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Ok so this video I'm going to continue with Marley
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We are going to pretty much finished up creating tomorrow at 4
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In more than likely to start to UV or prepare for the high poly model so
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What is the last time we left back at actual
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On the wagon
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The last thing you need to do is add a few more details to like this
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So we have to ates geometry because
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Actually change the actual geometry here that we wouldn't be able to just paint that in
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Or even just use a normal map because if we used a normal map from this we will still be able to see the
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Coming out
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When in Disguise did should be an indent that goes in here to the geometry which is why we have
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Actually at this as geometry
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So let's go ahead and do that so going to use the multi cut tool for this
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What I'm going to do is go to Aaron at 3 p.m.
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H&M going to scare this I'm going to make it straight
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I'm actually going to go all the way down
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Bloody Lance I could this point
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So now the other extras that I asked him I'm going to be straight
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From the get go
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Caleb seizure
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Add another
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Ok so now that we want to do some one actually draw does geometry
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So let's do that so
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I missed you it I'm going to keep the streets in this case
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Mainly because I want to stew
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No stay
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The low poly and then not go to Overboard
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Not here it is the geometry to actually do that
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Then this one that's come out a little bit so I may have to add another extra pair
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And then possibly want here as well
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And then we can just continue to draw the go
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What is a bit more
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Ok so the presenter that's pretty much it for that one thing I could have
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When is to enable symmetry while I was driving that I did not do that I'm going to have to do
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Good face mode and just delete half of this
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Make sure we get this
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Ok so I'm going to do that
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And then I go to mirror this is the mirror to
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Is a positive number 2 or 1
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This should be good someone asks you to accept it so now where I can do is face mode
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To hold down the tab key to enable track selection
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Just drag across these it's not what I can do is actually x
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This in my head and you and extrusion
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And I'm going to just press the w to move this manually
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And the one thing I want to do with the flat in this strq
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And then just completely flatness
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They moved in here
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This is so now this actually goes in work
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Instead of arm
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Having the geometry not change for that
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Details like the diamond SIA
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Please can actually be added as normal map information we don't need to add that as an actual
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Because it doesn't affect the actual silver up too much
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We can get away with that
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Not one thing I want to do is I want to make sure that this little bit round there this ring
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To have a little bit of round to it so that I'm going to do this
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In between
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And I'm going to skip this in
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Actors
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Just to give this a little bit more roundness
