All language subtitles for 10. Talisman Modeling_1_und

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Original subtitles

The last thing we'll need to model for our character is some kind of talisman or pendant

that he has hanging around his neck. So first of all we'll need to hide some parts here so they

don't get in the way. So just look from the side like this and drag a selection around all those

head parts and the feathers instead. And we'll just press H to hide those, we don't need to see

them right now. And now we'll press Shift A and add a circle. And I think something like 24 segments

will do, so rewrite 32 to 24. And now we can tab in and press 7 on the numpad for a top view

and scale this down a little bit to something like this. And we'll need to modify the shape,

so press G then Y, move this a little bit forward but not too much so that the distance here

looks consistent. And now we'll modify the shape even more with proportional editing,

so press O to enable that, select the front vertex, press G then Y and move this to the front

and adjust the falloff with the mouse wheel to something like this.

Okay, and now we'll disable proportional editing by pressing O again. And let's go

to the snapping settings and instead of vertex we'll be snapping to face.

And don't forget to check project individual elements so the vertices are projected separately.

Now let's rotate this a little bit so you can see where this is located. So we can go back now with

number 7 on the numpad and now select all, press A and we'll press G then Z, so we are moving only

so we are moving only on the Z axis but we don't see this. And now hold CTRL so these vertices

actually snap to the surface of the body and left click with the mouse. And what happened

is that we limited the movement on the Z axis and with snapping and individual elements projected

we snapped the circle on the body. And that's exactly what we need and now we'll just need

to modify this a little bit more. So go to the front view by pressing 1 on the numpad and select

this front vertex once again. And once again we'll enable proportional editing with O, press G and Z

and by holding CTRL we can move this down so these two vertices are kind of touching the edge of the

chest there, something like that. And we can look from the side now and as you can see it goes

something like this so we can now just press G and move it in place

like that and adjust the position of these two vertices. We'll have to toggle the X-ray so we

hit all those vertices when we are selecting them, disable proportional editing, press G and move it

in place like this. Okay let's check it out, looks all fine to me so we can now tab out,

toggle the X-ray and press Q again and convert this to curve from mesh and we'll add some

level geometry here, something like 0.015 will be enough and let's reduce the resolution to 2 again

and CTRL 1 to add that subdivision modifier with one level of subdivision and right click

and shade smooth so we have a nice curve there. And now go into the edit mode and since we snapped

the curve itself on the body now that it has some volume it goes inside of the mesh there

so let's press G and Z and move this up a tiny bit. We can help ourselves by holding SHIFT

and leave it like this. Okay we can now continue by creating a talisman itself

so let's press SHIFT A and we'll add a cylinder here and let's modify this to six sides,

press S to scale down and we'll apply the scale so CTRL A and apply the scale and now we can

press period on the numpad so we are focusing our view on the object and start modeling.

If you don't want the body to get in the way you can additionally press SLASH on the numpad

and that will isolate the object in the local view as you can see here so there's nothing

visible here and we are in the local view for this object only and if we now look from the front

you have to exit local view to see the reference there. You can see the shape right here

and this is something we are going to be modeling right now so let's go back to the local view,

toggle the x-ray and we'll start by tabbing in in the edit mode. Let's scale this down,

the top side, the top face and we'll select the bottom face, move it a little bit down like this,

like this, maybe adjust the scale a tiny bit, then press E to extrude and scale this down so

this is the basic shape of the talisman and we can scale this down even more I think.

Okay and now I will use a bisect tool to give this that kind of more organic crystalline look

so let's select the bisect tool from the toolbar, it's here where the knife is,

if you click and hold you can select the bisect tool and now you need to have your geometry

selected to be able to use the bisect so press A, rotate this a little bit and make a cut like this

just under this loop start the cut and do it like that and that will create this bisect gizmo,

you can additionally move this if you don't like the position and now here in the bisect tool

settings you can choose whether you clear the outer or inner part of the cut so let's clear

the outer since the arrow is facing this way and now if you look at this it's open so we'll need

to check fill additionally and this is what we are going to use to make the rest of the talisman

so let's press A again to select all, rotate this a little bit and make maybe a larger cut here so

it goes over the loop there but now you can see the arrow is pointing this direction so we'll

clear the inner and fill and we'll do one more cut here so press A, do a cut, clear inner and fill

okay and maybe somewhere here as well and fill okay this is looking all right so far but

