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These are the user uploaded subtitles that are being translated: 1 00:00:05,082 --> 00:00:10,321 Very well guys, so as mentioned on the previous video, we're going to be using C-Spheres here 2 00:00:10,324 --> 00:00:15,001 inside of Seabirds and before I show you how to do geometry, I just want to quickly go 3 00:00:15,004 --> 00:00:17,001 over how C-Spheres work. 4 00:00:17,004 --> 00:00:23,541 So C-Spheres are this very, I won't say old, but it's another method in creating base meshes 5 00:00:23,544 --> 00:00:24,661 for our characters. 6 00:00:24,664 --> 00:00:28,921 So if you go over here and you click on C-Sphere, you can draw one C-Sphere and then press the 7 00:00:28,924 --> 00:00:31,401 letter T to go into edit mode. 8 00:00:31,404 --> 00:00:35,361 You can also go to the lightbox and here on the projects, there's going to be a C-Sphere 9 00:00:35,364 --> 00:00:36,361 right here. 10 00:00:36,364 --> 00:00:38,341 So whichever one you prefer to use, that's fine. 11 00:00:38,344 --> 00:00:40,601 We're just going to have our C-Sphere available right here. 12 00:00:40,604 --> 00:00:44,441 I'm going to turn off dynamic perspective and the way C-Spheres work is they try to 13 00:00:44,444 --> 00:00:48,581 emulate the armature creation that we normally have in traditional clay sculpting. 14 00:00:48,584 --> 00:00:53,441 So if you're in a draw mode, which is letter Q, as you guys remember, which by the way, 15 00:00:53,444 --> 00:00:56,001 let me turn on Karnak real quick, there we go. 16 00:00:56,004 --> 00:00:59,921 So when you have the letter Q, you can just click and drag and that's going to create 17 00:00:59,924 --> 00:01:00,843 a new C-Sphere on your object. 18 00:01:00,844 --> 00:01:03,123 Subtitled by online-courses.club We compress knowledge for you! 19 00:01:03,125 --> 00:01:11,679 You can of course turn on or off symmetry, as you can see if symmetry is turned on and you go to the center you're going to get that little green line that indicates that you're going to be creating a C-Sphere on the center of your character. 20 00:01:11,682 --> 00:01:14,679 So just click, drag and drop and that's going to create a new sphere. 21 00:01:14,682 --> 00:01:16,679 You can click, drag and drop again and there we go. 22 00:01:16,682 --> 00:01:21,679 To eliminate one you just need to press Alt and just click it and that's going to eliminate one of the C-Spheres. 23 00:01:21,682 --> 00:01:28,679 Now the cool thing about the C-Spheres is that again we can build chains of these C-Spheres to generate a little base mesh. 24 00:01:28,682 --> 00:01:30,679 For instance, I don't know like a gummy bear or something right here. 25 00:01:30,682 --> 00:01:36,679 That's going to allow us to sculpt something without having to just grab a sphere and move it around. 26 00:01:36,682 --> 00:01:42,679 Now the way we see whether or not our C-Sphere mesh is working nicely is by pressing the letter A. 27 00:01:42,682 --> 00:01:50,679 So if I press the letter A, I'm going to get a nice display of how this mesh is going to be generated once we jump into traditional Dynamesh. 28 00:01:50,682 --> 00:01:52,679 However, right now we're not ready to do that. 29 00:01:52,682 --> 00:01:58,679 Now if we press W, we're going to go to move and the spheres are as any 3D object they can be moved around. 30 00:01:58,682 --> 00:02:00,511 So if I move this like this for instance. 31 00:02:00,514 --> 00:02:04,831 Or I push this up and I push this down as you can see, we generate a new kind of armature 32 00:02:04,834 --> 00:02:09,091 that again we can preview by pressing the letter A. It's going to give us the generated 33 00:02:09,094 --> 00:02:12,871 mesh that we're going to have once we do dynamesh which looks quite nice. 34 00:02:12,874 --> 00:02:17,871 Now as you probably saw right here, there might be a point where if you have two spheres 35 00:02:17,874 --> 00:02:23,311 really close to each other, you might get like this or like there we go like that gradient 36 00:02:23,314 --> 00:02:24,311 on the element. 37 00:02:24,314 --> 00:02:29,591 That's ZBrush telling you, hey, I'm not sure I'm going to be able to like properly solve 38 00:02:29,594 --> 00:02:30,591 that part. 39 00:02:30,594 --> 00:02:34,231 If you press the letter A and you don't see any issues, then you're in good luck because 40 00:02:34,234 --> 00:02:36,271 you're not going to have to do or change anything. 