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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,954 --> 00:00:08,873 Hi guys, welcome back to the next part of the series. Today we're going to continue 2 00:00:08,876 --> 00:00:14,113 with the face of the character. However, before we jump and start working on that part, we 3 00:00:14,116 --> 00:00:17,953 need to do a little bit of what we've mentioned before, which is a divide this character into 4 00:00:17,956 --> 00:00:21,953 a couple of pieces to make sure that we have a little bit more control over it. So you 5 00:00:21,956 --> 00:00:26,913 might remember that we already had this nice organization of our polygroups that was useful 6 00:00:26,916 --> 00:00:31,713 when we were doing the basic like blocking for all of this anatomy. However, now we want 7 00:00:31,716 --> 00:00:36,753 to separate this into three different pieces. We're going to have the torso, the legs and 8 00:00:36,756 --> 00:00:41,293 the head. So I'm going to press control W to make sure that everything is in a single 9 00:00:41,296 --> 00:00:46,793 polygroup. And once I've done that, I am going to press control shift to go into select and 10 00:00:46,796 --> 00:00:52,313 select a select lasso over here on the head. I'm going to select the head and press control 11 00:00:52,316 --> 00:00:58,193 W again. Finally, I'm going to go to the bottom section right here and we're going to do control 12 00:00:58,196 --> 00:01:01,439 shift again to select the legs. I'm going to cut right here down the groin area. 13 00:01:01,439 --> 00:01:03,795 Subtitled by online-courses.club We compress knowledge for you! 14 00:01:03,796 --> 00:01:06,023 Something like that looks good. Control W and there we go. 15 00:01:06,026 --> 00:01:12,023 So we're going to have the upper torso, the lower legs and the head. 16 00:01:12,026 --> 00:01:16,023 We're going to go to subtool and I'm going to say split on the options right here 17 00:01:16,026 --> 00:01:18,023 and it's going to be group split. I'm going to hit OK. 18 00:01:18,026 --> 00:01:19,023 And there we go. 19 00:01:19,026 --> 00:01:25,023 So now we have independent elements here for our head, for our torso and for our legs. 20 00:01:25,026 --> 00:01:27,023 And the reason why this is going to be important is because 21 00:01:27,026 --> 00:01:31,023 we're going to be able to push the amount of geometry that we need for each specific part 22 00:01:31,026 --> 00:01:32,023 in a better way. 23 00:01:32,026 --> 00:01:36,023 So let me get pure ref real quick for the character. 24 00:01:36,026 --> 00:01:37,023 There we go. 25 00:01:37,026 --> 00:01:43,024 And let's make this a little bit smaller so that it's not occupying every single part of the image. 26 00:01:44,024 --> 00:01:48,023 So as you can see, he's got this very like stylized demonic sort of face, 27 00:01:48,026 --> 00:01:54,023 short nose, huge like cheekbones right here, deep eye sockets, like all of these things. 28 00:01:54,026 --> 00:01:57,023 So I'm going to isolate this right now with dynamic solo. 29 00:01:57,026 --> 00:01:59,023 As you know, down here in the bar. 30 00:01:59,026 --> 00:02:00,864 I know right now the sidebar is like. 31 00:02:01,264 --> 00:02:04,543 touching it a little bit, but down here it's this option called dynamic solo. 32 00:02:04,546 --> 00:02:06,463 And we're going to dynamesh of course. 33 00:02:06,466 --> 00:02:07,743 And we need to increase the resolution. 34 00:02:07,746 --> 00:02:10,303 This is way, way too low of a resolution for a face. 35 00:02:10,306 --> 00:02:12,863 So we're going to go to, let's say 552. 36 00:02:12,866 --> 00:02:16,303 I think this is a good number to start like doing some basic blocking. 37 00:02:16,306 --> 00:02:20,863 So when we see the face, the face is usually going to be divided in halves like this. 38 00:02:20,866 --> 00:02:24,543 And in this half right here is where we expect to see the eyes of the character, 39 00:02:24,546 --> 00:02:25,503 right around there. 