All language subtitles for 60 - Character Creation Modeling Pt 2

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These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:11,008 Ok so we finished sort of the first pass of modelling to get a Peace form for 2 00:00:11,264 --> 00:00:17,408 Character using the skin modifier so I'm in this video we are just going to continue to her 3 00:00:17,664 --> 00:00:23,808 Find the spaceman a little bit further so I'm going to come into wireframe so I can see 4 00:00:24,064 --> 00:00:30,208 See you my selections here and I'm just going to give a little bit of Bend to the knees hear you wanted to 5 00:00:30,464 --> 00:00:35,840 The character of course to remain in t pose but 6 00:00:36,096 --> 00:00:42,240 Again as I said the previous video it helps to have a little bit of gammon joints when you go to reggae 7 00:00:44,032 --> 00:00:50,176 Ok next thing I want to look at is creating some basic fingers here 8 00:00:50,432 --> 00:00:56,576 Come into view by pressing 7 on my keyboard and I think I'm going to do this 9 00:00:56,832 --> 00:01:00,141 Cartoon style so having four fingers instead of 10 00:01:00,143 --> 00:01:02,619 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 11 00:01:02,620 --> 00:01:06,816 It's going to be three fingers and the opposable thumb now on the requirements 12 00:01:07,072 --> 00:01:09,888 For your hands and things like that 13 00:01:10,400 --> 00:01:16,544 Is largely up to you and what your goals are for this character I don't play 14 00:01:16,800 --> 00:01:22,944 Having any sort of complex hand animations really so I'm not too worried about having you know 15 00:01:23,200 --> 00:01:29,344 Digit or anything like bad as I'm not going to have any conflict and emotions 16 00:01:29,600 --> 00:01:35,744 But if you really likes me making a first-person game or something for VR you might want to pay more attention to the 17 00:01:36,000 --> 00:01:42,144 Ok so this is my wrist bone joint here and I have 18 00:01:42,400 --> 00:01:46,752 Single extrusion out for a hand so I'm just going to come out from this 19 00:01:47,520 --> 00:01:53,408 To make some fingers ones for finger 20 00:01:53,664 --> 00:01:55,968 You may need to reduce the 21 00:01:56,224 --> 00:01:57,760 Radius of the sphere 22 00:01:58,272 --> 00:02:00,576 Is Scott here for the index finger 23 00:02:01,856 --> 00:02:04,416 Let's come here 24 00:02:04,672 --> 00:02:06,464 For pinky 25 00:02:07,488 --> 00:02:11,072 I'm just trying to descale them 26 00:02:11,328 --> 00:02:15,168 I'm keeping an eye on how the Wire frame is being drawn so 27 00:02:15,680 --> 00:02:21,824 If I scale is too far and you can see were getting everything here and as well as talking about the skin modifier being a little fine 28 00:02:22,080 --> 00:02:28,224 So I can just be really careful and keep an eye on things like that and if that's controlling 29 00:02:28,480 --> 00:02:34,112 And we can see you're getting a match between a result by having that just be a little bit thicker 30 00:02:35,392 --> 00:02:41,280 First joined here from our hand to our first knuckles do one more 31 00:02:43,584 --> 00:02:47,936 Extrude it and control a descale it 32 00:02:48,448 --> 00:02:51,264 Experian scale 33 00:02:52,800 --> 00:02:54,336 Time 34 00:02:55,616 --> 00:03:01,760 And then I'm just going to go and die for us knuckle points in g&z to pull them out just to give that a little 35 00:03:04,576 --> 00:03:10,720 And now I'm just going to try to arrange these still up there 36 00:03:12,000 --> 00:03:13,280 Relax for game 37 00:03:15,328 --> 00:03:20,960 We may need one more point of articulation here in order to get that properly 38 00:03:21,216 --> 00:03:21,984 Set out 39 00:03:36,832 --> 00:03:40,416 For a snack or going to be quite a bit smaller 40 