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These are the user uploaded subtitles that are being translated: 1 00:00:00,330 --> 00:00:04,020 Hey, guys, welcome back to the next part of our series there, we're going to continue with the topology 2 00:00:04,020 --> 00:00:04,410 of the. 3 00:00:05,010 --> 00:00:08,400 So one of the big pieces here on our character and now we're going to do it. 4 00:00:08,620 --> 00:00:12,240 So this one is actually quite simple because we're going to be using version. 5 00:00:12,330 --> 00:00:19,680 There's absolutely no need for this specific piece to have ourselves a very bad time and trying to do 6 00:00:19,680 --> 00:00:20,900 it everything by hand. 7 00:00:20,910 --> 00:00:21,120 Right. 8 00:00:21,140 --> 00:00:23,830 So this piece right here is is very, very good. 9 00:00:23,850 --> 00:00:30,210 However, there is one the small little caveat we need to optimize this, because this piece is not 10 00:00:30,210 --> 00:00:35,490 optimized in the sense that there's a lot of space that's going to be wasted and we don't want to waste 11 00:00:35,490 --> 00:00:35,800 space. 12 00:00:35,840 --> 00:00:38,950 Remember, that's one of the of the bad things that we want to avoid. 13 00:00:39,180 --> 00:00:41,240 So I'm not going to erase any sort of geometry. 14 00:00:41,250 --> 00:00:45,900 The only thing I want to do is I want to make sure that there's as little contact as possible with the 15 00:00:45,900 --> 00:00:46,400 characters. 16 00:00:46,400 --> 00:00:48,000 So let's get rid of the dynamic. 17 00:00:48,010 --> 00:00:48,860 So there we go. 18 00:00:49,230 --> 00:00:52,950 So you can see that there's a lot of cool things here inside of the character. 19 00:00:52,980 --> 00:00:57,150 Again, we did this when we did the character because it was never going to be seen. 20 00:00:57,150 --> 00:00:57,430 Right. 21 00:00:57,600 --> 00:01:04,650 However, now we need to actually modify a lot of that empty space and and bring it all the way back. 22 00:01:04,650 --> 00:01:05,880 It's just a matter of moving this. 23 00:01:05,880 --> 00:01:07,830 We just need to move this things out. 24 00:01:09,470 --> 00:01:11,780 Because, again, no one's ever going to see this like. 25 00:01:12,570 --> 00:01:17,610 Pieces on the back, but it's important that we don't have as much overlap because eventually the character 26 00:01:17,610 --> 00:01:20,700 is going to be animated, as we mentioned before. 27 00:01:22,530 --> 00:01:27,080 Probably not by me because I'm not an animator, but listen, that's not my specialty. 28 00:01:28,800 --> 00:01:32,640 And we don't want to have as much overlap, so see how we're hiding all of this. 29 00:01:33,690 --> 00:01:36,180 We need to go back a couple of subdivisional levels and. 30 00:01:36,930 --> 00:01:38,340 It's out, that's fine. 31 00:01:38,360 --> 00:01:40,790 We can also I mean, we can also turn undynamic. 32 00:01:43,080 --> 00:01:49,460 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. 33 00:01:50,720 --> 00:01:54,980 The texture, don't worry about the texture, we're going to recover the texture later on in textures 34 00:01:55,580 --> 00:01:57,040 actual like hair textures. 35 00:01:57,800 --> 00:01:59,900 So I'm just going to use my Clayfield up to. 36 00:02:00,790 --> 00:02:02,410 To push this guy in. 37 00:02:03,910 --> 00:02:08,480 So, again, see all of this volume there that still needs to go. 38 00:02:08,530 --> 00:02:09,850 All that stuff needs to go. 39 00:02:13,040 --> 00:02:18,140 Like using train dynamic for this sort of thing, just push everything out of the of the character's 40 00:02:18,140 --> 00:02:20,090 body because we don't want any extra damage. 41 00:02:20,130 --> 00:02:20,840 Let me turn off. 42 00:02:22,180 --> 00:02:23,860 There's things that are not helping. 43 00:02:23,890 --> 00:02:24,360 There we go. 44 00:02:25,430 --> 00:02:30,260 So all of this just dynamic away and push it until it's out of the. 45 00:02:33,470 --> 00:02:37,580 Again, the issue with having this volume is eventually when we do, we have. 46 00:02:38,790 --> 00:02:40,140 Symmetry not right. 