40 00:02:25,506 --> 00:02:26,783 So I'm going to use my clear buildup. 41 00:02:26,786 --> 00:02:30,063 I'm going to start carving where I would expect the eye sockets to be. 42 00:02:30,066 --> 00:02:32,703 On this section right here is where we'll have the nose. 43 00:02:32,706 --> 00:02:35,903 Again, we can very quickly like implement it right there. 44 00:02:35,906 --> 00:02:38,943 And there's a very like famous division that we do with the head, 45 00:02:38,946 --> 00:02:40,943 which is the thirds of the face. 46 00:02:40,946 --> 00:02:42,703 So right where the hairline starts, 47 00:02:42,706 --> 00:02:45,343 which in this case for this character is going to be right around here. 48 00:02:45,346 --> 00:02:47,343 That's where our first third is going to start. 49 00:02:47,346 --> 00:02:50,863 And it's going to end up roughly where the eyebrows are going to be. 50 00:02:50,866 --> 00:02:52,303 So right around there. 51 00:02:52,306 --> 00:02:54,223 The second third, so that same distance, 52 00:02:54,226 --> 00:02:56,544 it's going to be underneath the nose right around here. 53 00:02:57,056 --> 00:02:59,296 And then the third third is going to be where the mouth is. 54 00:02:59,336 --> 00:03:04,215 But on that third, a third on the first third of the last third is where 55 00:03:04,218 --> 00:03:05,216 we're going to have the mouth. 56 00:03:05,236 --> 00:03:09,055 So right around here, very common mistake is that people will bring the mouth way 57 00:03:09,058 --> 00:03:13,176 too low, and then you don't leave space for the jawline to be like effective. 58 00:03:13,456 --> 00:03:15,016 So this is where the mouth is going to be. 59 00:03:15,376 --> 00:03:17,335 We're going to model the mouth close at first. 60 00:03:17,338 --> 00:03:20,855 And then later on, we're going to open it so that we can add the teeth and 61 00:03:20,858 --> 00:03:22,616 everything and have this very creepy smile. 62 00:03:22,936 --> 00:03:26,395 Now, of course you can see that the eyebrows is pushing the eyebrows down. 63 00:03:26,398 --> 00:03:28,516 So we're going to have a little bit of an inclination right there. 64 00:03:28,716 --> 00:03:32,315 But even with that, I do expect to have like some very like 65 00:03:32,318 --> 00:03:34,116 traditional face proportions as well. 66 00:03:34,516 --> 00:03:36,075 So this is where the jawline is going to be. 67 00:03:36,078 --> 00:03:39,835 I can definitely see that this head is way, way too, like, I don't know, 68 00:03:39,838 --> 00:03:41,555 like it's not the right proportion. 69 00:03:41,558 --> 00:03:43,116 So we're going to fix the face right now. 70 00:03:43,436 --> 00:03:47,275 And to do that, I'm going to push the, like the, the skull of the character 71 00:03:47,278 --> 00:03:50,916 forward, and this is something that I would expect to have later on. 72 00:03:50,956 --> 00:03:54,155 We're going to have like merge it again with the body, or at least just 73 00:03:54,158 --> 00:03:56,596 find a way to fit it with the rest of the body. 74 00:03:56,752 --> 00:03:58,991 And it should look a little bit nicer. 75 00:03:58,994 --> 00:04:02,591 So here we're going to have again the jaw. 76 00:04:02,594 --> 00:04:04,831 This is going to be our jawline right there. 77 00:04:04,834 --> 00:04:07,791 The eyes, as you can see, are really like quite forward. 78 00:04:07,794 --> 00:04:09,712 So I'm going to push them in quite a bit. 79 00:04:10,352 --> 00:04:14,591 And where the nose is supposed to be, I'm going to start adding a little bit of volume, 80 00:04:14,594 --> 00:04:18,191 indicating where I would expect the construction of the nose to be. 81 00:04:18,194 --> 00:04:19,392 Let's dynamics real quick. 82 00:04:20,192 --> 00:04:20,911 And there we go. 83 00:04:20,914 --> 00:04:22,592 So just create a little head right there. 84 00:04:23,632 --> 00:04:24,751 Eyebrows, very important. 