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What's a push this out slightly
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Ok then we go down a bit more
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Nicer looking
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Ok so I think that looks good
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Drive to Southern this Aviemore and the way we can do that
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Just move into a little bit translation
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Is Harry comes into the geometry
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Something like this alright and now we have died
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Geometry in them
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Obviously we did end up creating more
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Apologies by adding the Rings we could just get rid of some of them
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We could do this
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Immersion dose and then control backspace to delete
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Actually do that to start to reduce the count of tomorrow
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So that's something that you could potentially to you for
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Reducing the Vertex account ok so we have that one and I like I said
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The actual Diamonds we can add those as actual geometry
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Actual normal map information so that's one more
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This one looks a little bit less looks like it comes
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He does injustice match but it doesn't look like it's too much so good
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Cancel you get away with using
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Having that detail as normal map
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And sitting also a smaller
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Ditto
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Which we wouldn't see up close to match
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Think we'll be able to actually get away with
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Using a normal map and the reason for that is because this one I'm like
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This one
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It doesn't really cross the Rings
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So it doesn't create any extra
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Silhouette change that will happen if that was going to the ring
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Which one's more between the actual handle the smooth handle that doesn't have the ringer
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Small piece
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Which we could potentially just had a separate piece of geometry just add extra
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Extra detail so it's actually do that
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This town
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F2 friend a selection and then we repeat it
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How to screen rotate on
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And if you remember I can do a little bit of perspective on this so what we have to do is actually movies
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Axel
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Ok then we go
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Probably needs to be a little flat as well
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We could also try to welded in writing this is such a small piece that doesn't necessarily
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Need that
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No one last thing I want to do that
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Tell me she doesn't line up with Tara
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The concert artists have a little bit of perspective to it
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So we will have to I bought this on a little bit
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Perhaps it has a little bit of
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Rotations
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Ok something like this I think I should be fine
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Let me set my scale to
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Our world
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Ok say something like this where is actually intercepts the rainbows too
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Ok so there we go I just noticed that this looks like it's wrong should not be
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Next train going to
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From
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Ok so that's more properly so like I mentioned that detail would be added as
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I think information and I think I'm going to actually
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Focused and slightly
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So there's more space in for that
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I can just on do that I think there is already enough space in there but I do
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Ok so that's pretty good