41 00:02:36,274 --> 00:02:40,871 However, if you see that and you press A and things look wrong, that's because the C spheres 42 00:02:40,874 --> 00:02:43,271 are overlapping too close to each other. 43 00:02:43,274 --> 00:02:48,191 So you need to move them, you need to press E for instance to scale them even and just 44 00:02:48,194 --> 00:02:51,471 modify the C spheres so that you get a better result. 45 00:02:51,474 --> 00:02:54,871 Another cool thing about C spheres is that once you have a chain of spheres like this 46 00:02:54,874 --> 00:02:59,432 one right here, you can press the letter Q again and add more C spheres in between. 47 00:02:59,712 --> 00:03:03,112 And then use those to generate a slightly different like silhouette. 48 00:03:03,392 --> 00:03:06,391 So you can add or remove as many C spheres as you want. 49 00:03:06,394 --> 00:03:10,992 Remember to remove is on Q again, and then alt and click to remove one C sphere. 50 00:03:11,312 --> 00:03:13,591 So if you don't like the C spheres, you just do this. 51 00:03:13,594 --> 00:03:17,272 Now, very, very, very important rule of thumb when working with C spheres. 52 00:03:17,512 --> 00:03:19,472 Let's say I want to create more C spheres down here. 53 00:03:19,592 --> 00:03:23,871 If I start, if I start drawing up here and then I immediately jump and draw over 54 00:03:23,874 --> 00:03:29,471 here, sometimes a weird connection happens where this sphere thinks that it's somehow 55 00:03:29,474 --> 00:03:30,832 linked to this upper sphere. 56 00:03:31,112 --> 00:03:34,151 Right now it's not really happening, but it has happened to me sometimes. 57 00:03:34,154 --> 00:03:37,351 And to a lot of my students, it's like a little bug that we have here instead of 58 00:03:37,354 --> 00:03:37,752 C brush. 59 00:03:37,912 --> 00:03:42,591 So the best rule of thumb is you draw a sphere and then you click outside of the 60 00:03:42,594 --> 00:03:45,952 box or outside of your object so that you have a clean mesh now. 61 00:03:46,312 --> 00:03:46,712 Okay. 62 00:03:46,992 --> 00:03:51,151 So again, we draw a sphere, click outside, draw another sphere, click outside, and 63 00:03:51,154 --> 00:03:53,032 you can keep drawing anywhere you want. 64 00:03:53,264 --> 00:03:56,863 So imagine we had to create like a caterpillar or like an octopus or 65 00:03:56,866 --> 00:03:57,544 something like that. 66 00:03:57,664 --> 00:04:01,943 We can use C-spheres to create the very basic base mesh and then jump into 67 00:04:01,946 --> 00:04:04,584 Dynamesh to generate the final object. 68 00:04:05,184 --> 00:04:05,464 Okay. 69 00:04:05,624 --> 00:04:07,623 I'm going to, I'm going to just go to Lightbox. 70 00:04:07,626 --> 00:04:10,263 I'm going to start over from the very beginning and I'm going to show you now 71 00:04:10,266 --> 00:04:12,984 how to create an armature for our character right here. 72 00:04:13,384 --> 00:04:16,144 So I'm going to bring my pure ref file right around here. 73 00:04:16,824 --> 00:04:18,864 I'm going to right click on this and I'm going to say mode. 74 00:04:19,104 --> 00:04:20,983 I'm going to say, I'm going to remove always on top. 75 00:04:20,986 --> 00:04:23,703 So now when I click on C brush, the pure ref file is of course 76 00:04:23,706 --> 00:04:25,064 going to go to the backside. 77 00:04:25,304 --> 00:04:28,423 And then we can go up here to the see-through option and we can bring 78 00:04:28,426 --> 00:04:31,384 the see-through a little bit up so that we can see the silhouette of the character. 79 00:04:31,704 --> 00:04:33,344 I'm going to turn off dynamic perspective. 80 00:04:33,544 --> 00:04:37,023 And over here, what I'm going to do is I'm going to find the center of 81 00:04:37,026 --> 00:04:38,103 the character right there. 82 00:04:38,106 --> 00:04:40,584 So the core, the abdomen of the character. 83 00:04:41,144 --> 00:04:44,943 With my letter Q, I'm going to draw the chest, which is going to be a 84 00:04:44,946 --> 00:04:46,464 sphere is going to be here on the top. 85 00:04:46,784 --> 00:04:50,543 You can press a shift to snap the scale of your object to the same as 86 00:04:50,546 --> 00:04:52,384 the last sphere. 87 00:04:52,464 --> 00:05:00,463 So if I just drag and drop, I can go any size I want, but if I want to have the exact same size, I can start drawing and then press shift to snap it. 88 00:05:00,466 --> 00:05:05,463 And then I'm going to do one more down here, which is going to be like the hips, as you can see right there. 