85 00:04:24,754 --> 00:04:26,512 So we're going to add the eyebrows right here. 86 00:04:27,072 --> 00:04:30,512 And let's fix a little bit of the curvature that we have here on the face. 87 00:04:31,312 --> 00:04:32,511 So something like that. 88 00:04:32,514 --> 00:04:33,472 That's a little bit better. 89 00:04:34,512 --> 00:04:38,192 I'm going to use Trim Dynamic to flatten the forehead here a little bit. 90 00:04:38,912 --> 00:04:40,111 And a very important bone. 91 00:04:40,114 --> 00:04:40,911 I love this bone. 92 00:04:40,914 --> 00:04:41,951 It's the cheekbone right here. 93 00:04:41,954 --> 00:04:43,391 It's a psychomatic bone. 94 00:04:43,394 --> 00:04:46,031 And we're going to add a little bit of volume there to indicate. 95 00:04:46,034 --> 00:04:47,951 It's got this very, very sharp features. 96 00:04:47,954 --> 00:04:51,312 So I'm expecting to have a very sharp psychomatic arc as well right there. 97 00:04:52,192 --> 00:04:52,832 There we go. 98 00:04:53,504 --> 00:04:56,623 The mouth I'm going to erase it right now. We're not going to be dealing with the mouth. We're 99 00:04:56,626 --> 00:05:01,503 just going to create like the very basic shape of the face. So I can erase it and it's pretty 100 00:05:01,506 --> 00:05:05,743 much like we're doing this or like a crochet approach where we focus on making sure that 101 00:05:05,746 --> 00:05:10,783 we got like the anatomy like properly created before we start adding all of the details such 102 00:05:10,786 --> 00:05:14,383 as the eyes and things like that. I'm also going to fill in a little bit of the eyes right here. 103 00:05:14,386 --> 00:05:19,823 They're not going to be as deep. So let's fill them in. Let's just start carving a little bit 104 00:05:19,826 --> 00:05:26,543 more right here. So this is where I would expect the eyebrows to be. Now it depends on the studio 105 00:05:26,546 --> 00:05:31,183 right and on the characters. Sometimes they're going to ask you to do a very like traditional 106 00:05:31,186 --> 00:05:35,983 like calm facial expression. But if the character is always going to be like angry and he's really 107 00:05:35,986 --> 00:05:41,503 going to be like completely stoic then you can you can like model or sculpt your characters in 108 00:05:41,506 --> 00:05:46,863 post pretty much. So yeah that's pretty much it. I do think the ears are a little bit too big. So 109 00:05:46,866 --> 00:05:51,503 again I'm going to use my move brush to push the ears up. You can see they're very very pointy 110 00:05:51,506 --> 00:05:52,784 towards the end. 111 00:05:53,152 --> 00:05:57,712 And we can already see the planes right so all of this area right here I'm going to flatten it out 112 00:05:58,592 --> 00:06:04,751 and I'm going to flatten and start polishing the ears a little bit more. That's why I love the 113 00:06:04,754 --> 00:06:09,631 trim dynamic so much because it allows me to to very quickly create the shapes that we want. 114 00:06:09,634 --> 00:06:14,031 Now the horns we're actually going to be doing the horse as a separate element so I'm going to go to 115 00:06:14,034 --> 00:06:18,271 select lasso and I'm going to hide the horns. I'm going to say delete hidden with my little custom 116 00:06:18,274 --> 00:06:22,831 ui over here and then with trim dynamic I'm going to just remove the horse because it's going to be 117 00:06:22,834 --> 00:06:27,551 a lot easier for me to to properly like capture the silhouette of this character the face or the 118 00:06:27,554 --> 00:06:31,791 shape of this character without having to worry about the horse. I definitely see that his face 119 00:06:31,794 --> 00:06:37,791 is a little bit longer so I'm going to make the face a little bit longer like this and you can 120 00:06:37,794 --> 00:06:42,591 also see that I got this very like strong jaw right so I'm going to go with clay build up and 121 00:06:42,594 --> 00:06:46,511 I'm going to add a little bit of a border here to the jaw to make it really really strong and a 122 00:06:46,514 --> 00:06:49,232 little bit pointier here as we get to the front. 