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These are the user uploaded subtitles that are being translated: 1 00:00:05,370 --> 00:00:08,369 Hi guys, welcome back to the next part of the series. 2 00:00:08,372 --> 00:00:12,169 Today we're going to continue with the subdivision conversion and this is a very very important 3 00:00:12,172 --> 00:00:15,169 step that we need to do because now we're going to jump into polish. 4 00:00:15,172 --> 00:00:18,669 And we've explained this before but I'm just going to go over it real quick. 5 00:00:18,672 --> 00:00:22,289 When we're working with Dynamesh, as we can see right here, one of the problems that we 6 00:00:22,292 --> 00:00:27,689 normally have with Dynamesh is the fact that the way that our little squares are organized 7 00:00:27,692 --> 00:00:31,929 do not let themselves work nicely with subdivisions. 8 00:00:31,932 --> 00:00:35,769 Another thing is later on posing could be potentially difficult if we don't have things 9 00:00:35,772 --> 00:00:37,269 again organized. 10 00:00:37,272 --> 00:00:42,129 So I'm going to press CTRL and SHIFT to select this hand right here and the first thing I'm 11 00:00:42,132 --> 00:00:44,389 going to do is I'm going to say split and split hidden. 12 00:00:44,392 --> 00:00:46,449 So now our body and the hands are separate meshes. 13 00:00:46,452 --> 00:00:50,049 I'm going to Dynamesh of course and we get this very cool piece right here. 14 00:00:50,052 --> 00:00:53,809 I'm going to use Trim Dynamic and I'm just going to trim this down. 15 00:00:53,812 --> 00:00:57,649 Remember this is going to be hidden by the armor and everything else so no real need 16 00:00:57,652 --> 00:01:00,567 to worry and if we need to we can just extend it until it meets the hand and we're going 17 00:01:00,567 --> 00:01:02,789 Subtitled by online-courses.club We compress knowledge for you! 18 00:01:02,789 --> 00:01:01,730 to be fine. 19 00:01:02,064 --> 00:01:06,783 And now what we want to do is we want to convert all of these things that we have right here 20 00:01:06,786 --> 00:01:10,783 into a mesh that's going to be able to be subdivided. So I'm going to show you a process 21 00:01:10,786 --> 00:01:15,264 that we're going to be using on all of the pieces and it's very very handy. So first 22 00:01:16,224 --> 00:01:19,823 let's clean as much as we can. The cleaner the shapes the easier this whole process is going to 23 00:01:19,826 --> 00:01:24,223 be. Once we have things clean I'm going to go over here and I'm going to duplicate this mesh 24 00:01:24,226 --> 00:01:27,823 and on one of these meshes, you can pick whichever one you want, on one of these meshes 25 00:01:27,826 --> 00:01:33,183 I'm going to go to the option on their geometry that's called C Remesher. Now I'm using version 26 00:01:33,186 --> 00:01:38,943 23.2 of Cverse and it has a thing in C Remesher where you can retry the C Remeshing thing. 27 00:01:38,946 --> 00:01:42,623 I don't think we're really going to do it because we're not looking for animation ready topology 28 00:01:42,626 --> 00:01:47,583 we're just looking for cleaner topology. So I'm going to just C Remesh and as you can see oh 29 00:01:47,586 --> 00:01:52,863 remeshing aborted. Let's Dynamesh real quick and try again. There we go. So once C Remesh does its 30 00:01:52,866 --> 00:01:59,904 magic and analyzes the surface it's going to create loops and in a nicer more traditional topology. 31 00:02:00,112 --> 00:02:04,911 all around the character and what we see right here i think this is good enough we can later on 32 00:02:04,914 --> 00:02:09,471 like change it if we need to but this one right here looks very very nice unfortunately we did 33 00:02:09,474 --> 00:02:17,311 lose a lot of detail right we went from over here 137 000 points to only 10 000 points so what we 34 00:02:17,314 --> 00:02:23,151 need to do now is i need to press ctrl d one time let's say two times so we get as close as possible 35 00:02:23,154 --> 00:02:27,391 it doesn't matter if you go over or if you're a little bit under and we're gonna project all of 36 00:02:27,394 --> 00:02:31,871 these details to this guy right here so let's get out of dynamic solo i'm going to press shift and 37 00:02:31,874 --> 00:02:37,311 click on this little eye icon and that way when we go to this guy we can see only these two elements 38 00:02:37,314 --> 00:02:42,831 we select the low poly version which is this only 008 in my case and i'm going to go to project 39 00:02:42,834 --> 00:02:47,472 and project all and i'm going to say uh it has poly paint yes let's project the poly paint 40 00:02:48,032 --> 00:02:54,831 and uh there we go so now once we do this we can turn off the original one and this as you can see 41 00:02:54,834 --> 