89 00:05:05,466 --> 00:05:11,463 Of course, this one right here, which is the chest area, I'm going to scale. I'm going to press the letter E to scale. 90 00:05:11,466 --> 00:05:14,463 Just click on this and I'm going to scale it up a little bit. 91 00:05:14,466 --> 00:05:19,463 I might even press the letter W and move it up a little bit so that we match most of the model. 92 00:05:19,466 --> 00:05:22,463 Now, you don't want to really capture all the muscles. 93 00:05:22,466 --> 00:05:27,463 We want to capture the inside of the structure, the main volumes of the character. 94 00:05:27,466 --> 00:05:29,463 Now I'm going to press the letter Q again. 95 00:05:29,466 --> 00:05:34,463 I'm going to go to the side and we're going to draw one shoulder right there. 96 00:05:34,466 --> 00:05:36,463 Quite big because this guy is quite big. 97 00:05:36,466 --> 00:05:37,463 So something like this. 98 00:05:37,466 --> 00:05:39,463 Now, when we see it from the side, this is very important. 99 00:05:39,466 --> 00:05:46,463 The human or the human body is usually placed in a way that there's a balance going between the different shapes. 100 00:05:46,466 --> 00:05:50,464 So the chest is usually tilted back and the pelvis is usually tilted forward. 101 00:05:51,232 --> 00:05:56,831 So in this case, we're going to change that by moving this thing back like this and this guy 102 00:05:56,834 --> 00:06:01,311 like this. See that's just kind of like a like a little bean that we have right here. Now I'm 103 00:06:01,314 --> 00:06:06,991 going to press Q again. I'm going to draw another sphere for the arms and with W I'm going to move 104 00:06:06,994 --> 00:06:11,631 the arms right down there. I'm going to press E to scale them. I'm going to scale them down 105 00:06:11,634 --> 00:06:16,992 because they're not as thick and then with Q I'm going to add one sphere right there on the center. 106 00:06:17,552 --> 00:06:22,031 Usually when we see the arms from the side, the forearm is actually pushing a little bit forward 107 00:06:22,034 --> 00:06:27,231 like this. The arm is usually very straight so we're going to keep it really straight right there 108 00:06:27,234 --> 00:06:31,231 and this is where the forearm is going to be. Of course we're missing the hand. I'm just going to 109 00:06:31,234 --> 00:06:36,111 add one more sphere for the hand and the hand is usually like this a little bit relaxed as well. 110 00:06:36,114 --> 00:06:41,631 It's usually facing inwards something like that and again as you can see the main idea right now 111 00:06:41,634 --> 00:06:46,111 is to capture most of the volume but we're not worried about the muscles because we're going to 112 00:06:46,114 --> 00:06:48,912 be doing the muscles ourselves. 113 00:06:49,088 --> 00:06:54,087 I'm going to press the letter E to scale this a little bit more so that we can build the muscles a little bit better later. 114 00:06:54,090 --> 00:06:56,087 So, there we go. 115 00:06:56,090 --> 00:06:59,087 On the top part, I'm going to draw another sphere. It's going to be the neck. 116 00:06:59,090 --> 00:07:02,087 And then I'm going to draw another sphere which is going to be the head. 117 00:07:02,090 --> 00:07:10,087 Again, if we try to match this as close as possible, I should be able to push the head up and just give it a little bit more size right now. 118 00:07:10,090 --> 00:07:11,087 Something like this. 119 00:07:11,090 --> 00:07:16,087 We're going to remove and modify the head again so that we have our nine heads as we had originally on our concept. 120 00:07:16,090 --> 00:07:18,087 So, there you go. 121 00:07:18,090 --> 00:07:23,087 I do think he's a little bit wider so I'm going to push these guys out a little bit more like this. 122 00:07:23,090 --> 00:07:25,087 And now I'm going to go to the legs. 123 00:07:25,090 --> 00:07:28,087 I'm going to add two on the side right here which are like the hips. 124 00:07:28,090 --> 00:07:32,087 Okay, you can see that the proportions there matching quite nicely. 125 00:07:32,090 --> 00:07:36,087 And then from the hips, we're going to go all the way down to the fingers. 126 00:07:36,090 --> 00:07:37,087 Careful there. 127 00:07:37,090 --> 00:07:38,087 Let's go to the front view. 128 00:07:38,090 --> 00:07:42,087 And again, just keep the legs separated a little bit. 129 00:07:42,090 --> 00:07:45,087 You can see here that it's a little bit too far back. 130 00:07:45,090 --> 00:07:48,088 So, with W, I'm just going to move them forward. 