Yeah, we go
going life now.
Okay. Hello? Hello everyone.
I hope you can hear me well
there we go. Okay,
so I'm going to quickly make sure
all of the adults are enabled. Wait.
Okay.
Oh
Mhm.
Screen cast keys is disabled. I don't like that.
Mhm
Come on enabled by default.
There we go.
Mhm
jesus
perfect.
Okay.
Ah I see some first replies. Okay, everything's working fine.
Nice.
Okay,
so welcome everyone
to,
I would say pretty much the final stream on the ridge apology of snow.
So it's been this is part eight.
So collectively now I've been working like two months on this character or
like on the re topology specifically I've I've worked on the character before,
but if we just tally up the numbers,
I've been like on average I guess like working two hours,
maybe like more than two hours per stream on this character.
So
I've technically worked on snow on the re topology.
Two working days, like 2.5 working days I would say that's pretty good. Like
that means that in half a week or like less than half
a week I can finish the written apology of a character.
But to be fair, I would say
the re topology of snow was not that complicated.
Like at least in terms of like what I was doing before,
like most of the problems that I was facing, I already knew the answers.
So it was a bit more smooth sailing.
It wasn't as complicated as some of the characters on the spread fried short movie,
which uh they need to pull off some more insane
facial animation,
so let's see, I'm also going to turn on some nice music.
Yes,
perfect,
going to turn down the volume a bit for me.
Nice, okay,
I hope the volume must find for you as well,
and again
if you
uh hold on,
uh if you have any questions,
you can just uh attack me directly in the chat to be honest,
I'm going to try something.
Uh
uh I'm gonna, I'm gonna pin a comment,
so that might actually be more useful than saying it constantly,
so if you have any questions
uh tag
at
blender
studio
right?
Yeah,
okay, I'm gonna just do that, post that comment. Here we go
and I'm gonna try to pin it, so pin message,
this is the first time I'm doing it, so I wonder what that does.
I hope now you will actually see it at the top of the chat, That would be amazing.
Yes, I can even see it now,
awesome.
Okay, I also see some first question,
when is the sprite fright movie going to come out any date?
Well, we are aiming for
like around Halloween, so october should be
the dates,
but yeah, this is,
I mean this is pretty much the month for a horror comedy movies to come out,
so we will do our best to
bring it out during that time.
Um
to be honest, like after this stream is done.
Um I would like to like more interchangeably
switch it up with different types of streams,
Like not just work on snow, but maybe also some stuff on sprite fried.
That would be really good.
But right now I'm mainly just doing set dressing. So
um if you're interested in that, I mean I can, I can do that
but we will see.
Yeah
yes, this year october
the movie isn't full on production so it shouldn't take that much longer.
So but back to snow.
So
this was the original sculpt and now if I just turn on the written apology,
I mean I can just select all of these objects. Go into edit mode.
We can see, I have basically read apologized all of the objects.
I will need to do some cleaning up like get rid of all the creases
and sharps and all that stuff but there was something more pressing to do.
I'm going to hide all of these objects
and I just want to show the pants
because both pants objects, I actually had to,
so if you're going to edit modes over here, this is what I want to finish.
So let's see.
Also I'm going to hide
the
let's see,
hide the shoes. Okay.
Still lots of tough stuff to do. Oh my God, now I see all the questions. Um
set dressing sounds interesting.
Are we going to get any human sculpting live stream. That would be nice.
I mean, and like so far I only live streams like the snail. I think the chunky snail and
uh the sheep dragon Michelle. So human sculpting would be great.
But right now there's
there's no plan for that. Really?
Mm
Maybe I could put some like do a livestream on human sculpting just one or two.
That would be nice.
Um
Oh damn it. I need to update my theme in the description.
You can download it. But I did one little experimental update which is
an object mode selections are orange and an edit mode selections or turquoise,
Which was like an experimental thing during 2.8 alpha if you can remember.
Um but I brought it back just to try it out
and see if this is actually something I want to have.
Let's see. Let's see if this is actually nice.
Um
Okay,
so, um, I did pretty much all the basic topology.
I still have this as a separate object
because this is symmetrical while these are asymmetrical.
So this object currently has a mirror modifier.
These ones don't.
So
I have basically everything
Reid apologized
but what I would like to do is to define,
let's see, to define the topology even more like right now there is like triangles,
it's kind of rough
and I want to do the same treatment as I did for the shirt. So let's do that.
So first I'm going to I'm going to handle all of the creases.
So I think I already started here.
Yeah, I already started on the knee over here.
So if I go over here and turn on.
Yes,
this this should subdivide nice and smoothly.
Okay,
so that's already good.
But
there's more to it. So first off I'm going to just
slide some of this stuff over.
What do you think about having the wires in edit mode turquoise?
I think it's actually kind of nice. But
um one of the things I have to say about it is it's
sometimes a bit hard to see the difference between the turquoise and a sharp
since the sharpest scion. That's why I made the Turkish color even more greenish.
Well, I mean it's different enough, but
I guess you could say the same about the red
of the theme and the orange of this election.
I don't know
so far. I can't really complain.
Okay, so
let's see. I would like
to select this part over here and bevel it.
Mhm.
Maybe get this over here. I'm just gonna
to this
oh and turn on snapping. I want to keep snapping.
Okay,
wait,
so what if I do this? Like I can get I can remove this edge and remove this one.
Now I have
this is better
And again, I want to
avoid having
Any virgins is with more than five connected edges,
avoid that at all costs. Okay.
Yeah.