00:02:55,359 has 42 00:02:55,362 --> 00:02:59,679 pretty much all of the information that we had before but it's a lot more optimized and 43 00:02:59,682 --> 00:03:04,079 not only that as you can see when we move the camera around it goes down to the lowest 44 00:03:04,082 --> 00:03:08,079 of division and then it updates to the highest one and the reason why that's important is 45 00:03:08,082 --> 00:03:12,679 because it's going to be very easy for us to be able to switch between subdivision levels 46 00:03:12,682 --> 00:03:16,399 and keep things optimized when you're working with dynamesh everything is very dense and 47 00:03:16,402 --> 00:03:20,179 especially if you're working on a low-end computer with not a lot of ram that could potentially 48 00:03:20,182 --> 00:03:24,839 be a problem you can also see now that for instance the way that um that the line here 49 00:03:24,842 --> 00:03:29,359 underneath the pectoral muscle like flows is very very clean so as we start polishing 50 00:03:29,362 --> 00:03:34,079 all of this area we're going to have a really really clean division because again the points 51 00:03:34,082 --> 00:03:38,439 right there flow in the direction of the of the pectoral opposed to this ones right here 52 00:03:38,442 --> 00:03:43,479 that are just flowing like crazy everywhere okay so that's the subdivision process right 53 00:03:43,482 --> 00:03:47,439 there now for instance the face the face is another one where we're also going to be doing 54 00:03:47,442 --> 00:03:48,200 this process 55 00:03:48,400 --> 00:03:52,719 but the face needs to have a specific loops that are going to be a little bit easier for us to work 56 00:03:52,722 --> 00:03:58,079 with again based on how we normally animate the character so when we're working with something 57 00:03:58,082 --> 00:04:02,319 like the face we're also going to duplicate here oh by the way this one right here the old one we 58 00:04:02,322 --> 00:04:06,239 don't need it anymore so i'm just going to delete and we're going to keep the clean one so here on 59 00:04:06,242 --> 00:04:10,399 the face the the one thing that's going to change a little bit is that we're going to be using 60 00:04:10,402 --> 00:04:15,439 something called c remeasure guides if you press b and the brushes all the way down here we got 61 00:04:15,442 --> 00:04:21,759 this c remeasure guides and the way this works is that they will draw we can use them to draw 62 00:04:21,762 --> 00:04:27,519 a curve remember the curve brushes that we talked about we can draw a curve around things so for 63 00:04:27,522 --> 00:04:33,439 for instance the mouth and the eyes and we're pretty much going to tell c remeasure to try 64 00:04:33,442 --> 00:04:38,719 to follow these curves as nicely as possible for instance we can draw one here we can draw let's 65 00:04:38,722 --> 00:04:44,319 say one here around the ear we can draw one around the horns so that we have a nice clean edge loop 66 00:04:44,322 --> 00:04:46,640 around the horns we can draw 67 00:04:46,752 --> 00:04:50,751 let's say another one here around the eyes kind of like a mask 68 00:04:50,754 --> 00:04:54,751 I like to call that the Batman mask, there we go 69 00:04:54,754 --> 00:04:58,751 so by adding all of these curves now if we go to 70 00:04:58,754 --> 00:05:02,751 Cremeshing here on Geometry and we go to Cremesh 71 00:05:02,754 --> 00:05:06,751 we can push the curve strength up quite a bit and of course 72 00:05:06,754 --> 00:05:10,751 did we duplicate this? we didn't so let's duplicate 73 00:05:10,754 --> 00:05:14,751 let's go back to this one and in this one right here once we got 74 00:05:14,754 --> 00:05:18,751 the curve strength high we can say Cremesh and what this will do thanks to the fact 75 00:05:18,754 --> 00:05:22,751 that curve strength is up it's going to try to catch that curvature with the 76 00:05:22,754 --> 00:05:26,751 Cremeshing polygons let's take a look at this guy and look at that 77 00:05:26,754 --> 00:05:30,751 beautiful loops here around the eyes we might have some spirals 78 00:05:30,754 --> 00:05:34,751 like in certain elements so don't trust this topology 79 00:05:34,754 --> 00:05:38,751 perfectly all the time but it should give us a very very clean 80 00:05:38,754 --> 00:05:41,423 topology that's going to be a lot easier to sculpt 81 00:05:41,426 --> 00:05:45,183 now we're going to have the same issue with this one we need to project all of the amazing details 82 00:05:45,186 --> 00:05:50,463 that we had before so 288 000 points let's go to this one the analogy i like to use is like a bucket 83 00:05:50,466 --> 00:05:55,023 of water so we have a really big bucket of water and we made it a lot tinier so we need to expand 84 00:05:55,026 --> 00:06:00,223 this so that we can