131 00:07:48,272 --> 00:07:53,731 I'm going to add one with Q right there on where the knee would be, and then I'm going 132 00:07:53,734 --> 00:07:58,651 to add two little ones right here, which are going to represent the feet. 133 00:07:58,654 --> 00:08:00,491 We're going to change the feet and the hands later on. 134 00:08:00,494 --> 00:08:04,611 Right now it's just a very, very basic construction of what we want. 135 00:08:04,614 --> 00:08:07,851 I do think the hands are a little bit big, so I'm going to go to scale and just make 136 00:08:07,854 --> 00:08:09,491 it a little bit smaller. 137 00:08:09,494 --> 00:08:11,731 That way he's going to look way, way bigger. 138 00:08:11,734 --> 00:08:17,191 Now, I know I mentioned that we don't want to capture the muscles, but I do want to capture 139 00:08:17,194 --> 00:08:19,671 a little bit of the volume of what the muscles represent. 140 00:08:19,674 --> 00:08:22,831 So, for instance, here on the legs, I'm going to add another one right here. 141 00:08:22,834 --> 00:08:26,551 I'm going to make it a little bit bigger, representing the quad muscles right around 142 00:08:26,554 --> 00:08:31,231 there, and I'm going to add another one right here, make it bigger, and push it back with 143 00:08:31,234 --> 00:08:36,791 W to generate what would be the calf muscles. 144 00:08:36,794 --> 00:08:41,351 I'm going to do the E here to scale this up, and as you can see, we get a really, really 145 00:08:41,354 --> 00:08:44,392 nice proportion of how the character is supposed to look. 146 00:08:44,736 --> 00:08:50,175 Usually you want the lower legs and the forearms to be slightly longer than the arms and the upper legs 147 00:08:50,178 --> 00:08:55,056 So I'm gonna grab my knees here and just gonna push them a little bit up just a tad bit not too much 148 00:08:56,656 --> 00:09:00,815 On the upper side things look things look good. So yeah, there you go 149 00:09:00,818 --> 00:09:05,735 let's get rid of the see-through for just a second and if we press the letter a as you can see we're gonna get this a 150 00:09:05,738 --> 00:09:11,216 Very nice sort of like a gumball or is it gum gum? What was the name of that little guy? 151 00:09:11,336 --> 00:09:14,335 We get this just like very basic clay element 152 00:09:14,338 --> 00:09:15,975 It's gonna be a great 153 00:09:15,978 --> 00:09:21,816 Against starting point a great base mesh so that we can start adding the forms of proportions and all of the things that we need 154 00:09:22,096 --> 00:09:27,136 So the next thing that we need to do here is save this. So I'm gonna save this. Let's go to our 155 00:09:27,776 --> 00:09:29,776 Our main project right here 156 00:09:30,136 --> 00:09:32,615 And one of the reasons what's important to save imagine again? 157 00:09:32,618 --> 00:09:36,776 We're doing a game and maybe there's like three or four demons that are very similar to this guy 158 00:09:37,136 --> 00:09:41,536 Then one of the things that we could do is we could save this so that anytime we need to start a new one 159 00:09:41,696 --> 00:09:44,096 We don't have to start from scratch. I'm going to save this in 160 00:09:45,136 --> 00:09:48,656 Um in c tools and this is going to be called only 161 00:09:50,016 --> 00:09:52,015 c sphere 162 00:09:52,018 --> 00:09:54,016 Start so if you guys are having issues 163 00:09:54,736 --> 00:09:59,936 With the c spheres you can always go to this one and start right here. Now. There's a couple of things I want to do 164 00:10:00,345 --> 00:10:02,305 Subtitled by online-courses.club We compress knowledge for you! 165 00:10:02,306 --> 00:10:00,575 um 166 00:10:00,578 --> 00:10:03,696 Usually when we sculpt the character we want to have a pose 167 00:10:04,016 --> 00:10:08,656 That allows us to work on all of the areas without like overlapping too much later on 168 00:10:08,736 --> 00:10:12,416 We're going to pose the character so that he fits and looks exactly like he does in the concept 169 00:10:12,576 --> 00:10:16,096 But right now one of the things that I want to do is I want to push the arms out a little bit 170 00:10:16,416 --> 00:10:22,015 There are two poses usually a t pose which is straight like this and then there's a pose or b pose 171 00:10:22,018 --> 00:10:26,335 Which is like this like a 45 degree angle. However, since this guy is really really bulky 172 