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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 just finished doing our you the anagram for the character here 2 00:00:11,264 --> 00:00:17,408 Ask camera I did a little bit of rearranging of the map itself I don't move any seems or anything like 3 00:00:17,664 --> 00:00:23,808 These islands are all exactly the same I've just rearranged them in this 021 space 4 00:00:24,320 --> 00:00:28,672 There is nothing special special technique for how to do this 5 00:00:28,928 --> 00:00:32,000 Are a dead or was like everything 6 00:00:32,512 --> 00:00:38,144 And I need to show that the pivot point on the UV LED inside was set to individual Origins 7 00:00:38,400 --> 00:00:44,544 Scaled all of these at ever so slightly because I thought that I could get a little bit better resolution 8 00:00:44,800 --> 00:00:50,944 And then I had you just using the automatic parking so 9 00:00:52,480 --> 00:00:54,272 About that much honestly 10 00:00:54,528 --> 00:01:00,397 Turn where they were and and rearrange them so that they were all on this 11 00:01:00,399 --> 00:01:02,747 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 12 00:01:02,748 --> 00:01:07,072 Chequer with no overlap again there's no special technique for hard to do that but my 13 00:01:07,328 --> 00:01:13,472 General methodology is to take these smaller Islands such as these hands here I moved often 14 00:01:13,728 --> 00:01:19,872 Like over here and I arrange the larger Islands than without have 15 00:01:21,664 --> 00:01:26,272 Sorry been an optimal configuration so that they fit nicely together 16 00:01:26,528 --> 00:01:29,088 And then I take the small ones and I just 17 00:01:29,344 --> 00:01:30,880 Put them in the gaps 18 00:01:31,136 --> 00:01:37,280 Ansell the only thing I want you make a note of here is that the eyes and the 19 00:01:37,536 --> 00:01:40,864 We do share a movie space here so 20 00:01:41,632 --> 00:01:43,424 When doing the eyes 21 00:01:45,984 --> 00:01:52,128 Objects in your outliner in Tab into edit mode and that will give you access to 22 00:01:52,384 --> 00:01:58,528 These objects here now the eyes are still utilising in your modifier 23 00:01:58,784 --> 00:02:04,928 So basically what this means is that unless I applied these and unwrapped 24 00:02:05,184 --> 00:02:11,328 Separately they're always going to be textured exactly the same so as you can see they're sharing the same 25 00:02:11,584 --> 00:02:13,632 Green cross on the right now 26 00:02:13,888 --> 00:02:19,008 And if I am fat if I were to come into the UV editing 27 00:02:19,776 --> 00:02:20,800 No here 28 00:02:22,592 --> 00:02:28,736 And I'm moving them around you would see that both eyes would move so in this case this is what I want 29 00:02:28,992 --> 00:02:35,136 What does of the ISS to be exactly the same when I text you them and since they are going to look exactly the same in texture 30 00:02:35,392 --> 00:02:41,536 There's no reason that they can't share the same texture space just anything that is 31 00:02:41,792 --> 00:02:47,936 Overlapping or sharing texture space in your UV map will have to have the same 10 32 00:02:48,192 --> 00:02:54,336 Applied to it that's just the way it works so with that being said and we are ready 33 00:02:54,592 --> 00:03:00,736 How to move on to baking now I did write into a couple of issues baking normal maps 34 00:03:00,992 --> 00:03:07,136 I was testing out a difference in how we are going to do this 35 00:03:07,392 --> 00:03:09,696 How we did it last time with the cramps 36 00:03:09,952 --> 00:03:16,096 Tell when we are are properly used 37 00:03:16,352 --> 00:03:20,192 Multi res modifier and we used the 38 00:03:20,704 --> 00:03:25,568 Big from multiverse option here I ran into some issues doing that 39 00:03:25,824 --> 00:03:29,152 So we are going to not do it in that way 40 00:03:29,408 --> 00:03:35,040 So the first thing that I want to do the prep for this is we need to use these selected 41 00:03:35,552 --> 00:03:41,696 And selected to active for Arabic so we need to duplicate this mesh out