fill all of the details in so i'm going to press ctrl d one time two times that 85 00:06:00,226 --> 00:06:03,903 should be more than enough as you can see we're pretty close only a couple of thousand or one 86 00:06:03,906 --> 00:06:06,463 hundred thousand that's fine because otherwise we're going to go really really high we're going 87 00:06:06,466 --> 00:06:13,423 to go to like 800 000 so this should be more than enough and we turn both of them on and we go to 88 00:06:13,426 --> 00:06:19,023 project and project all yes let's project the polyspace wall so it's spread and there we go 89 00:06:19,026 --> 00:06:24,063 so let's turn this off and that's it so we're back to our original effect but now we got the 90 00:06:24,066 --> 00:06:28,623 big advantage of having clean topology and for instance especially when we start adding things 91 00:06:28,626 --> 00:06:34,223 such as the wrinkles the wrinkles as you can see here actually let me smooth this one more time you 92 00:06:34,226 --> 00:06:39,023 can see the wrinkles here are going to flow a lot more smoothly along the surface than on this guy 93 00:06:39,026 --> 00:06:39,759 right here 94 00:06:39,762 --> 00:06:44,079 where they look a little bit pixelated because again the flow of the polygons is not perfect 95 00:06:44,082 --> 00:06:47,999 and you could argue that hey what about increasing the dynamesh resolution well we're already quite 96 00:06:48,002 --> 00:06:53,199 high 784 so we will need to go really really high and that again becomes a little bit more 97 00:06:53,202 --> 00:06:59,119 complicated to work with so we just delete that one and there we go let's of course get rid of 98 00:06:59,122 --> 00:07:04,399 those wrinkles and that's it now for the hands we're going to do something a little bit interesting 99 00:07:04,402 --> 00:07:09,119 on the hands let's go to the dynamic solo let's dynamesh real quick and one of the first things 100 00:07:09,122 --> 00:07:13,679 that i'm going to notice is that we have this like a webbing effect we don't want that webbing effect 101 00:07:13,682 --> 00:07:17,679 that's going to make things a little bit difficult to work with also all of these points that we have 102 00:07:17,682 --> 00:07:23,119 right here all of this like non-manifold geometry that we get from the from the closing of the holes 103 00:07:23,122 --> 00:07:28,959 is also bad so i'm going to dynamesh there we go and those easiest way to solve that is with 104 00:07:28,962 --> 00:07:36,639 move brush just move them down really really close to the to the hand and then we are going to 105 00:07:36,642 --> 00:07:39,040 increase the resolution a little bit so when we dynamesh 106 00:07:39,376 --> 00:07:40,976 we don't get as much of that effect 107 00:07:43,616 --> 00:07:49,055 there we go we're gonna be like polishing and cleaning things up so if you guys remember oh 108 00:07:49,058 --> 00:07:55,215 my god what happened to the thumb let's repair this real quick there we go so let's just bring 109 00:07:55,218 --> 00:07:58,496 the volume back there for the for the thumb still looks a little bit wonky 110 00:08:02,416 --> 00:08:05,935 so we're gonna do something very similar to what we did with the feet we want to have like 111 00:08:05,938 --> 00:08:11,615 proper topology on all of this guys so i'm gonna go again to b and my c remeshing guides and you 112 00:08:11,618 --> 00:08:15,375 can actually create some very nice guides so for instance i'm gonna create a guide that goes this 113 00:08:15,378 --> 00:08:21,295 way this again these are not animation guides but there are a good way to help the whole thing like 114 00:08:21,298 --> 00:08:27,375 find the proper topology so for instance that loop that loop let's do another loop right there 115 00:08:27,378 --> 00:08:32,336 and for the fingers if you start drawing a line and then press shift you're gonna generate a ring 116 00:08:33,760 --> 00:08:37,439 it takes a little bit longer sometimes especially when it's trying to find the element if it doesn't 117 00:08:37,442 --> 00:08:44,320 work don't worry i'll i'll come on cbrush don't crash now no please give me one second 118 00:08:46,080 --> 00:08:50,159 okay it did work but as you can see it tried to go across all the fingers that's fine usually 119 00:08:50,162 --> 00:08:54,079 shapes like this cylindrical shapes are easy for serial measure to figure out but sometimes you 120 00:08:54,082 --> 00:08:58,239 get spirals and spirals can be quite tricky to work with but let's give it a shot so i'm gonna 121 00:08:58,242 --> 00:09:02,799 go over here of course we're gonna duplicate this guys let's go back to the previous ones 122 00:09:02,802 --> 00:09:08,560 there we go and we're gonna go geometry and uh let's push the curve