123 00:06:49,728 --> 00:06:52,927 The mouth, right now I'm just going to capture the mouth with something that I like to call 124 00:06:52,930 --> 00:06:56,447 the barrel of the mouth, which is just the volume where the mouth is going to be, 125 00:06:56,450 --> 00:06:59,568 but it's not necessarily going to be the lips or anything like that. 126 00:07:00,368 --> 00:07:04,848 Let's carbon a little bit more here. That's where the eyes are going to be. 127 00:07:06,048 --> 00:07:09,887 And we got a very important fold here called the nasolabial fold that we can already like, 128 00:07:09,890 --> 00:07:13,487 kind of like imply right there with our construction. 129 00:07:13,490 --> 00:07:16,608 I'm going to use Trim Dynamic again to start sharpening some of these features. 130 00:07:17,568 --> 00:07:22,048 And as this zygomatic arc goes down or back, it's going to meet with the little, 131 00:07:22,848 --> 00:07:25,487 like the little lobule that we have here on the ear. 132 00:07:25,490 --> 00:07:29,087 So the ear is going to be, we're going to carve in the ear as well. 133 00:07:29,090 --> 00:07:30,847 People tend to neglect the ears quite a bit. 134 00:07:30,850 --> 00:07:32,288 I used to do that when I was a student. 135 00:07:33,168 --> 00:07:35,567 I always found ears to be very, very boring, 136 00:07:35,570 --> 00:07:38,367 but you definitely need to spend some time there. 137 00:07:38,370 --> 00:07:40,447 Now, one thing I'm going to do with the ears is I'm going to give them 138 00:07:40,450 --> 00:07:42,207 a little bit of an inclination back. 139 00:07:42,210 --> 00:07:47,168 So I'm going to mask them out, press Alt and move the pull point to the center of the ear. 140 00:07:47,552 --> 00:07:50,032 Invert the mask and just push them out a little bit. 141 00:07:50,832 --> 00:07:55,391 That should give me something that looks a little bit more natural because like completely straight 142 00:07:55,394 --> 00:07:59,791 ears look really weird. And then of course this part right here we can use Trimmy Dynamic to 143 00:07:59,794 --> 00:08:04,431 like remove. One of the cool things is we're still on Dynamesh so all of this is just 144 00:08:04,434 --> 00:08:08,831 construction. We're just working on construction for our character. I'm going to use Move Brush 145 00:08:08,834 --> 00:08:15,232 here to push and make this like jawline a little bit more intense. I am going to add the 146 00:08:16,032 --> 00:08:21,072 sort of like creepy smile that he has right here. Just to give myself an idea of how 147 00:08:22,192 --> 00:08:27,071 he's going to look. Yeah, so we're getting close. Again, it's just the base mesh right now but 148 00:08:27,074 --> 00:08:30,752 we're getting close to the proportions that we have. Of course we're going to need the 149 00:08:32,032 --> 00:08:38,831 little nostrils right there on the ear. And I'm going to carve in the eyes a little bit more. 150 00:08:38,834 --> 00:08:41,872 We're going to be working, the way I like to divide the face and that's the 151 00:08:42,016 --> 00:08:45,695 the technique that I'm going to be showing you is we do this initial blocking and then we're going 152 00:08:45,698 --> 00:08:51,535 to go eyes, nose, mouth, ears, rest of the muscles and fat beds and stuff like that so that we can 153 00:08:51,538 --> 00:08:56,495 get a very nice result. I'm going to use train dynamic to again like capture the profile. This 154 00:08:56,498 --> 00:09:00,415 head right here by the way it's an excellent way to to visualize whether or not you have the proper 155 00:09:00,418 --> 00:09:06,095 like proportions so you can see the angles of how things are pushing in and out and as long as you 156 00:09:06,098 --> 00:09:11,455 see a good balance of how things are moving that means that we're in a good in a good position. 