I think this bottom part should be longer so let's select all, press S then Z and scale this up a

little bit then we can look from the front, toggle the x-ray, pick up the select tool once again

select these vertices here and move them up a little bit now we can toggle the x-ray again

rotate this a little bit, go to the face select by pressing 3, select the top face,

press E for extrusion but release this with the right mouse button and now just scale it up so

press S and scale it out like that and now press E again and scale this up, let's do an inset

so press I for inset and move this up, G then Z and move this up maybe we can scale it

on the X and Y so S and shift Z, scale this up a little bit okay now if we look from the top

we can see that the corner of this cylinder is facing on the front, it's on the Y-axis

and we want to rotate that so let's press A to select all, R, Z and enter 30 degrees,

confirm so now we have these faces aligned with the Y-axis and now I want to extend

the part that goes around the rope on the neck so let's go to the vertex select, select these

two vertices by holding shift and press J to join as you can remember that will create two

faces there and now with the vertex select active again I want to select these two, press J to join

and this way we created a rectangular shape here, the rectangular face and we can now extrude this

out and now switch to the edge select by pressing 2, select these two edges and press CTRL B to

bevel so we want to have something like this now I will select these side faces 3 for face select

select this one rotate a little bit and shift click here to select that one as well and now

I want to inset this and we are creating a hole here but we need this in circular shape so with

the loop tools add-on enabled I will just right click loop tools and select circle here let's

look from the side and let's rotate this a little bit so R and let's align this and maybe move it

here tiny bit and we still have the other one selected as well so while in the side view this

was all happening at once and now we need to delete these faces so X faces and go to the edge

select by pressing 2, alt click this loop, alt click this loop so we have both of those selected

and now we can just right click and select bridge edge loops and that will connect those and we have

now one solid geometry for the whole talisman for the whole pendant now let's fix this shape

once again a little bit so look from the front side toggle x-ray go to the vertex select and

I want to select all of those and move them a little bit up and scale it down so it matches

the size of this top part right here a little bit more okay now toggle the x-ray again and

we'll now add bevel modifier so go to the modifiers tab and add the bevel and we'll add two segments

and we want that arc for the miters so select that and now for the limit method

we don't want everything to be beveled because we want this hole to be circular but at the same time

we can't really use angle because it's really inconsistent there are a lot of angles here

we won't be able to match all of those needs so we need more of a manual control over what gets

beveled and what not and we need to enable the weight mode so you can immediately see nothing

gets beveled because there are no bevel weights on these edges so if we go in the edit mode so

let's tab in and I will use the n key here to expand the side panel you can see there's mean

bevel weight for the edges data and now if we select all and increase the mean bevel weight to

one you will see those blue line appear which mark the beveled edges so now go to the edge select

and I really wanted to select all and bevel everything because more things will be beveled

in the end than not so we'll just now select these parts we don't want to get beveled and we'll

modify the mean bevel weight to zero for them so here in the bottom I want this beveled I want that

diamond look that this is basically chiseled and it's a hard surface and I want to keep this

hexagonal shape up here as well so it looks like it's crafted from metal or something

but at the same time I want a circular shape right here at the top let's tab back in and now

we'll select those edges we don't want to be beveled so these are all the inside edges of

this circle and there's an easy way how to select them you can just hold alt as you would select

the loop but then hold ctrl additionally and click these edges and if we enable x-ray you can

see that these are selected it's a little bit harder visible because these edges are marked

blue at the same time but you can see there are a little bit highlighted so if you alt click here

you will select these edges along the face loop so that's a useful trick and now we can reduce

the mean bevel weight for them to zero you can see they are no longer blue and if we tab out

and toggle x-ray we can see there is no beveling happening there so tab in and we'll need to select

these edges as well so alt ctrl click those as well and decrease the bevel weight there

and on the other side as well

and that's basically it so we can tab out and now if we enable subdivision modifiers so press ctrl

one for one level of subdivision and right click to shade smooth you can see that the bevel modifier

created these supporting edges for us so these things are creased and sharp but the inside

of the hole is smooth shaded and it's subdivided because there were no beveling happening there

now the one last thing to do is to go in the edit mode again select all let's look from the side

and let's press g and z and move all the way down here we can zoom in a little bit so we better see

and let's move this in a way that the origin point is in the middle of the hole so and right

now if we tab out and rotate this and manipulate it will rotate around that origin point and now

we can exit the local view so press slash on the numpad once again and we can move this in place

so press g move it right here we can toggle the x-ray so we better see this curvature here

and let's leave it like this and rotate it in place and probably make it a little bit smaller

so it barely touches this here okay now we can rotate it even more so it touches

almost touches the body not really it's not that important right now and now we can toggle x-ray

again press alt h to unhide all of the other geometry i will disable my wireframe overlay

and have a look around so this is our finished model of the shaman character that's basically

it there will be no more modeling apart from those little wisps that we'll create in the end

but this is now ready for a little bit of unwrapping and texturing so good job getting

all the way up here this is your first character model that's finished and now we'll just need to

make it look great

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