straight up and see remesh 123 00:09:09,680 --> 00:09:10,800 and let's see what we get 124 00:09:14,720 --> 00:09:21,839 there you go so not bad not bad at all you can see a nice little uniform there for the for the 125 00:09:21,842 --> 00:09:26,479 fingers we might have uh like uh what's the word we want how this files how do you check for spirals 126 00:09:26,482 --> 00:09:31,439 if you go to c modeler and you try to insert an edge loop and it goes around multiple elements 127 00:09:31,442 --> 00:09:32,880 that means that there's a spiral 128 00:09:33,024 --> 00:09:37,464 But in this case there doesn't seem to be one. So oh, there's one right there. He's there 129 00:09:38,784 --> 00:09:41,943 Yeah, so that one right there you can see that's a spiral again 130 00:09:41,946 --> 00:09:44,743 It's not the end of the world having spirals like it's it's fine 131 00:09:44,746 --> 00:09:49,863 We can we can deal with them just keep in mind that they can be annoying like that's something that you don't want to have 132 00:09:49,866 --> 00:09:51,143 on your 133 00:09:51,146 --> 00:09:53,144 let's say on your 134 00:09:53,664 --> 00:09:57,704 Animation meshes now another thing I see there is that little like horrible thing right there 135 00:09:57,824 --> 00:10:00,445 So I'm gonna smooth things out. Actually, let me go back 136 00:10:00,446 --> 00:10:03,829 Subtitled by online-courses.club We compress knowledge for you! 137 00:10:03,830 --> 00:10:05,224 And there seems to be some sort of like 138 00:10:06,824 --> 00:10:12,344 Let's dynamesh real quick. There we go to clean that a little bit there and now let's see remesh 139 00:10:14,624 --> 00:10:21,284 Now we really don't have any detail on this hand, so there's really no no big need to to clean things 140 00:10:23,184 --> 00:10:25,264 It's fine so we can just keep this mesh 141 00:10:26,048 --> 00:10:31,247 to be honest let's go over here this one's right here let's just delete again we really don't have 142 00:10:31,250 --> 00:10:37,807 any any big elements and let's isolate and there we go so we're going to have our hands right here 143 00:10:37,810 --> 00:10:42,447 and as we start adding more subdivisions ctrl d ctrl d we're going to be able to start sculpting 144 00:10:42,450 --> 00:10:46,527 and polishing all of the details you can like that area right there let's just smooth it and 145 00:10:46,530 --> 00:10:52,047 as you can see that gets a clean effect and look at how nicer it is to sculpt on a clean mesh than 146 00:10:52,050 --> 00:10:56,607 it was to sculpt on the dyna mesh so that's why this process of converting not everything but 147 00:10:56,610 --> 00:11:00,607 most of the things into subdivision is really really really important i'm going to go all the 148 00:11:00,610 --> 00:11:09,167 way down i'm going to turn off the um the belts let's turn off the pants the handles there we go 149 00:11:09,170 --> 00:11:13,727 because i want to see this connection right here i'm going to go to the arm and i am going to use 150 00:11:13,730 --> 00:11:20,607 just my move brush oh let's just use our move brush here to push this into the arm socket so 151 00:11:20,610 --> 00:11:24,048 that they're together again this is this is mainly for 152 00:11:24,608 --> 00:11:30,207 for silhouette purposes to make sure that everything is nice and clean but from uh from a production 153 00:11:30,210 --> 00:11:34,847 standpoint we we do want to have things separate so that we can control the resolution of the hands 154 00:11:34,850 --> 00:11:40,607 separate from the body which is not going to need as much so yeah that's pretty much it my friends 155 00:11:40,610 --> 00:11:44,687 and as you can see we have a very very cool character right here let's turn off all of 156 00:11:44,690 --> 00:11:50,447 these things so we can see just the clay render and if we do a quickly very quickly quick very 157 00:11:50,450 --> 00:11:58,767 quick quick very quick best preview render or quick render we're gonna have this right here 158 00:11:58,770 --> 00:12:02,607 so yeah that's pretty much for it for this one my friends in the next one we're gonna start 159 00:12:02,610 --> 00:12:06,607 polishing and we're gonna pretty much follow the same process that we did before so polish 160 00:12:06,610 --> 00:12:11,327 of the chest polish of the arms polish of the back polish of the face and i'm gonna be teaching you 161 00:12:11,330 --> 00:12:16,127 like a lot more information about each specific muscle and each specific part so we get a very 162 00:12:16,130 --> 00:12:20,847 nice character so get to this point make sure to clean your subdivisions and i'll see you back on 163 00:12:20,850 --> 00:12:21,648 the next video 19076

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