157 00:09:11,458 --> 00:09:16,255 Keep in mind also that a very important thing for this character is going to be the beard that he 158 00:09:16,258 --> 00:09:22,175 has and the hair. It's an important like characteristic of the character so right 159 00:09:22,178 --> 00:09:27,535 now we're going to have to try to ignore that and just focus on the general shape of the character. 160 00:09:27,538 --> 00:09:34,655 There we go. Let's push this back a little bit more. Perfect. On this side right here we usually 161 00:09:34,658 --> 00:09:39,295 have something called the temporal bone and you're going to see a ridge that divides the frontal 162 00:09:39,298 --> 00:09:40,736 bone which is this one right here. 163 00:09:41,168 --> 00:09:45,488 With the temporal bone, temporal bone, which is the one on the ear or closer to the ear. 164 00:09:46,208 --> 00:09:50,688 And the interesting thing about that is that you're usually going to see a big angle right here. 165 00:09:51,888 --> 00:09:54,448 So it should be like a sharp line in this area. 166 00:09:55,648 --> 00:09:59,888 And that's also going to allow me to later on inject where the horns are going to be 167 00:10:00,345 --> 00:10:02,601 Subtitled by online-courses.club We compress knowledge for you! 168 00:10:02,602 --> 00:10:02,928 and give me a nice placement for them. 169 00:10:04,928 --> 00:10:05,327 Cool. 170 00:10:05,330 --> 00:10:06,207 So there you go. 171 00:10:06,210 --> 00:10:09,808 That looks like a nice head, a nice blocking right now for the head. 172 00:10:10,608 --> 00:10:13,567 And I think we are getting some nice proportions. 173 00:10:13,570 --> 00:10:17,087 We're going to again, we're going to capture the expression and the eyes and everything shortly. 174 00:10:17,090 --> 00:10:19,647 But right now, I really like how this is looking. 175 00:10:19,650 --> 00:10:23,247 We're going to have to imagine the head right now without the mouth open because this is a 176 00:10:23,250 --> 00:10:24,527 very interesting expression. 177 00:10:24,530 --> 00:10:27,967 When you smile like this, there's a lot of activation on the muscles. 178 00:10:27,970 --> 00:10:30,767 And I want to go a little bit more neutral, not completely neutral, 179 00:10:30,770 --> 00:10:32,527 but more like an angry face first. 180 00:10:32,530 --> 00:10:36,767 And then we're going to like later on, I think we're going to sculpt it in a more 181 00:10:36,770 --> 00:10:39,408 traditional pose or gesture. 182 00:10:39,536 --> 00:10:44,815 And then we can use, for instance, layers to generate the expression, 183 00:10:44,818 --> 00:10:46,096 kind of like a blank shape later on. 184 00:10:46,576 --> 00:10:50,096 So it's going to be a lot easier if we, if we follow that, that path. 185 00:10:51,216 --> 00:10:51,716 Cool. 186 00:10:52,336 --> 00:10:53,135 So we got this. 187 00:10:53,138 --> 00:10:56,175 Now, one very important thing that we need to do is we need to see in context 188 00:10:56,178 --> 00:10:57,056 how this thing is looking. 189 00:10:57,776 --> 00:10:59,775 As you can see, we got a little bit of an issue. 190 00:10:59,778 --> 00:11:01,056 And this is very common. 191 00:11:01,936 --> 00:11:05,135 When we start carving into the face, we might see this like proportions, 192 00:11:05,138 --> 00:11:06,015 like falling out. 193 00:11:06,018 --> 00:11:07,855 So now this is a super, super small head. 194 00:11:07,858 --> 00:11:11,135 So I'm going to center the pivot point here and just make it a little bit bigger 195 00:11:11,138 --> 00:11:13,935 so that we match the, the original size that we have. 196 00:11:13,938 --> 00:11:15,375 And that looks a lot better. 197 00:11:15,378 --> 00:11:16,735 Look at that. 198 00:11:16,738 --> 00:11:18,895 Now everything is really falling into place. 199 00:11:18,898 --> 00:11:21,535 And the, and things in general are looking way, way better. 200 00:11:21,538 --> 00:11:22,975 That proportion right there. 