00:03:49,888 --> 00:03:56,032 Can you find that in addition to stealing my control are that moving your fingers around 41 00:03:56,288 --> 00:03:58,080 Tends to help with the errors 42 00:03:59,104 --> 00:04:00,896 In the fire 43 00:04:08,320 --> 00:04:11,648 I think I was actually better off without them 44 00:04:12,672 --> 00:04:15,744 But I will trial and error doesn't hurt 45 00:04:32,895 --> 00:04:34,943 That seems to be a little bit cleaner 46 00:04:35,455 --> 00:04:37,759 Go with a little bit thicker 47 00:04:38,015 --> 00:04:40,319 On the first knuckles 48 00:04:44,415 --> 00:04:50,047 Ok so now we need to come out one for the thumb here so let's extrude out 49 00:04:50,559 --> 00:04:54,911 Down and skillet and a little bit and one more time 50 00:04:57,727 --> 00:05:00,031 So it's not 51 00:05:00,287 --> 00:05:06,431 But we do have the rough form of a hand coming in and of course 52 00:05:06,687 --> 00:05:09,503 Does not going to reflect our final 53 00:05:09,759 --> 00:05:11,807 Lock or even topology 54 00:05:12,319 --> 00:05:13,599 And so 55 00:05:14,879 --> 00:05:21,023 I'll try that already there is a new key and it's going to make your sculpting easier but we do have the reform of a hand coming out of here 56 00:05:22,559 --> 00:05:24,607 I think we'll work for our purposes 57 00:05:27,423 --> 00:05:33,567 So if we want we can now bring the whole thing in to better match our reference here we go 58 00:05:33,823 --> 00:05:36,127 Far away from it so I'm just going to bring that include through the wrist 59 00:05:36,383 --> 00:05:38,943 And I'm going to scale the rest in 60 00:05:39,455 --> 00:05:44,319 And have a little bit to better match the tempering an arm 61 00:05:46,367 --> 00:05:50,207 Ok so the next thing I want to look at is the food here 62 00:05:50,463 --> 00:05:52,767 CR0 strange to do 63 00:05:53,023 --> 00:05:54,815 I find anon 64 00:05:55,327 --> 00:05:56,863 In 3D 65 00:05:57,119 --> 00:06:01,471 Having a movie ankle bone a little bit so typically when your mama love flip 66 00:06:01,983 --> 00:06:04,799 Extrusion coming out of this way for a bit heel 67 00:06:06,079 --> 00:06:12,223 Is typically structured in real life but it feels a little Connor into it over 68 00:06:12,735 --> 00:06:17,343 Avon flying out of destruction but it will give you a nice meal formation here 69 00:06:19,391 --> 00:06:25,535 Trying to get this flat to the ground as much as possible also looks like our character has 70 00:06:25,791 --> 00:06:31,935 Wait to it and then for the toes here when I do something very somewhere to the hands cause if you were 71 00:06:32,191 --> 00:06:38,335 We're doing a monkey character and so monkeys and Apes of course Havana 72 00:06:38,591 --> 00:06:39,103 Thunderball 73 00:06:39,359 --> 00:06:43,455 Psalms for the volatile as well so can be very somewhere to this 74 00:06:43,711 --> 00:06:49,855 I've just come in and start excluding out points for our toes 75 00:06:52,927 --> 00:06:54,463 Straight out there 76 00:06:56,511 --> 00:06:58,047 One more 77 00:07:00,607 --> 00:07:05,471 And then I'm for the some here I actually want to come out 78 00:07:05,983 --> 00:07:10,591 Closer to the ankle not from this point so it's go ahead and some divine this 79 00:07:11,103 --> 00:07:14,431 And exclude app from this time right here 80 00:07:17,503 --> 00:07:18,271 Shell 81 00:07:18,783 --> 00:07:24,671 Now we have our life Beginnings of her fee here what's trying to get these 82 00:07:25,439 --> 00:07:27,231 More point for word 83 00:07:28,255 --> 00:07:29,791 As much as we can 84 00:07:30,303 --> 00:07:34,655 And then we also just we stillorgan extra one more joint for me to leave 85 00:07:50,271 --> 00:07:55,903 Ok very blocky very rough but I think you get the idea of where we're going 86 00:07:56,159 --> 00:07:59,999 