first informal 42 00:03:42,464 --> 00:03:47,328 So I'm just going to sleep the character by Max here and I'm just going to hit shift 43 00:03:47,840 --> 00:03:50,656 And I'm going to write club to drop it 44 00:03:50,912 --> 00:03:52,704 In exactly the same space of was 45 00:03:52,960 --> 00:03:58,080 So I'm going to rename these now we're going to have one to represent our low poly 46 00:03:59,104 --> 00:04:03,456 In one to represent our high poly version 47 00:04:03,968 --> 00:04:10,112 This one is are low poly the high for a minute here I also found 48 00:04:10,368 --> 00:04:16,512 When I was doing test bags for this character I ran into some issues because this character is actually 49 00:04:16,768 --> 00:04:22,911 Low res for a character model now I'm used to working with Environmental 50 00:04:23,167 --> 00:04:29,311 Principally so I'm used to a much lower polygon budget meaning how many policies it takes to make 51 00:04:30,335 --> 00:04:36,479 This character here but in general for characters you can and should 52 00:04:36,735 --> 00:04:42,879 Hire of a budget to get better results one because characters tend to be more focal point than 53 00:04:43,135 --> 00:04:49,279 So players will spend more time looking at them to because they need to be animated 54 00:04:49,535 --> 00:04:51,583 Send animation works better 55 00:04:51,839 --> 00:04:57,983 If you have a little bit dancer of a mash for so I actually want to put my alarm 56 00:04:58,239 --> 00:05:04,383 Holly version up to my report level of one for my multi res modifier here 57 00:05:04,639 --> 00:05:08,991 And this is actually going to BRB snack for this piece 58 00:05:09,247 --> 00:05:10,527 Sell.an 59 00:05:12,063 --> 00:05:15,647 Have a little bit of pension going on with the runs going to fix that in sculpt mode 60 00:05:19,743 --> 00:05:25,887 Elected to make sure that there are no further or defects when I did Mairead apology 61 00:05:27,679 --> 00:05:28,447 Cell 62 00:05:29,983 --> 00:05:35,615 What division are all I did was coming with the smoothing brush and smooth it out 63 00:05:36,127 --> 00:05:42,271 Set our multiresolution one of our 21 on our low poly version 64 00:05:42,527 --> 00:05:48,671 Level of one so whatever you have your Multiverse modifiers 65 00:05:48,927 --> 00:05:55,071 To hear when if you go to a fire that it will use that as the basis for its application so 66 00:05:55,327 --> 00:05:57,887 This is my first level of subdivision here 67 00:05:58,143 --> 00:06:04,287 And this is all bait into our mesh and this is probably a more appropriate density for a car 68 00:06:04,543 --> 00:06:10,175 Especially a playable character that we are going to be spending a lot of time looking at 69 00:06:10,431 --> 00:06:16,575 So we are ready interact with our low poly character hear it 70 00:06:16,831 --> 00:06:22,975 Maintain its UV Maps everything is still looking good from behind it in the viewport 71 00:06:23,231 --> 00:06:24,255 Temporarily 72 00:06:24,511 --> 00:06:29,375 I want to look at the high poly character right now so 73 00:06:29,631 --> 00:06:35,775 I don't need this material on at all so I'm just going to delete it from the material tab 74 00:06:36,031 --> 00:06:37,311 Delete key 75 00:06:38,591 --> 00:06:44,735 This is what we can do as we can apply this as well from the materials just make sure that 76 00:06:44,991 --> 00:06:50,879 You are a beautiful little set all the way up to the highest level of subdivision which in my case is 3 77 00:06:51,391 --> 00:06:53,951 So I'm going to go ahead in a pilot's right now 78 00:06:54,719 --> 00:06:57,279 If I return to come and then you can see that 79 00:06:57,535 --> 00:07:00,863 Mesh is much denser than my low poly 80 00:07:03,167 --> 00:07:07,263 So I'm now that we have all that taking care of weekend 81 00:07:07,519 --> 00:07:13,663 Get into our actual baking of our character to the low poly version 82 00:07:16,223 --> 00:07:19,295 We can come in to the shader editor here 83 00:07:19,807 --> 00:07:22,623 Ticket on material information and in one place 84 00:07:23,135 --> 00:07:29,279 