that the density right now is not that far off from the from the density that
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we have.
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So if we take a look at the character and we take a look at the fur, yeah, it's a little bit dense.
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We know we need that density.
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We can definitely simplify it like manually simplify a little bit of this density.
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But the thing we're fine, like with the whole character would only at eighteen thousand polygons right
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now.
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Even with everything, we're twenty one.
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So we're close to our our number.
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Right.
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Remember that we said the for the whole character, we don't want to go above 100.
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Okay.
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So, so we're in a good spot right now.
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The only thing I need to do is I need to fix this sort of areas like look at this mess here.
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So was going to go into.
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Here.
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OK, my acting a little bit weird.
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Why do I have a button pressed or something?
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Huh, that's very weird.
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Seems like I pressed the wrong button, so I'm just going to I'm going to stop to be the right here,
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guys.
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I don't want to take that much of the time right now, so.
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So what I'm going to do off camera is I'm just going to delete this area right here and manually patch
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it with bridge and stuff just to make sure that that's working nicely.
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And then we're going to move on to the next big area, which is the the actual shoulder pad, like this
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very cool looking, lying shoulder patch.
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So we're going to be doing the writable for this piece.
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And next and and after that, we're going to move on to the remaining pieces of the armor.
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And finally, at the very, very end, we're going to leave the hair because that's we're pretty much
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going to rebuild the hair as well, because there's there's certain things that I want to fix from the
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from the original care.
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So I guess I'll see you back on the next one.
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Bye bye.
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