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We have pretty much everything as far as the geometry of the model
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That's look a little bit
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Sunspots
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Moretti with the normal map information that will be
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Could just move some of these are just a little bit
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Just transition between these two
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Ok so that we could also just reduce some of the
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Britax counterside merging some
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Emoji on PC
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Is rugby a game model so triangles are perfectly fine for tomorrow
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All right so that we are missing this small
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Connection between the top piece and this so to get that one I take I will have two mirrors
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Working at happy to geometry this
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So the planet point when it had to be
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Cure for sentence I'm going to
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Click The Entity
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Mobile three
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What you mean enable the Snapchat points and snap this by dragon
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Then I'm going to mirror
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Tomorrow
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The party boxes for the x
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I do want the
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PowerPoint to be
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Syrupy origin some of the snapper snap it to the grape
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Mirror
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The actors the stand
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Rescue and so now what I want to do is I want to get that extra please from
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So I'm going to Stuart a football of this
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Use the pork face
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Then extrude
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So to get that please I'm just going to text you this out
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But I mention the concept that have a little bit of
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Perspective to it
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This needs to be a lot smarter
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Is the transformer company
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Disco descent
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This will probably have to go up slightly
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Which is coldest
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On this axis just a little bit
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Actually come back with this piece of the better
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Ok so there we go that's
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That's pretty much complete the modelling process
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I think 40 counts we are we having the whole thing
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To get the actual Final Countdown going to be around 3000
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What is the most you export a model to a game engine
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The real Vertex can will be displayed
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I better not in Maya and that's because
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Changing also takes into account the courts normal changes or tomorrow and all that
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Read text
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Dennis is going to be around 3000 or close to 2036
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5000 triangles which is not too bad for a game model that you would see
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Someone up close
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This was like a bubble game that you would absolutely have to be a little bit more of the key on the train
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Get some more details to normal maps
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Or just don't text you
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Ok so I'm just looking at those making sure that looks right for the most part
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This little heart out of it
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So what I do recommend once you do the mirror
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Are you double check that the geometry looks pretty good for the most part and
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It's not that looks off
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I just not just in terms of geometry but also did an actual Pole
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That's what I'm doing right now just double checking that this looks right for the most part
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How much do you like the
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Time in Utah
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Seems to be an important feature