So I don't need this UV green anymore but I can reuse this material that I've already made 85 00:07:29,535 --> 00:07:32,863 So I'm wearing to do as I'm just going to disconnect this here 86 00:07:33,631 --> 00:07:38,495 Use this same texture slot to make my normal map into 87 00:07:38,751 --> 00:07:44,895 So I'm going to get rid of the UV grid that is currently in the status at biking with experiment 88 00:07:45,663 --> 00:07:51,295 Now this will give me an option to create a new image which were going to you 89 00:07:53,343 --> 00:07:55,903 Going to be 4K texture 90 00:07:56,159 --> 00:08:00,255 Size we do not need another chance 91 00:08:03,327 --> 00:08:05,375 So here we have our normal right here 92 00:08:06,143 --> 00:08:08,447 Currently in just a blink 93 00:08:08,703 --> 00:08:09,727 Black image 94 00:08:09,983 --> 00:08:12,543 Change the colour face to 9 colour 95 00:08:13,567 --> 00:08:17,151 And I think we are ready to bake now 96 00:08:18,175 --> 00:08:24,319 So let's come into our rental properties here if you are still on TV make sure you can 97 00:08:24,575 --> 00:08:28,159 Otherwise he will not have this menu option here for baking 98 00:08:28,415 --> 00:08:31,743 Crossy Road change our device to GPU 99 00:08:33,279 --> 00:08:36,863 Any big settings here 100 00:08:37,119 --> 00:08:39,679 Changing from combined to normal 101 00:08:40,447 --> 00:08:42,751 We make sure that we have selected to active 102 00:08:43,519 --> 00:08:44,287 Chat here 103 00:08:45,311 --> 00:08:51,455 Margin size to something closer to eat at 16 is quite a large margin 104 00:08:51,711 --> 00:08:57,855 Just as a reminder if you don't recall the margin size refers to this space right here 105 00:08:58,111 --> 00:09:04,255 How much we should extend any information or baking outside of our UV Ireland 106 00:09:04,511 --> 00:09:10,655 In order to avoid seams of being present our model cell if that number is 107 00:09:10,911 --> 00:09:17,055 It will bleed over into the next Ireland and cause errors there but if it is too well we will 108 00:09:17,311 --> 00:09:19,103 To see our scenes 109 00:09:19,359 --> 00:09:20,639 Cell 110 00:09:20,895 --> 00:09:27,039 4K texture in the amount of space I have between these islands I think 8 is probably pretty good 111 00:09:29,343 --> 00:09:35,487 Excel answer to eat and the next thing you need to do is set or extrusion in arm x-rayed 112 00:09:35,743 --> 00:09:41,887 Values so this will require a little bit of trial and error but 113 00:09:42,143 --> 00:09:48,287 Virgin 2.1 in Arma 3 distance 2.2 just as 114 00:09:48,543 --> 00:09:49,311 Starting point 115 00:09:50,079 --> 00:09:56,223 Make sure that you change your Mac samples for your window settings to one 116 00:09:56,479 --> 00:10:01,484 Just for your test render it's just going to speed up your endothermal little bit once we have our setting so we once 117 00:10:01,485 --> 00:10:03,657 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 118 00:10:03,658 --> 00:10:05,951 We can up restless and do a final big 119 00:10:06,207 --> 00:10:08,255 So I must go hindu-arabic 120 00:10:08,511 --> 00:10:14,655 We are not going to be any more information for the eyes here because he either just playing Sofia 121 00:10:14,911 --> 00:10:21,055 So I don't need any no matter is no high poly sculpt version of our eyes 122 00:10:21,311 --> 00:10:27,455 Just going to disable them for the time being so to disable them from baking with three 123 00:10:27,711 --> 00:10:29,503 Does camera icon as well 124 00:10:30,783 --> 00:10:33,599 Ok so we have a high poly 125 00:10:33,855 --> 00:10:39,999 Arlo has our material with our normal map textures in it for high poly has no material 126 00:10:40,255 --> 00:10:43,583 Select the high poly first 127 00:10:43,839 --> 00:10:47,935 In control and select the low poly to get the proper order 128 00:10:48,191 --> 00:10:54,335 Proper selection order again that is really important when baking in blender 129 00:10:54,591 --> 00:10:56,383 To active so 130 00:10:56,639 --> 00:10:58,943 Take information from this and to this 131 