201 00:11:22,978 --> 00:11:24,816 I still think that head's a little bit big. 202 00:11:25,456 --> 00:11:26,736 Let's take a look at the character. 203 00:11:27,776 --> 00:11:32,495 Yes, it's the head should be like almost like half the size of the pectoral muscle. 204 00:11:32,498 --> 00:11:34,655 So I'm going to make it just a tad bit smaller. 205 00:11:34,658 --> 00:11:35,295 There we go. 206 00:11:35,298 --> 00:11:37,216 That's a, that's a lot better. 207 00:11:37,856 --> 00:11:38,032 Thank you. 208 00:11:38,912 --> 00:11:42,032 Let's push this back, push it up a little bit, and that's it. 209 00:11:42,072 --> 00:11:44,112 We can go to the chest dynamish as well. 210 00:11:44,472 --> 00:11:49,071 And here again, we're not going to merge them right now, but that doesn't mean 211 00:11:49,074 --> 00:11:51,652 that we cannot play a little bit with portions in the silhouette. 212 00:11:51,812 --> 00:11:53,952 So this thing looks really, really close to the character. 213 00:11:54,032 --> 00:11:58,751 So for instance, the sternocleidomastoideus muscle, which is the muscle that goes 214 00:11:58,754 --> 00:12:00,272 from the back of the jaw to the neck. 215 00:12:00,752 --> 00:12:05,471 We can start playing around with that one and blending it in such a way that 216 00:12:05,474 --> 00:12:11,271 it looks like it's actually going into the head right now, you can see there's 217 00:12:11,274 --> 00:12:14,351 going to be a little bit of a difference between the amount of polygons that we 218 00:12:14,354 --> 00:12:17,111 have on the head and the amount of polygons that we have on the body, which 219 00:12:17,114 --> 00:12:18,952 again, is something that happens very frequently. 220 00:12:18,992 --> 00:12:23,031 Like if you take a look at any like triple a game, last of us got war, all 221 00:12:23,034 --> 00:12:25,511 of this guy's even like a little of legends and stuff like that, you're 222 00:12:25,514 --> 00:12:28,831 going to see that there's usually more care and more attention to detail on the 223 00:12:28,834 --> 00:12:29,192 face. 224 00:12:30,512 --> 00:12:30,912 Oh my God. 225 00:12:32,104 --> 00:12:32,744 Sorry about that. 226 00:12:32,804 --> 00:12:35,623 There's usually going to be a little bit more attention to detail and shapes on 227 00:12:35,626 --> 00:12:36,063 the face. 228 00:12:36,066 --> 00:12:38,544 Then you're going to find in, um, in other places. 229 00:12:39,504 --> 00:12:41,104 So yeah, there we go. 230 00:12:41,604 --> 00:12:44,024 Not bad for a quick blocking here for a character. 231 00:12:44,124 --> 00:12:46,743 This is also going to make your receivers work a little bit faster because as you 232 00:12:46,746 --> 00:12:50,683 can see, when we're moving around, it ignores all of the other tools and it only 233 00:12:50,686 --> 00:12:51,944 focuses on the active tool. 234 00:12:52,104 --> 00:12:54,783 So that's also a way in which we can optimize things. 235 00:12:54,786 --> 00:12:58,823 So it's easier for receivers to have multiple elements that are up to millions 236 00:12:58,826 --> 00:13:02,463 of polygons that have one single element that's made out of millions of polygons. 237 00:13:02,466 --> 00:13:05,583 Because when you have multiple elements, you don't think about the other ones 238 00:13:05,586 --> 00:13:07,864 when doing like navigation and things like that. 239 00:13:08,424 --> 00:13:10,504 So let's save this real quick. 240 00:13:11,904 --> 00:13:15,783 Save as only in this case, it's going to be zero zero four because it's chapter 241 00:13:15,786 --> 00:13:18,983 four and yeah, that's pretty much it on the next video. 242 00:13:18,986 --> 00:13:19,923 We're going to do the horns. 243 00:13:19,926 --> 00:13:23,183 I'm going to show you some very cool brushes that we can use to generate the 244 00:13:23,186 --> 00:13:23,463 horse. 245 00:13:23,466 --> 00:13:25,504 So hang on tight and we'll see you back on the next one. 23836

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