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Ok so before we do any us or
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Butter for the heart failure doing the double check and don't have any candles
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Cleaner options box
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Do you want to go to do Sunday reset my settings
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I want to do that to select matching polygons I don't want Maya to fix them for me
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Just have to tell me where they are
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And I'm going to enable Faces with more than 4 sites so that's pretty much and gone
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Black
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There are a few things
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So there is one come here so this one with fixed by
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Look here
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And then connect me to this
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And I'm going to have to marry this again just have to do this on average
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But one thing I do want to do here since I am fixing this if I do not collapse somebody's head
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Are we doing anything you have geometry that's not really padding
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Do the actual silhouette of the model upset or producer
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Ways to do that
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Let's go out and fix the handle
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So just want to delete half again
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Anybody delete that other half as well
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Navigate to double check the Anglesey
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This one has so we want to make sure we fix it
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Money go to fix them on one side
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Ok so there we go I think that's good
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So now we can do is actually for actually half of this again
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Just a lot of we don't have to 6 angles on each side
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OK Google what does double check I don't have any angles for this
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How is going to double check all right now we are clear from angles
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So now all we can do is actually do the mirror this will be our final
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For the low poly model
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Ok so here we have to decide if we want this to be a perfectly symmetrical model
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Now for the other side of the back that absolutely can be symmetrical
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What are you never going to see both eyes
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I'm at the same time
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The most you can see it from the front from that you want to be able to me
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Noticed that they are exactly symmetrical
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So what we care about is the front so he will have to decide if I wanted to be symmetrical
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On the x-axis so go
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Or if we acted it 1 days to have little bit of variation
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Looking at the concept looks fairly similar size of course
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The differences are that we offer chips here
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In different spots for the other side and also we have different
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Haggis cracks or Justice Lines
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And go through the road someone different tugboat size
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So depending on how much space do you want to use for your visa in a picture size
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Bookmakers magically or you could just have it asymmetrically
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Are you texting this case I think we are going to keep it
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Google when did because I think we do have
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We will have enough space in the UV
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CBeebies you can actually go ahead and do that
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Before we do that though I do want you
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Not had the extra
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Asymmetrical details
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Details
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Just to add some asymmetry
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For this site
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It is symmetrical
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A little bit of wear to it
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I do want us to this end and kill this and also snap it to the x-axis
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Emergency assist
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Ok so that's promoted for that side that's the only difference