47 00:02:42,140 --> 00:02:44,030 So remember, this was asymmetrical. 48 00:02:45,550 --> 00:02:47,590 So here we go, see how we're pushing everything out. 49 00:02:47,650 --> 00:02:49,210 Everything goes up, everything up. 50 00:02:51,210 --> 00:02:55,320 Here, that's fine, like one where he touches the character is fine, just a little bit of. 51 00:02:57,700 --> 00:02:58,960 Thank you, like all of this. 52 00:03:00,310 --> 00:03:02,320 I'm going to go a little bit faster with the build buildup. 53 00:03:05,350 --> 00:03:08,040 The mesh, which is meant to keep clinics. 54 00:03:09,020 --> 00:03:15,080 This is one of the things that if I were working with this or with a client or something, I would definitely 55 00:03:15,080 --> 00:03:19,520 ask them, hey, do you intend to use this guy as an animation piece? 56 00:03:19,520 --> 00:03:23,630 Because if that's the case, I'm going to start saving myself and everyone else in the team a little 57 00:03:23,630 --> 00:03:29,030 bit of time by making sure that this sort of thing is not asked on optimal as it is right now. 58 00:03:29,030 --> 00:03:29,270 Right. 59 00:03:29,310 --> 00:03:35,060 So you always want to be watching out for the for the for the rest of the team, for your for your fellow 60 00:03:35,060 --> 00:03:41,210 co-workers, because the the less job you give them, the better you're going to be as an asset for 61 00:03:41,210 --> 00:03:42,230 any any sort of team. 62 00:03:44,250 --> 00:03:45,720 There we go, see so now. 63 00:03:51,310 --> 00:03:56,140 They're suppressed pretty much a little bit of overlap here that that's fine, but like all of this, 64 00:03:56,170 --> 00:03:57,520 like big chunk here. 65 00:03:58,730 --> 00:03:59,110 That's. 66 00:04:00,690 --> 00:04:01,620 That's a no no. 67 00:04:05,590 --> 00:04:09,750 So clang, clang, clang, clang, clang, clang, clang, which, as you can see, I'm just pushing 68 00:04:09,750 --> 00:04:14,730 this out because it's really going into the. 69 00:04:16,690 --> 00:04:17,650 To the character. 70 00:04:24,490 --> 00:04:25,200 There you go. 71 00:04:26,540 --> 00:04:27,530 We'll get more here. 72 00:04:29,290 --> 00:04:33,670 And actually, I was one that's fighting this fight, like those little lines on top here, those two. 73 00:04:35,360 --> 00:04:40,070 I nimesh to make sure everything's clean, perfect, so so that's way, way better, I think there's 74 00:04:40,070 --> 00:04:41,010 a little bit on the arm. 75 00:04:41,210 --> 00:04:41,540 Yeah. 76 00:04:42,540 --> 00:04:43,980 So let's clean the arm. 77 00:04:47,930 --> 00:04:53,330 Overlap, especially for for video game characters and this sort of situations, it's pretty much unavoidable, 78 00:04:53,870 --> 00:04:58,250 even like the most advanced of like, again, God of war and stuff, you're going to see that there 79 00:04:58,250 --> 00:05:03,410 is overlap every now and then with skirts and scarves and stuff like technology is not there yet. 80 00:05:03,590 --> 00:05:06,160 Eventually we'll get there where that's not even an issue. 81 00:05:06,620 --> 00:05:07,190 But there we go. 82 00:05:07,190 --> 00:05:13,760 Like this is the actual, like, shape or element that we want to have, like a very slim volume of 83 00:05:13,760 --> 00:05:16,730 the object that sits on top of the character and that we're going to use. 84 00:05:16,790 --> 00:05:18,440 So first, I need to explore this. 85 00:05:18,470 --> 00:05:22,010 This is actually not that high, but I'm still going to decimate it a little bit. 86 00:05:22,010 --> 00:05:26,150 So I'm just going to clone this goat here and I'm going to go to see plugging. 87 00:05:26,620 --> 00:05:31,360 I'm going to decimate probably to send if I create, I think 75 Kavis is fine. 88 00:05:33,170 --> 00:05:38,300 There we go, so we turn group off, we explore this, and this is going to be called this is going 89 00:05:38,300 --> 00:05:41,550 to be into projects in case you're having issues matching this up perfectly. 