The next this is I want to extrude one 87 00:08:00,255 --> 00:08:04,607 One point out for the job which is going to form the chin coming forward 88 00:08:05,119 --> 00:08:07,679 I think I'm going to text you from this point here 89 00:08:07,935 --> 00:08:11,519 S32 coming to rate orthographic and thus excluded h 90 00:08:12,031 --> 00:08:18,175 And then scale it we down so we get more of a chin point here for going forward obviously this head is not 91 00:08:18,431 --> 00:08:20,223 What are the dimensions we needed to me 92 00:08:20,479 --> 00:08:24,319 Exactly my name at the graphic but we look at it 93 00:08:24,831 --> 00:08:26,111 Hear it 94 00:08:26,367 --> 00:08:28,671 It looks quite strange so 95 00:08:29,183 --> 00:08:32,511 Don't worry anymore still have a lot of work to do on this though 96 00:08:37,631 --> 00:08:41,983 So how many points you want to add to find to the 97 00:08:43,263 --> 00:08:49,407 Form of Italy up to you you know you can come in and start adding more points to like these fine 98 00:08:49,919 --> 00:08:52,223 To get a better control of the main section 99 00:08:52,735 --> 00:08:54,783 And things like that 100 00:08:55,551 --> 00:09:01,695 Why it is important to get the basis down by dating meson the balance on my sleeve 101 00:09:01,951 --> 00:09:08,095 Structural we won't be using for a final piece of just sort of a tool to help us build 102 00:09:08,351 --> 00:09:14,495 Out of this but this is not the way we are going to do it for this project 103 00:09:16,031 --> 00:09:22,175 We are going around that modelling here this is a good enough space for me to work off of 104 00:09:22,431 --> 00:09:28,575 The one thing I'm going to do is add a subdivision surface modifier to it to give us a couple more 105 00:09:28,831 --> 00:09:34,463 I work with here not always say we lost some mass in the head and stuff from the smoothing but 106 00:09:34,719 --> 00:09:40,863 Again we are still going to take this into sculpt mode and a flash out the forms 107 00:09:41,119 --> 00:09:47,263 The last thing I really want to do here is apply all these modifiers so that are coming to school 108 00:09:47,519 --> 00:09:53,663 I can work with all these points that I just created so I'm going to get the hands of one's last 109 00:09:53,919 --> 00:09:59,295 Should say to make sure my proportions are good because 110 00:09:59,807 --> 00:10:00,972 Easier to edit 111 00:10:00,973 --> 00:10:03,144 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 112 00:10:03,145 --> 00:10:06,975 Proportions for these types of things before you apply your modifiers 113 00:10:10,559 --> 00:10:16,703 Scale up the Centre and we did forget to extrude our second joint for the 114 00:10:19,519 --> 00:10:20,287 Tell 115 00:10:20,543 --> 00:10:24,895 Naturally the best way to call it I'm sure it has a name 116 00:10:25,919 --> 00:10:28,223 Ok so that 117 00:10:28,479 --> 00:10:33,343 Pretty girl let me just bring me down for the actually work like resting on the ground 118 00:10:40,255 --> 00:10:46,399 I think this is a good enough point to work with for the rest of our 119 00:10:47,167 --> 00:10:53,311 Model so let's go ahead in a play all these modifiers you can do this one by one over here 120 00:10:53,823 --> 00:10:57,919 Or you can do these all at once becoming an into 121 00:10:58,175 --> 00:11:01,503 Right clicking on your model and pressing convert to mesh 122 00:11:01,759 --> 00:11:06,623 Eva on disappear and now going to edit my own you can see we have the complete number 123 00:11:06,879 --> 00:11:13,023 He said he used to work with 124 00:11:13,279 --> 00:11:19,423 Creating a baby smile to bathe my sculpting off of so we will begin our Scotland process 125 00:11:19,679 --> 00:11:20,703 The next video 11632

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