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This one has
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Cracked here
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We just want to make sure we add that asymmetry to the morrow
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Significant here
256
00:24:27,904 --> 00:24:34,048
Michael Finnegan don't want to go to much I poorly with the internet
257
00:24:34,304 --> 00:24:36,096
Call EastEnders
258
00:25:17,312 --> 00:25:23,456
Ok so that's pretty much it just delete this one
259
00:25:25,504 --> 00:25:31,648
The only difference of Forest DC let or tomorrow everything
260
00:25:31,904 --> 00:25:33,184
Going to be
261
00:25:34,720 --> 00:25:38,304
Exchange in the actual sculpting
262
00:25:49,312 --> 00:25:50,848
Alright so we
263
00:25:51,104 --> 00:25:57,248
Don't 40 handle itself we are also going to keep it a secret
264
00:25:57,504 --> 00:26:03,648
I thought the front view
265
00:26:04,160 --> 00:26:10,304
We just go through without having to worry about that being symmetrical so I'm going to mirror
266
00:26:23,872 --> 00:26:30,016
I want to make sure that there's is perfectly straight in a centre skill this
267
00:26:30,272 --> 00:26:34,624
Snap it to the grid
268
00:26:35,136 --> 00:26:40,768
What's the weather freeze transforms on it and then we're going to go and a mirror this one
269
00:26:51,264 --> 00:26:54,080
This
270
00:27:12,256 --> 00:27:14,560
Ok so that's what it's looking like
271
00:27:15,072 --> 00:27:18,144
This sides going to be completely mirror
272
00:27:18,400 --> 00:27:24,544
Show me symmetrical for everything goes alright so at this point
273
00:27:24,800 --> 00:27:26,336
Either side
274
00:27:26,848 --> 00:27:32,992
Send this to our high quality program like the brush into the sculpting or
275
00:27:33,248 --> 00:27:38,368
Probably put a little bit before doing that or if you want to do uvs
276
00:27:38,624 --> 00:27:39,904
Now
277
00:27:40,416 --> 00:27:42,720
The sequence there is
278
00:27:43,232 --> 00:27:48,352
It's not important as you might think so we could absolutely do you this now
279
00:27:48,608 --> 00:27:50,656
Is this going to be a low poly model
280
00:27:51,168 --> 00:27:56,032
And I don't really see her ass changing anything as far as people College
281
00:27:56,544 --> 00:27:59,360
That is not
282
00:27:59,616 --> 00:28:04,224
Gary wood effect the low poly model so that we can actually do you this now
283
00:28:05,248 --> 00:28:07,808
And don't worry about
284
00:28:08,576 --> 00:28:12,672
Escorting you later so do you busy now and it's coming later
285
00:28:13,184 --> 00:28:18,560
Cystoscope tomorrow's going to be used as the high poly model you don't have to worry about
286
00:28:19,072 --> 00:28:20,864
Are the fact that we are doing your business
287
00:28:22,400 --> 00:28:28,544
ABBA obviously the sequence can also go the other way you can go out we can go and do it hi Paula
288
00:28:29,568 --> 00:28:31,104
Is later
289
00:28:31,360 --> 00:28:35,200
This is going to be tomorrow
290
00:28:35,456 --> 00:28:36,992
Oli Marlow
291
00:28:37,504 --> 00:28:41,856
Going to be obviously different as well apology then the high Palomar
292
00:28:42,624 --> 00:28:45,696
So the first thing on the A12 freeze transform today
293
00:28:46,720 --> 00:28:49,280
I'm going to delete all the history
294
00:28:49,536 --> 00:28:51,584
On the scene
295
00:28:51,840 --> 00:28:52,864
Me up at this app
296
00:28:53,888 --> 00:28:57,984
Make sure that there isn't anything here that
297
00:28:59,008 --> 00:29:02,336
Everything you do freeze transformations
298
00:29:08,736 --> 00:29:12,832
Ok
299
00:29:13,088 --> 00:29:15,904
Then we can actually dude are you please
300
00:29:16,160 --> 00:29:19,232
So because we're going to be using substance painter for you please
301
00:29:19,488 --> 00:29:21,792
We don't have to worry too much about
302
00:29:24,352 --> 00:29:27,424
Having really flat uvs that we had to you
303
00:29:27,680 --> 00:29:30,240
Use something like Photoshop or something like that
304
00:29:32,032 --> 00:29:36,128
Notice
305
00:29:38,432 --> 00:29:43,808
Next year that's not really needed
306
00:29:46,112 --> 00:29:52,256
So obviously I do recommend you double-checked double check that you don't have
307
00:29:52,512 --> 00:29:53,536
Unnecessary
308
00:29:53,792 --> 00:29:58,656
Geometry get rid of it I'm just going to go ahead into the us now
309
00:29:59,936 --> 00:30:03,008
Who's going out in the UK head office
310
00:30:07,872 --> 00:30:10,176
I'm going to spend my windows
311
00:30:11,200 --> 00:30:14,272
Don't need to see that concert right now
312
00:30:14,784 --> 00:30:20,928
First thing's is I like to apply a primer maths just that we are resetting
313
00:30:22,976 --> 00:30:27,840
I think I have some special settings on that so then we got to do UV window
314
00:30:28,096 --> 00:30:29,376
Menu
315
00:30:29,888 --> 00:30:32,960
Go to training app options box
316
00:30:33,984 --> 00:30:36,800
If you are have my said to be best plane
317
00:30:37,312 --> 00:30:39,616
So just let my other side which is the best player
318
00:30:39,872 --> 00:30:42,176
Is usually whatever the normals are facing
319
00:30:43,712 --> 00:30:45,760
I also keep the image with the ratio
320
00:30:47,040 --> 00:30:50,112
I think everything else
321
00:30:50,624 --> 00:30:53,184
Should be good to all it suppliers
322
00:30:53,952 --> 00:31:00,096
Lots of wire does a printer map
323
00:31:01,376 --> 00:31:05,728
This is looking pretty good already
324
00:31:07,264 --> 00:31:09,824
Check for any distortion
325
00:31:10,080 --> 00:31:12,128
There is a little bit off here
326
00:31:14,176 --> 00:31:20,064
I like to do as I like to use the on fold 2
327
00:31:20,576 --> 00:31:24,160
Let me double check that I'm not using special settings
328
00:31:24,672 --> 00:31:27,232
Tools on fault options box
329
00:31:28,768 --> 00:31:33,632