90 00:05:41,570 --> 00:05:42,020 So. 91 00:05:44,470 --> 00:05:46,390 On the assets folder is going to be called for. 92 00:05:47,580 --> 00:05:53,520 Oh, I think you just called it first and then I'm going to see Ramish, so I'm going to go back to 93 00:05:53,520 --> 00:05:59,550 this part here, going a good geometry and I'm going to change the pollen count to something like a 94 00:05:59,550 --> 00:06:01,790 one on one this to be really, really, really low. 95 00:06:02,040 --> 00:06:05,130 And let's take a look at this for this sort of things. 96 00:06:05,130 --> 00:06:10,590 Guys that are super, super organic, this like hair that we've created, there's no other way that 97 00:06:10,650 --> 00:06:15,090 than to trust that s. remeasure is going to do its best possible job and give us the best resolution. 98 00:06:15,450 --> 00:06:18,000 Unfortunately, we can't ask too much of it. 99 00:06:18,000 --> 00:06:18,270 Right. 100 00:06:18,780 --> 00:06:23,340 We either go with what see measure gives us or we're going to have to do this manually and it's going 101 00:06:23,340 --> 00:06:23,880 to be a pain. 102 00:06:23,920 --> 00:06:26,130 Like it will be really, really, really time consuming. 103 00:06:26,130 --> 00:06:28,170 It will take me like about three hours. 104 00:06:28,410 --> 00:06:31,920 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 105 00:06:31,920 --> 00:06:34,740 me apologize this thing for three hours. 106 00:06:34,740 --> 00:06:34,860 Right. 107 00:06:34,900 --> 00:06:37,100 Like, there's there's more interesting things to read to you. 108 00:06:37,170 --> 00:06:38,430 So this is not that bad. 109 00:06:38,520 --> 00:06:42,980 As you can see, there might be a couple of errors here and there, but this is actually not that bad 110 00:06:44,490 --> 00:06:47,280 in total points where we're pretty much there. 111 00:06:47,280 --> 00:06:53,160 I think the the the resolution is is close to what we're going for this guy. 112 00:06:53,160 --> 00:06:55,170 So I'm just going to, like, soften a little bit. 113 00:06:56,100 --> 00:07:01,650 Because, again, the normal map should take care of it, one of the bad things are the problems that 114 00:07:01,650 --> 00:07:05,280 we're going to have with this sort of geometry is that the UVs like I think the upside of this thing 115 00:07:05,550 --> 00:07:07,170 will definitely be a little bit of a challenge. 116 00:07:07,170 --> 00:07:09,450 But again, we're capturing the whole truth, as you can see. 117 00:07:09,450 --> 00:07:10,950 And it's it's pretty good. 118 00:07:10,960 --> 00:07:12,320 There's a little bit of a hole there. 119 00:07:12,330 --> 00:07:15,430 We can definitely patch that in Maya and shouldn't be that much of an issue. 120 00:07:15,870 --> 00:07:18,140 So just give it a quick, quick check everywhere. 121 00:07:19,210 --> 00:07:20,780 Make sure everything is good. 122 00:07:21,040 --> 00:07:25,870 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 123 00:07:25,870 --> 00:07:28,710 see if we can go half the amount of resolution for this thing. 124 00:07:30,020 --> 00:07:32,880 This completed, but see how we lose a lot of detail. 125 00:07:33,590 --> 00:07:37,010 Well, so we tried doing a half here. 126 00:07:38,040 --> 00:07:40,400 I'm not going to adapt to the situation, let's do so. 127 00:07:40,420 --> 00:07:40,950 Ramesh. 128 00:07:42,370 --> 00:07:48,400 Like going have it just deletes so much of the silhouette, so since this is a very, like crazy looking 129 00:07:48,400 --> 00:07:50,200 piece, I'm just going to stick with this. 130 00:07:50,200 --> 00:07:54,660 And so I'm going to, again, go all the way down into the expert up, get rid of the group. 131 00:07:54,670 --> 00:07:55,620 We're going to explore this. 132 00:07:55,630 --> 00:07:56,320 As for. 133 00:07:57,610 --> 00:08:07,390 And this is going to be a rematch and there's going to miah this guy, we no longer need file import 134 00:08:08,260 --> 00:08:09,310 or to assets. 135 00:08:09,500 --> 00:08:10,360 So this is the first. 136 00:08:11,370 --> 00:08:14,700 File import taxes for Ramesh. 