00:10:26,338 --> 00:10:28,816 I'm actually going to go a little bit higher than 45 degrees 173 00:10:28,976 --> 00:10:31,935 So that we can work on the armpit and on the inside of the arms 174 00:10:31,938 --> 00:10:35,076 So i'm gonna go to this sphere right here i'm gonna press the letter r 175 00:10:35,328 --> 00:10:39,647 and what you can do is you can actually click on the bone which is this little triangle right here 176 00:10:39,650 --> 00:10:44,927 and use that bone to rotate the object so we can rotate this up like this and that way we're going 177 00:10:44,930 --> 00:10:49,807 to have enough room to work on the inside of the arm right there i'm going to bring the head back 178 00:10:49,810 --> 00:10:53,167 a little bit and even the neck back a little bit there's a lot of adjustments that we're going to 179 00:10:53,170 --> 00:10:58,127 have to do very very soon but right now the more we can or the closer we can get to the concept 180 00:10:58,130 --> 00:11:03,087 the the easier our work is going to be once we start like a like like generating all of the 181 00:11:03,090 --> 00:11:09,247 different elements so yeah for the legs again some people like to work with very straight legs when 182 00:11:09,250 --> 00:11:13,407 i'm sculpting i also like to split the legs a little bit more so i'm going to go to the hips 183 00:11:13,410 --> 00:11:18,367 and with r i'm also going to move this out just a tad but later on we're going to bring them back 184 00:11:18,370 --> 00:11:22,047 so that he it looks like he's standing a little bit better but this is going to allow us to work 185 00:11:22,050 --> 00:11:27,407 on this inner side of the legs with way more precision so this is our new like c sphere again 186 00:11:27,410 --> 00:11:32,207 i'm just going to save this real quick so that we have the basics and that's pretty much it the next 187 00:11:32,210 --> 00:11:33,168 thing we need to do 188 00:11:33,296 --> 00:11:37,855 to make this into a usable base mesh that we can start sculpting it because a very very common 189 00:11:37,858 --> 00:11:41,535 mistake people will just press the letter a and they think that they're ready to start working 190 00:11:41,538 --> 00:11:46,815 and they'll just start working and sculpting no you need to convert this into a usable mesh 191 00:11:46,818 --> 00:11:51,695 so go out of c-sphere make it a mesh and then you can start working on it so for this particular 192 00:11:51,698 --> 00:11:56,575 character i'm going to go to this side right here i'm going to go to where it says adaptive skin 193 00:11:56,578 --> 00:12:00,495 as you can see this is the preview that we've been turning on and on the adaptive skin we have 194 00:12:00,498 --> 00:12:06,255 a density of five a dyna mesh resolution of 256 um i think it's a little bit high to be honest 195 00:12:06,258 --> 00:12:10,815 so i'm going to bring this down to 128 and if we preview it should give us a little bit less 196 00:12:10,818 --> 00:12:17,775 points so around 1000 or 100 000 points and uh yeah once we're ready we just say make adaptive 197 00:12:17,778 --> 00:12:21,935 skin and what's going to happen is over here on the sub tool menu or the tool menu we're going to 198 00:12:21,938 --> 00:12:27,695 get a new tool called skin only c-sphere i'm going to go here and i'm going to change the name i'm 199 00:12:27,698 --> 00:12:30,896 going to rename this let's just name it uh skin only 200 00:12:31,136 --> 00:12:36,415 we don't need a whole like a sea sphere subtitle and that's it we're going to save this and we're 201 00:12:36,418 --> 00:12:44,895 going to call this only start so if you already have the sea spheres and you or you just want to 202 00:12:44,898 --> 00:12:48,335 jump straight into the character this is another one of the tools that you're going to be able to 203 00:12:48,338 --> 00:12:53,375 use once we have this now we're ready to jump and start working on the general proportions of 204 00:12:53,378 --> 00:12:57,535 the character the general shape of the face the general like again silhouette of the character 205 00:12:57,538 --> 00:13:01,855 not worrying about the muscles we're going to have whole chapters dedicated to the anatomy and 206 00:13:01,858 --> 00:13:06,735 how to properly construct it so make sure to get to this point my friend and i'll be seeing you 207 00:13:06,738 --> 00:13:07,936 back on the next video 22327

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