I think I'm not using any special settings by the looks of this
330
00:31:40,544 --> 00:31:44,640
That's not the actual correct one
331
00:31:47,968 --> 00:31:51,040
Ice-T of the modifier on fault
332
00:31:51,296 --> 00:31:57,440
Ok so I am using your full 3D which is not the Legacy option
333
00:31:58,464 --> 00:32:01,280
So when you hit that
334
00:32:01,536 --> 00:32:07,168
Unfolds for premature relaxis the movies
335
00:32:07,424 --> 00:32:13,568
Sorry I can't do that to this
336
00:32:13,824 --> 00:32:19,712
Just relax if somebody go so it's less so that somebody
337
00:32:19,968 --> 00:32:26,112
You be point on earth close to each other that helps with that
338
00:32:27,648 --> 00:32:33,792
This case I don't think it's really adding a lot to this
339
00:32:34,304 --> 00:32:40,448
Enable the grid here we can see that it looks pretty good for the most part but we want to see
340
00:32:40,704 --> 00:32:41,984
Dad's
341
00:32:42,240 --> 00:32:46,592
The Square from the Chequered pattern
342
00:32:46,848 --> 00:32:51,200
Are not that close to Square Saturday should be
343
00:32:51,712 --> 00:32:54,528
Going to rugby this
344
00:32:55,552 --> 00:32:56,320
So when you
345
00:32:56,576 --> 00:32:58,880
Playing out your PC to make sure that
346
00:32:59,648 --> 00:33:02,720
You are going pretty streets
347
00:33:02,976 --> 00:33:09,120
Places to avoid in Halifax so if you have
348
00:33:09,376 --> 00:33:10,912
Going this way for example
349
00:33:11,168 --> 00:33:17,312
Are your pixels when they go across
350
00:33:17,568 --> 00:33:23,712
When you go really low when it comes to attack your size pixel start to look more pixelated
351
00:33:23,968 --> 00:33:26,016
You have
352
00:33:26,272 --> 00:33:28,320
The great going across practise
353
00:33:28,576 --> 00:33:34,720
I supposed to run the lights are completely Street for the pixel Gun completely Street you not going to see many
354
00:33:34,976 --> 00:33:41,120
Make sure that you are you
355
00:33:41,376 --> 00:33:45,472
Pretty Street what's close to Spain
356
00:33:45,728 --> 00:33:51,872
Ok so we're going to live data
357
00:33:52,128 --> 00:33:52,896
For that
358
00:33:53,152 --> 00:33:56,224
I don't really need to separate anything here because
359
00:33:56,992 --> 00:33:59,040
Looking pretty good
360
00:33:59,296 --> 00:34:01,856
Another do we don't have that many
361
00:34:02,112 --> 00:34:04,416
Changes as far as the
362
00:34:05,440 --> 00:34:07,488
Degree of change between a geometry
363
00:34:07,744 --> 00:34:11,584
This one could be a little bit but it's not too extreme
364
00:34:12,096 --> 00:34:15,936
To the point where we will need to separate that to you
365
00:34:18,240 --> 00:34:21,312
So that's going to do this one
366
00:34:21,568 --> 00:34:23,360
Play map
367
00:34:23,616 --> 00:34:27,456
Just to get a reset of the universe
368
00:34:27,712 --> 00:34:32,320
Go to transform and just rotated by 90 degrees
369
00:34:33,344 --> 00:34:34,112
Is the weekend
370
00:34:34,368 --> 00:34:40,512
Updated this and we can double check that the EU
371
00:34:40,768 --> 00:34:46,912
That's not like we can see you there are so little bit of overlapping
372
00:34:47,168 --> 00:34:49,984
When you press on the distortion saying
373
00:34:50,496 --> 00:34:54,080
Someone else parts that are not
374
00:34:54,592 --> 00:34:56,384
Great
375
00:34:57,408 --> 00:35:00,736
So we can run the
376
00:35:01,248 --> 00:35:02,272
Unforced to
377
00:35:02,528 --> 00:35:08,672
Henry V
378
00:35:08,928 --> 00:35:09,952
Better UV
379
00:35:15,328 --> 00:35:21,216
Distortion but in this case I don't think this is going to be a big deal
380
00:35:21,728 --> 00:35:25,312
Especially not for this purchase
381
00:35:26,080 --> 00:35:32,224
This section I might actually want to separate just because the degree change here
382
00:35:32,992 --> 00:35:39,136
Stop my degree change battery so when I recommend
383
00:35:39,392 --> 00:35:43,232
A geometry to cut uvs there
384
00:35:43,488 --> 00:35:49,632
It's not quite there but I think that actually
385
00:35:49,888 --> 00:35:52,448
Separate uvs
386
00:35:53,216 --> 00:35:59,104
So here just prestia shift in the right Mouse
387
00:35:59,360 --> 00:36:05,504
Same absent my phone Kieran god this
388
00:36:08,320 --> 00:36:10,368
Turn on follow up
389
00:36:11,648 --> 00:36:14,720
Somatic just gives better uvs
390
00:36:22,144 --> 00:36:27,776
One of the sections we met on a look into this part right here
391
00:36:32,384 --> 00:36:38,528
I corner got you these
392
00:36:38,784 --> 00:36:40,576
Perhaps
393
00:36:49,280 --> 00:36:53,376
Stop thinking you're happy
394
00:36:55,680 --> 00:36:58,240
Do that one
395
00:37:03,104 --> 00:37:04,384
Yeah
396
00:37:04,640 --> 00:37:10,784
I think this is a lot better looking
397
00:37:11,040 --> 00:37:17,184
Starts to look a little bit too distorted at that point you'll probably get a lot of stretching
398
00:37:17,440 --> 00:37:23,072
Alright so I think we are going to leave it here obviously we are aware that there are some distortion spots
399
00:37:23,584 --> 00:37:25,632
Aprilia most part
400
00:37:26,400 --> 00:37:31,520
Strictly finalist with big maps
401
00:37:34,080 --> 00:37:39,456
And FC
402
00:37:40,224 --> 00:37:43,552
So for this one I'm going to separate the top
403
00:37:43,808 --> 00:37:46,112
Scott this
404
00:37:48,928 --> 00:37:55,072
For this we will have to also separate the interior and because it is such a dick
405
00:37:55,328 --> 00:38:01,472
Dad the playroom and will not be able to just handle that spin the way it is right now
406
00:38:01,728 --> 00:38:03,008
This year
407
00:38:06,080 --> 00:38:09,408
We might have to do something with it as well but we've gone to
408
00:38:09,920 --> 00:38:16,064
Bake me unfolded first just to see what we get
409
00:38:16,320 --> 00:38:20,416
This is more of a cylinder called
410
00:38:25,024 --> 00:38:28,608
Alright what is looks like
411
00:38:29,120 --> 00:38:31,424
This is not too bad
412
00:38:31,680 --> 00:38:37,824