00:11:00,223 --> 00:11:06,367 So big and see what our results are like with the settings and we may need to 132 00:11:06,623 --> 00:11:12,767 Do you want to speed up your big times even faster if you're not sure about your settings UK 133 00:11:13,023 --> 00:11:19,167 Age UK texture which would be a 2048 by 23/8 pixels when you met 134 00:11:19,423 --> 00:11:24,543 You can make a smaller version in bake it out and it will run even faster 135 00:11:26,591 --> 00:11:28,383 Cell are 136 00:11:28,639 --> 00:11:29,919 Results are right here 137 00:11:30,687 --> 00:11:32,991 We have 138 00:11:33,247 --> 00:11:34,783 A few errors 139 00:11:35,039 --> 00:11:39,391 Especially when it comes to being around areas where there are like type 140 00:11:41,951 --> 00:11:44,767 To our model 141 00:11:45,023 --> 00:11:49,375 So we can see what these types of errors all look like on a model 142 00:11:50,655 --> 00:11:53,983 Sewing into shift vector 143 00:11:54,495 --> 00:11:55,775 Connect to car 144 00:11:58,847 --> 00:12:01,919 To get a bit of you here 145 00:12:02,687 --> 00:12:08,831 If you're having trouble seeing sort of the details on your normal map I recommend reducing 146 00:12:09,087 --> 00:12:15,231 The value of your base Colour by default it's a 0.8 something 2.5 147 00:12:15,487 --> 00:12:19,839 I just find it makes it easier to see 148 00:12:20,607 --> 00:12:23,935 So we have some issues right here in the nostril area 149 00:12:24,191 --> 00:12:29,311 This looks like it's me being caused by arm x-ray distance not being quite long enough 150 00:12:32,639 --> 00:12:35,455 Any housing issues in the lay here 151 00:12:35,711 --> 00:12:41,855 Now this is apparent because in this area are mate distance is probably too long 152 00:12:42,111 --> 00:12:48,255 And I'm basically what's happening is it the same feeling from the other leg here and it's kind of getting confused 153 00:12:48,511 --> 00:12:53,119 A little bit to see if we can help fix this but 154 00:12:53,375 --> 00:12:59,519 Going to show you how to catch up no maths in Photoshop if we need to do that 155 00:13:02,079 --> 00:13:04,127 Celeste strange 156 00:13:04,895 --> 00:13:07,199 Max raid distance 157 00:13:07,455 --> 00:13:10,271 Put it up and see if this makes it better or worse 158 00:13:11,807 --> 00:13:17,951 And I'm going to change my Max Rider 0.3 and 159 00:13:18,719 --> 00:13:24,863 Do everything you want to do before you hit back again as just disconnect a snap otherwise you'll get an error down here and 160 00:13:25,119 --> 00:13:26,399 Complaining 161 00:13:33,823 --> 00:13:37,919 What's the high control select the well in Hippodrome or time 162 00:13:43,295 --> 00:13:45,599 No it didn't 163 00:13:46,879 --> 00:13:51,999 Get rid of these things completely and mother I really had it would but 164 00:13:52,255 --> 00:13:58,399 Normal map to make sure you're still having an issue in the ways here 165 00:13:59,167 --> 00:14:02,495 But it's actually 166 00:14:02,751 --> 00:14:05,055 Kind of fixed itself 167 00:14:05,311 --> 00:14:11,455 You can spend a lot of time trying to Twickenham maths but really complex shapes 168 00:14:11,711 --> 00:14:16,063 You have areas are very far and then areas about timing premises 169 00:14:16,319 --> 00:14:21,183 Like in the interior of the hairdryer having the same as you here with same feeling the fingers 170 00:14:21,439 --> 00:14:25,535 Data too close to it so I mean we can try one more bear 171 00:14:26,303 --> 00:14:32,447 To do that but sometimes it's just faster to fix these issues and manually in Photoshop so I'm not sure you 172 00:14:32,703 --> 00:14:33,727 How to do that 173 00:14:34,239 --> 00:14:40,383 So let's we need to save this image out in order to edit it externally for it comes in Edge 174 00:14:41,663 --> 00:14:45,247 Do you have my test run the right there 175 00:14:46,015 --> 00:14:52,159 And and we need to open this in either Photoshop or whatever image editing software 176 00:14:53,695 --> 00:14:55,743 Open this new one here 177 00:14:58,815 --> 00:15:04,959 This is are the current state of our normal a week 178 