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1
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Ok so we finished sort of the first pass of modelling to get a Peace form for
2
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Character using the skin modifier so I'm in this video we are just going to continue to her
3
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Find the spaceman a little bit further so I'm going to come into wireframe so I can see
4
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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
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The character of course to remain in t pose but
6
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Again as I said the previous video it helps to have a little bit of gammon joints when you go to reggae
7
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Ok next thing I want to look at is creating some basic fingers here
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Come into view by pressing 7 on my keyboard and I think I'm going to do this
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Cartoon style so having four fingers instead of
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11
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It's going to be three fingers and the opposable thumb now on the requirements
12
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For your hands and things like that
13
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Is largely up to you and what your goals are for this character I don't play
14
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Having any sort of complex hand animations really so I'm not too worried about having you know
15
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Digit or anything like bad as I'm not going to have any conflict and emotions
16
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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
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Ok so this is my wrist bone joint here and I have
18
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Single extrusion out for a hand so I'm just going to come out from this
19
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To make some fingers ones for finger
20
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You may need to reduce the
21
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Radius of the sphere
22
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Is Scott here for the index finger
23
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Let's come here
24
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For pinky
25
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I'm just trying to descale them
26
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I'm keeping an eye on how the Wire frame is being drawn so
27
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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
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So I can just be really careful and keep an eye on things like that and if that's controlling
29
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And we can see you're getting a match between a result by having that just be a little bit thicker
30
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First joined here from our hand to our first knuckles do one more
31
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Extrude it and control a descale it
32
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Experian scale
33
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Time
34
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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
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And now I'm just going to try to arrange these still up there
36
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Relax for game
37
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We may need one more point of articulation here in order to get that properly
38
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Set out
39
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For a snack or going to be quite a bit smaller
40
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Can you find that in addition to stealing my control are that moving your fingers around
41
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Tends to help with the errors
42
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In the fire
43
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I think I was actually better off without them
44
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But I will trial and error doesn't hurt
45
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That seems to be a little bit cleaner
46
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Go with a little bit thicker
47
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On the first knuckles
48
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Ok so now we need to come out one for the thumb here so let's extrude out
49
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Down and skillet and a little bit and one more time
50
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So it's not
51
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But we do have the rough form of a hand coming in and of course
52
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Does not going to reflect our final
53
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Lock or even topology
54
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And so
55
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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
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I think we'll work for our purposes
57
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So if we want we can now bring the whole thing in to better match our reference here we go
58
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Far away from it so I'm just going to bring that include through the wrist
59
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And I'm going to scale the rest in
60
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And have a little bit to better match the tempering an arm
61
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Ok so the next thing I want to look at is the food here
62
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CR0 strange to do
63
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I find anon
64
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In 3D
65
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Having a movie ankle bone a little bit so typically when your mama love flip
66
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Extrusion coming out of this way for a bit heel
67
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Is typically structured in real life but it feels a little Connor into it over
68
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Avon flying out of destruction but it will give you a nice meal formation here
69
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Trying to get this flat to the ground as much as possible also looks like our character has
70
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Wait to it and then for the toes here when I do something very somewhere to the hands cause if you were
71
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We're doing a monkey character and so monkeys and Apes of course Havana
72
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Thunderball
73
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Psalms for the volatile as well so can be very somewhere to this
74
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I've just come in and start excluding out points for our toes
75
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Straight out there
76
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One more
77
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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
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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
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More point for word
83
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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
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One point out for the job which is going to form the chin coming forward
88
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I think I'm going to text you from this point here
89
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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
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Exactly my name at the graphic but we look at it
93
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Hear it
94
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It looks quite strange so
95
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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
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And things like that
100
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Why it is important to get the basis down by dating meson the balance on my sleeve
101
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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
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We are going around that modelling here this is a good enough space for me to work off of
104
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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
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I can work with all these points that I just created so I'm going to get the hands of one's last
109
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Should say to make sure my proportions are good because
110
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Easier to edit
111
00:10:00,973 --> 00:10:03,144
Subtitled by
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We compress knowledge for you!
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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
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Naturally the best way to call it I'm sure it has a name
116
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Ok so that
117
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Pretty girl let me just bring me down for the actually work like resting on the ground
118
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I think this is a good enough point to work with for the rest of our
119
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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
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Eva on disappear and now going to edit my own you can see we have the complete number
123
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He said he used to work with
124
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Creating a baby smile to bathe my sculpting off of so we will begin our Scotland process
125
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The next video
11632
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