One thing I will do as I want to separate it from here as well just like I said
413
00:38:38,080 --> 00:38:40,896
Change
414
00:38:41,408 --> 00:38:45,504
What's happening there
415
00:38:46,272 --> 00:38:47,808
You want me to do 72
416
00:38:48,064 --> 00:38:52,672
Expand the Range in Leigh
417
00:38:53,952 --> 00:38:59,072
How to hit the Orient shelf tries to make them relatively straight
418
00:38:59,584 --> 00:39:01,376
They wouldn't hit the layout button
419
00:39:01,632 --> 00:39:04,960
That I do think I'm using special settings
420
00:39:05,216 --> 00:39:07,520
Modify my options box
421
00:39:07,776 --> 00:39:13,920
So what I am using the Legacy options for this I just found out the latest
422
00:39:14,176 --> 00:39:15,712
A little bit better
423
00:39:16,224 --> 00:39:16,736
So
424
00:39:17,504 --> 00:39:19,808
Sending this to world for the prescale
425
00:39:20,320 --> 00:39:21,344
Let's see
426
00:39:21,856 --> 00:39:22,880
Flip reverse
427
00:39:23,392 --> 00:39:24,416
Uniform
428
00:39:25,440 --> 00:39:31,584
My degree changes
429
00:39:31,840 --> 00:39:35,168
Play find a little bit of a better job
430
00:39:35,424 --> 00:39:36,960
Giving us
431
00:39:37,984 --> 00:39:40,288
Nisa parking we
432
00:39:43,872 --> 00:39:47,456
Looks like I will have to cut this one
433
00:39:47,712 --> 00:39:51,040
Because it's starting to
434
00:39:53,600 --> 00:39:56,928
TouchPad change in a sleep
435
00:39:57,184 --> 00:40:00,768
Possibly also recorded here
436
00:40:01,280 --> 00:40:02,048
Do that
437
00:40:02,304 --> 00:40:08,448
You can see now we get nicer
438
00:40:08,704 --> 00:40:09,984
Our streets
439
00:40:11,264 --> 00:40:12,288
Are you busy
440
00:40:17,152 --> 00:40:23,296
Do the same with this one but this one I think has enough brown and stabbed should be fine
441
00:40:23,552 --> 00:40:29,696
And also the details that's Park significant that even if there was a slight
442
00:40:29,952 --> 00:40:32,768
Distortion there would be that noticeable
443
00:40:35,840 --> 00:40:41,984
Creating everything else I'm going to make sure that we
444
00:40:42,240 --> 00:40:43,520
Having the overlapping uvs
445
00:40:44,288 --> 00:40:48,640
My overlapping my like this was like this
446
00:40:48,896 --> 00:40:52,992
No we wouldn't be able to tell that there's overlapping uvs
447
00:40:53,504 --> 00:40:56,576
About usually that's not your fault who was forced to help with that
448
00:40:56,832 --> 00:41:02,976
I woke up this here just because it's going to get a little bit distorted
449
00:41:06,048 --> 00:41:11,936
So that we can get nice Australia more straight movies down here
450
00:41:15,520 --> 00:41:21,664
I think that's pretty good for the most part
451
00:41:21,920 --> 00:41:22,944
To separate
452
00:41:30,624 --> 00:41:35,232
Ok so that's good for you go back
453
00:41:35,744 --> 00:41:41,888
Alright so now we can have this one
454
00:41:42,144 --> 00:41:43,424
Press here
455
00:41:43,680 --> 00:41:47,008
And then this one I think is going to be mainly
456
00:41:47,264 --> 00:41:48,544
Moulding
457
00:41:53,151 --> 00:41:56,479
Straight
458
00:41:59,295 --> 00:42:04,159
Ok so that's good for that the queue
459
00:42:04,671 --> 00:42:09,023
A map
460
00:42:11,071 --> 00:42:17,215
I want to do a pineapple face of the back in the unfolding
461
00:42:19,519 --> 00:42:22,335
Ok so that's fine
462
00:42:22,847 --> 00:42:28,991
Do you want to make a straight
463
00:42:29,247 --> 00:42:35,391
UV solar panel what we want to do is we want to just lay out everything
464
00:42:35,647 --> 00:42:41,791
Who's going to do the job at
465
00:42:42,047 --> 00:42:47,679
Resolution is good across the entire thing all the pieces
466
00:42:52,543 --> 00:42:56,639
I think this is pretty good
467
00:42:59,711 --> 00:43:05,855
Men on the move this one
468
00:43:06,111 --> 00:43:06,623
Sense
469
00:43:08,415 --> 00:43:14,559
Days to transform by nandi
470
00:43:15,071 --> 00:43:15,839
See what this one
471
00:43:17,375 --> 00:43:21,983
Just a lovely face the direction that the actual geometry station
472
00:43:25,567 --> 00:43:29,407
Usually better to have him like that
473
00:43:29,919 --> 00:43:36,063
How to make a bit closer but not too much because if you have TVs that are 2
474
00:43:37,855 --> 00:43:43,999
Spacing in the pencils as well you may see some artefacts or bleeding between them
475
00:43:44,255 --> 00:43:50,399
Summer geometry I should say
476
00:43:51,679 --> 00:43:56,287
So we do want to have some spaces between the
477
00:43:59,615 --> 00:44:01,663
Turn the shelf
478
00:44:01,919 --> 00:44:08,063
Ok so that looks pretty good for the uvs so
479
00:44:08,319 --> 00:44:14,463
When it comes to you because you make what am I truly don't have too many shells minimum possible
480
00:44:21,887 --> 00:44:24,959
So that's ok for a roly poly model
481
00:44:25,215 --> 00:44:31,359
Michelle has TVs so the last thing we want to do is listen to the other side
482
00:44:31,615 --> 00:44:33,663
Delete history first
483
00:44:36,991 --> 00:44:39,039
And Alice Gardner
484
00:44:39,295 --> 00:44:40,831
This used to be
485
00:44:58,495 --> 00:45:00,031
This one
486
00:45:07,967 --> 00:45:10,527
And then need to move the
487
00:45:10,783 --> 00:45:12,831
Pivot point list please
488
00:45:25,887 --> 00:45:32,031
See I think this is
489
00:45:32,287 --> 00:45:35,615
Also needs to be mirror to the other side
490
00:45:43,807 --> 00:45:46,111
Alright today we go
491
00:45:46,367 --> 00:45:52,511
Nothing I do want to do it double check for handguns sometimes I have found that when using a mirror
492
00:45:52,767 --> 00:45:57,887
Sometimes penguins can show up
493
00:45:59,167 --> 00:46:05,311
Let's see looks like this
494
00:46:05,567 --> 00:46:08,895
4
495
00:46:20,927 --> 00:46:26,559
I'm not seeing until Derry office and this was probably add it but I did diya
496
00:46:27,071 --> 00:46:28,863
The mirror
497
00:46:41,407 --> 00:46:47,551
What is the difference of overlapping vertices somewhere here
498