00:15:05,215 --> 00:15:10,847 Fix these errors that would otherwise take too long to tweak or 179 00:15:12,127 --> 00:15:13,407 Big settings to 180 00:15:13,919 --> 00:15:18,783 Sell the way that I would go back again this is I would use the spot healing brush 181 00:15:19,295 --> 00:15:24,415 Right here this one is really useful for doing things like this really need to just basically 182 00:15:24,671 --> 00:15:26,463 Paying out errors 183 00:15:26,975 --> 00:15:29,791 So what do I do if I come in and add a new layer 184 00:15:30,559 --> 00:15:33,119 Make sure sample all layers is on for this 185 00:15:33,375 --> 00:15:36,447 Make sure it's sent to content aware 186 00:15:36,703 --> 00:15:42,847 Did you come over this instead to paint this app now for diesel larger areas you may need to use the 187 00:15:43,103 --> 00:15:44,383 Clone Stamp tool 188 00:15:44,639 --> 00:15:50,783 Again it make sure it's set to current and it will be simple and basically nothing 189 00:15:51,807 --> 00:15:56,671 With the areas I can come in and press tools 190 00:15:56,927 --> 00:16:02,047 To get my target selection here and we're going to sleep an area close by to it 191 00:16:02,559 --> 00:16:07,935 And I'm just going to start clicking to stamp out 192 00:16:08,191 --> 00:16:09,215 These errors 193 00:16:14,335 --> 00:16:18,175 Anything on the other side so this is the 194 00:16:18,431 --> 00:16:24,575 Interior of laser belief that I am fixing right now so you have 195 00:16:25,087 --> 00:16:31,231 You can visualise this if you come in and save your new 196 00:16:31,487 --> 00:16:34,815 Image over the existing one 197 00:16:36,095 --> 00:16:41,215 Then you can come into blender hair and just coming into image and reload 198 00:16:41,983 --> 00:16:48,127 You can see that does Arizona have gone because it's loaded the updated image here and in fact from here 199 00:16:48,383 --> 00:16:54,527 We still have this area here which is caused by an area of a different movie Ireland so we need 200 00:16:54,783 --> 00:16:59,135 Basically and a fix all these UV Islands here 201 00:17:00,927 --> 00:17:04,767 The theme for the TDS and Annie maybe it is bad 202 00:17:05,791 --> 00:17:07,583 Trust me it's less tedious 203 00:17:08,863 --> 00:17:09,887 Werner 204 00:17:10,399 --> 00:17:15,263 Trying to get your big settings perfect because sometimes your shapes and just too complex 205 00:17:21,663 --> 00:17:27,807 If you do this all on a single layer you won't have to go through this tedious healing process every time 206 00:17:28,063 --> 00:17:34,207 Save area png but I personally like to do it in a layer until I know that it's going to work 207 00:17:38,559 --> 00:17:42,911 What's a gone and they are in fact gone from Marvel 208 00:17:43,935 --> 00:17:50,079 I'm just going to put a time and 60 areas in between the fingers as well and in the nose 209 00:17:50,847 --> 00:17:54,943 And hopefully the enders all Ova work of all 210 00:17:55,455 --> 00:17:56,991 UV map 211 00:17:58,015 --> 00:18:02,111 I'm looking for the years the extra of the year that delete as well 212 00:18:02,623 --> 00:18:04,927 Answer same thing we can just come out 213 00:18:05,951 --> 00:18:12,095 Nutella spot healing brush to blend out some of these harsh Air Lines here will get you 214 00:19:47,071 --> 00:19:51,935 How to periodically check my progress in this before I do too much work 215 00:19:52,703 --> 00:19:55,775 I just like to know if there's any issues 216 00:19:56,287 --> 00:19:58,079 While I'm doing it so 217 00:19:58,335 --> 00:20:01,663 Everyone come in and I'll save it out and I'll reload it 218 00:20:02,175 --> 00:20:07,039 And I'll check the areas that I was working out so the areas fixed it looks like 219 00:20:07,807 --> 00:20:09,855 A bit more work 220 00:20:12,159 --> 00:20:13,695 Installing my work 221 00:20:15,231 --> 00:20:17,791 So just come in and basically do that for 222 00:20:18,303 --> 00:20:20,351 All the areas and 223 00:20:20,863 --> 00:20:23,935 Again I ever seem like a little bit 224 00:20:24,447 --> 00:20:27,007 But I promise this is 225 00:20:28,031 --> 00:20:34,175 Faster than trying to get your big settings perfect and when you're working in a production environment it's all about 226 00:20:34,431 --> 00:20:38,015 How to get the best results in the quickest on a time 227 00:20:38,527 --> 00:20:41,343 And trust me I've seen professional 228 00:20:42,367 --> 00:20:43,391 3D artists 229 00:20:43,647 --> 00:20:48,767 Do this when they just are getting frustrated with big things 230 00:21:04,895 --> 00:21:10,015 Especially in blender as great as mother is as sort of an all-purpose tool 231 00:21:10,271 --> 00:21:14,623 Because it's not specialised into any particular area of 3D shapes 232 00:21:14,879 --> 00:21:21,024 Sometimes some of its functionality rudimentary such as it's baking functionality 233 00:21:22,304 --> 00:21:28,448 Programs that are dedicated to this part of the process such as Mama Said and 234 00:21:28,704 --> 00:21:30,496 And substance 235 00:21:31,264 --> 00:21:32,032 That 236 00:21:32,288 --> 00:21:38,432 Tend to give you a little bit better results or are a little bit more user-friendly to use and setup 237 00:21:39,200 --> 00:21:41,760 And that's fine because it's sort of a generalist 238 00:21:42,016 --> 00:21:48,160 Some of the baking functionalities are allowed at rudimentary the reason I'm not showing Breaking in 239 00:21:48,416 --> 00:21:54,560 Programs is that they are all proprietary in cost money to get a licence to 240 00:21:54,816 --> 00:21:59,680 Set reminder is the free alternative of course and 241 00:22:00,960 --> 00:22:03,520 In at least the case of the baking 242 00:22:04,800 --> 00:22:09,152 And some of the sculpting it is a little bit of a case of you get what you pay for 243 00:22:09,664 --> 00:22:10,176 Cell 244 00:22:11,456 --> 00:22:13,248 Sometimes you need a little bit more 245 00:22:14,528 --> 00:22:18,112 Elbow grease in order to get these things to work wear as some of the 246 00:22:18,368 --> 00:22:21,952 Paint packages in programs for things like this 247 00:22:22,208 --> 00:22:24,256 Fallout 4 out of the box 248 00:22:27,072 --> 00:22:29,120 Prayer time 249 00:22:29,632 --> 00:22:35,776 Garden know how they do things like this cuz if you get two dependant on these on his programme 250 00:22:36,032 --> 00:22:42,176 And maybe you're working for her studio and we don't want to pay for those programs 251 00:22:42,432 --> 00:22:48,576 How to do this sort of manually can be really invaluable especially if you're working on indeed or tidal 252 00:22:48,832 --> 00:22:50,112 Team 253 00:22:50,368 --> 00:22:56,512 They really gonna like it if you you know has saved him a little bit of money by not having to use these really 254 00:22:56,768 --> 00:22:58,304 Pensive programs 255 00:23:21,600 --> 00:23:23,904 Check our progress 256 00:23:36,960 --> 00:23:39,776 Working on the hands 257 00:23:41,056 --> 00:23:42,592 The ft 258 00:23:47,456 --> 00:23:53,600 If you're ever not sure what product makes your work and then you can always grab it in the UV editing side and an 259 00:23:53,856 --> 00:23:55,392 The CV sync selection 260 00:23:56,160 --> 00:24:02,048 Sell now if I were to grab this island and it was telling me that I've been working on this island 261 00:24:02,304 --> 00:24:04,352 Everything down here should be fixed 262 00:24:05,120 --> 00:24:06,400 Understand of the hand 263 00:24:06,912 --> 00:24:08,960 I believe this 264 00:24:09,216 --> 00:24:12,544 Edges of a hair sorry I haven't gotten to this operation yet 265 00:24:12,800 --> 00:24:18,944 Sell when you coming to my birthday or prove you can still see there are some lines here because I haven't got into that Island episode 266 00:24:19,200 --> 00:24:22,528 Everything on the palm of the hand looks fixed 267 00:24:29,184 --> 00:24:35,328 Ok so basically I'm going to do is use a combination of the Clone Stamp tool and a spark 268 00:24:37,120 --> 00:24:40,192 Fix all of these errors off camera 269 00:24:40,448 --> 00:24:46,592 And see the results and come back and when I come back big are ambient occlusion 25018

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