Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.