137 00:08:16,640 --> 00:08:20,240 OK, so these two guys, we know that the scale is twenty nine. 138 00:08:21,400 --> 00:08:26,890 Right from our group scale and everything gets twenty nine and the position of this guy should be a 139 00:08:26,900 --> 00:08:27,790 hundred and twelve. 140 00:08:31,360 --> 00:08:33,610 I do think that we're having an issue here, I think. 141 00:08:35,970 --> 00:08:36,530 22 to. 142 00:08:38,640 --> 00:08:41,430 So these two goes right there. 143 00:08:41,640 --> 00:08:45,540 That's a little bit, but I think it's a little bit high, similar to what happened with the I think 144 00:08:45,870 --> 00:08:47,340 it should be 120, 110. 145 00:08:47,340 --> 00:08:47,600 Right. 146 00:08:49,380 --> 00:08:51,050 It's like just one unit or something. 147 00:08:53,700 --> 00:08:53,900 Well. 148 00:08:58,200 --> 00:08:59,400 On 16. 149 00:09:05,870 --> 00:09:10,010 Anyway, one of the cool things about the offer, by the way, is that we don't need to position it 150 00:09:10,010 --> 00:09:10,500 just yet. 151 00:09:10,530 --> 00:09:12,500 Eventually, we're just going to places where it's supposed to be. 152 00:09:13,220 --> 00:09:17,810 I just want to make sure that the density right now is not that far off from the from the density that 153 00:09:17,810 --> 00:09:18,140 we have. 154 00:09:18,170 --> 00:09:22,270 So if we take a look at the character and we take a look at the fur, yeah, it's a little bit dense. 155 00:09:22,310 --> 00:09:23,920 We know we need that density. 156 00:09:23,930 --> 00:09:27,590 We can definitely simplify it like manually simplify a little bit of this density. 157 00:09:27,870 --> 00:09:32,330 But the thing we're fine, like with the whole character would only at eighteen thousand polygons right 158 00:09:32,330 --> 00:09:32,590 now. 159 00:09:32,870 --> 00:09:34,340 Even with everything, we're twenty one. 160 00:09:34,340 --> 00:09:37,010 So we're close to our our number. 161 00:09:37,020 --> 00:09:37,160 Right. 162 00:09:37,190 --> 00:09:41,210 Remember that we said the for the whole character, we don't want to go above 100. 163 00:09:41,210 --> 00:09:41,450 Okay. 164 00:09:41,510 --> 00:09:43,180 So, so we're in a good spot right now. 165 00:09:43,460 --> 00:09:47,780 The only thing I need to do is I need to fix this sort of areas like look at this mess here. 166 00:09:48,200 --> 00:09:49,670 So was going to go into. 167 00:09:53,500 --> 00:09:53,950 Here. 168 00:09:55,980 --> 00:09:57,870 OK, my acting a little bit weird. 169 00:10:01,690 --> 00:10:03,780 Why do I have a button pressed or something? 170 00:10:13,190 --> 00:10:14,920 Huh, that's very weird. 171 00:10:18,770 --> 00:10:23,720 Seems like I pressed the wrong button, so I'm just going to I'm going to stop to be the right here, 172 00:10:23,720 --> 00:10:24,000 guys. 173 00:10:24,020 --> 00:10:26,840 I don't want to take that much of the time right now, so. 174 00:10:28,900 --> 00:10:33,280 So what I'm going to do off camera is I'm just going to delete this area right here and manually patch 175 00:10:33,280 --> 00:10:36,790 it with bridge and stuff just to make sure that that's working nicely. 176 00:10:37,000 --> 00:10:42,670 And then we're going to move on to the next big area, which is the the actual shoulder pad, like this 177 00:10:42,970 --> 00:10:45,130 very cool looking, lying shoulder patch. 178 00:10:45,130 --> 00:10:47,640 So we're going to be doing the writable for this piece. 179 00:10:47,640 --> 00:10:52,640 And next and and after that, we're going to move on to the remaining pieces of the armor. 180 00:10:52,900 --> 00:10:57,580 And finally, at the very, very end, we're going to leave the hair because that's we're pretty much 181 00:10:57,580 --> 00:11:01,900 going to rebuild the hair as well, because there's there's certain things that I want to fix from the 182 00:11:02,260 --> 00:11:03,240 from the original care. 183 00:11:03,300 --> 00:11:06,590 So I guess I'll see you back on the next one. 184 00:11:06,850 --> 00:11:07,260 Bye bye. 17181

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