00:46:47,807 --> 00:46:53,951
Just like everything just made to this with a small pressure to make you darker
499
00:46:54,207 --> 00:46:55,487
Vertices
500
00:47:12,639 --> 00:47:18,783
All right so that looks like it's it for the angles so it's always going to double check
501
00:47:19,039 --> 00:47:24,927
There are no angles so protect
502
00:47:25,183 --> 00:47:30,047
That was out in the Mirror by the Miracles doing that
503
00:47:30,559 --> 00:47:36,703
Ok so now the low poly model is pretty much done
504
00:47:37,983 --> 00:47:40,799
Stop this up so
505
00:47:41,311 --> 00:47:44,639
I'm thinking to do something to press ctrl g just a group this
506
00:47:44,895 --> 00:47:46,943
Is the other nicer
507
00:47:48,479 --> 00:47:50,527
Grouping here
508
00:47:50,783 --> 00:47:56,927
I do want to do as I want to set my smoothing groups on the low poly model
509
00:47:57,183 --> 00:47:59,487
What I like to do as I like to stop the
510
00:47:59,999 --> 00:48:06,143
Any Edge has been cut in the UV so I like to set up to a heart and
511
00:48:06,399 --> 00:48:12,543
Everything else is smooth Edge you can if you go to mash display
512
00:48:14,079 --> 00:48:16,895
Red seas under soften hardened edges
513
00:48:17,407 --> 00:48:22,527
Mercure you can set it instead of angle you can send it to attach to border
514
00:48:22,783 --> 00:48:24,575
You can apply this
515
00:48:24,831 --> 00:48:30,975
It's only going to harden wherever uvs
516
00:48:31,231 --> 00:48:31,999
Separate
517
00:48:32,255 --> 00:48:37,887
So you do have to use this with each model
518
00:48:39,679 --> 00:48:45,823
There is also a tool that can do this are medically
519
00:48:46,079 --> 00:48:47,871
How do you start
520
00:48:48,127 --> 00:48:54,271
Adults moving group link somewhere you can get
521
00:48:54,527 --> 00:49:00,671
You can do is click on it it's going to automatically set the smoothing groups for everything
522
00:49:00,927 --> 00:49:07,071
We don't have to do it manually for each please
523
00:49:07,327 --> 00:49:09,631
That's going to be fixed once we do
524
00:49:10,143 --> 00:49:16,287
Dry calamari
525
00:49:17,567 --> 00:49:23,711
Just a little bit the way discussed out
526
00:49:23,967 --> 00:49:30,111
Probably got a little bit played together
527
00:49:30,367 --> 00:49:36,511
This is such a small detail Dad
528
00:49:36,767 --> 00:49:38,815
Rohan are you being already like that
529
00:49:40,351 --> 00:49:46,495
Do Mabel slot elections to go across the whole thing
530
00:49:46,751 --> 00:49:48,287
Charlotte Bronte pub
531
00:49:56,735 --> 00:50:00,319
Alright I think I'm a lot better
532
00:50:00,575 --> 00:50:06,719
So this is going to be a low poly model so we will match you with the Indies
533
00:50:06,975 --> 00:50:12,095
Good names obviously I like to use a arrow name in Two
534
00:50:12,351 --> 00:50:14,399
So I guess I'm going to
535
00:50:14,655 --> 00:50:16,447
Add this to the yard
536
00:50:16,703 --> 00:50:22,847
Do a lynx attack a notepad file that has the links to these
537
00:50:23,359 --> 00:50:29,503
Even obviously name this manually as well
538
00:50:29,759 --> 00:50:31,551
Set the name
539
00:50:32,063 --> 00:50:38,207
And then I was going to add a suffix to this is going to be a low poly model
540
00:50:38,463 --> 00:50:44,607
Ok so now we have a look
541
00:50:44,863 --> 00:50:51,007
We can pretty much export this this is what we're going to use in
542
00:50:51,263 --> 00:50:55,359
Substance painter
543
00:50:55,615 --> 00:50:57,919
What's you can see now
544
00:50:58,687 --> 00:50:59,455
Our model
545
00:50:59,711 --> 00:51:02,527
Match match in the image
546
00:51:02,783 --> 00:51:08,927
I still don't think that I am
547
00:51:10,975 --> 00:51:12,511
But we're going to leave it here as it is
548
00:51:12,767 --> 00:51:18,399
So now I want to do to export a low poly model file export selection
549
00:51:18,655 --> 00:51:20,191
Well you have the folder selector
550
00:51:22,495 --> 00:51:26,079
I like to just create a folder so I can make changes Bates
551
00:51:27,871 --> 00:51:34,015
Copy to mean copy paste
552
00:51:34,271 --> 00:51:36,831
Alright it is going to be my weapon or one love
553
00:51:37,087 --> 00:51:43,231
When you're exploring locally if you're using Maya you want to make sure on the geometry that you said you
554
00:51:43,487 --> 00:51:44,511
Running groups is on
555
00:51:44,767 --> 00:51:49,375
Tangents and normals to off
556
00:51:49,631 --> 00:51:55,775
Have you got one of those on when you're exporting a low poly model for baking
557
00:51:56,031 --> 00:51:58,591
Everything else you can just leave it as the default
558
00:51:59,103 --> 00:52:01,919
I haven't actually really important because you want to keep us
559
00:52:02,431 --> 00:52:04,479
Are you study groups which is your normal
560
00:52:04,991 --> 00:52:11,135
And keep if you don't do that you're going to see real really are
561
00:52:11,391 --> 00:52:13,183
Go back to maps
562
00:52:13,695 --> 00:52:15,231
Rifle export app
563
00:52:16,511 --> 00:52:17,791
One more thing
564
00:52:18,559 --> 00:52:19,839
What you're exporting
565
00:52:20,095 --> 00:52:22,143
How to export an fbx file
566
00:52:22,911 --> 00:52:25,983
That's what I'm doing to you on exporting as an fbx file
567
00:52:26,239 --> 00:52:31,359
If you don't have the option what you can do is go too far for serious play
568
00:52:31,615 --> 00:52:35,455
Window Aesthetics preferences blog manager
569
00:52:36,223 --> 00:52:40,575
And then you can search for ABS and make sure that is actually
570
00:52:41,343 --> 00:52:42,367
Enabled
571
00:52:42,879 --> 00:52:45,183
Should be somewhere here at the bottom
572
00:52:47,743 --> 00:52:51,071
Fbx loader data load
573
00:52:51,327 --> 00:52:57,471
Go start a ninja sex party model
574
00:52:57,727 --> 00:53:03,871
Section of the door so next we go to prepare the model for high poly model and
575
00:53:04,127 --> 00:53:05,919
And sculpting
43983
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