Okay, now I can like Bethel This one. Let's see,
slide this in here.
Here we go.
And now I just need to somehow get rid of this.
Yeah.
Mhm.
It's not gonna be easy.
So I have a triangle here. I have a triangle. Wait, I have no triangle here.
It's easy.
Okay.
Yeah.
Mhm
mm.
Um
Some more questions since man to flow is going to
get integrated with particle notes of every of everything.
Notes, I would sell my soul to watch that live stream. That would be nice.
Some uh some like note
uh
like note live streams,
like as if it's geometry notes, shada notes, anything.
I need to get into that system. Still, I'm still a bit of a new pope.
Yeah,
when it comes to, especially geometry notes,
I've been struggling a bit with using those.
Okay,
let's see,
I can
push this down over here.
Mhm.
Yeah.
Go
well, kind of,
I guess I can abuse this loop to sharpen this one.
Mhm.
Yeah.
Yeah, it kind of works. Why not?
But what I would actually want to do here is to actually
bevel this loop over here. Let's do that again. Make it a bit sharper.
Which means I actually have another loop over here which I can bridge,
I can get rid of this edge over here and
here we go.
And now I have that problem over here, I'm just shifting around that triangle.
It's not good.
Some more questions um
um
how do you set up that X ray look for written apology. Well it's in the overlays.
It's hidden wire.
So I mean it also works for just regular shading
and it will just make sure all the faces are
not visible so you can only see the advertises and
edges but the faces are still obscuring everything behind it.
So it's really a good over later use for anthropology and it works in e. v. two.
So that's why I'm currently also using any of it.
Um
uh What's wrong with having triangles? Well
uh this is going to be a written apology specifically for films and
in there we typically subdivide the mesh and triangles cause some really ugly uh
pinching on the surfaces so triangles and and guns.
That's typically something that you would either want to
avoid or hide away somewhere where it's not visible.
Um
See you
man. At some point I need to get rid of that
of that and gone over here.
Okay for now it's all good
at least on this
and this but all there's a triangle here.
Oh that's perfect.
So for example if I would just do this
I mean
triangle here.
There's a triangle here.
Maybe I could bridge that.
So
yeah I'm gonna try that.
So
so I'm just gonna do this.
So the triangle is one higher
mm hmm.
And right now I caused a bit of an infinite loop over here.
Okay
let's see let's see I'm just gonna
Uh huh.
What if I just um select this entire loop over here,
just push it down,
get rid of this.
Mhm
mm
it's not the best solution, but
especially because there's some Really?
Oh no, yeah, I don't like how some of this stuff is like looping infinitely.
Yeah,
mm
Yeah,
yeah,
let's undo this
just real quick
um somewhere
reading the chat
uh let's
uh are you going to rick this and blend rick five now? Um
well if this is going to get wrecked,
it's going to be rigged by our in house regard the meta
and this will likely use um
like our own
yeah,
rig system, cloud rick which is based on rigor fi
but still
um
that's what we're going to use.
Yeah,
okay, wait, wait, wait, wait,
keeping
this
clean is going to be quite a task.
Okay,
so I need to make sure that, I mean I can just
this in here,
I need to make sure that this loop
is going all the way around here and leading back into itself.
I want to avoid as much spiraling as possible.
That's going to be the main challenge of today, just with these folds.
It's not easy,
but it can be done.
What about up here? So over here this one goes around and just kinda ends there.
Uh huh
mhm
Yeah
Oh well
yeah,
okay, now it's kind of working but
I have these issues,
well maybe I can do something clever here,
but like
mhm
this all kind of leads back into itself. Rights,
is it?
No, not at all.
Uh huh.
Damn it.
But
I can still try,
wow.
Yeah,
I don't know uh
to a certain extent, I can't avoid spiraling down here but
I still wanted to try.
Uh I see your question actually. Uh can you uh
Oh it was attracted?
Well the question was still solid,
it's like if I can copy over my work onto the other leg sadly.
No, because it's a symmetric,
but that is also why I split off this into two different objects,
one which has the mirror modify and one which has not
but I can still go into edit mode on both.
Let's see.
Yeah,
No.
Okay, okay, okay, so
I'm going to split this anyway
and I want to,
wow,
let's just do this
since that's kind of where
that purpose going, I'm going to bevel this
Yeah,
it should be good because I can just
bridge this with
jay
like this,
Get rid of these two edges
like that.
Mhm
Yeah,
now I just need to
think of what to do with these guys. Okay.
Mhm
Okay, I need to
I need to bevel this part as well anyway,
I could just push this over here.
Well I can use the knife tool to just kind of keep cutting till I get over here.
Oh
okay,
okay, perfect.
Oh jesus, okay,
merge this
um like this maybe
yeah, created again. Some spiraling. It's not good.
Yeah, ideally this needs to be resolved because then
the spiraling is kind of kept to a minimum but
thank you
then I have this triangle here
which is not great
perhaps
um
it can get rid of it another way, like I can just keep pushing these guys down,
pushing this guy up back
now
mhm
I can emphasize this form over here as well,
okay,
I hope you can follow, it's a bit uh
and like doing things a bit fasten intuitively,
okay, still have this triangle over here
which I somehow need to get rid of
Yeah,
so
mhm
yeah,
uh which I can easily do probably by just bridging these guys,
I mean that's at least how I get rid of one of them,
hold on
mm
like this,
maybe I have a lot of polls right next to each other right now, not a huge fan of that,
yeah,
mm hmm,
mm
but it's going in the right direction I would say
Okay, well what if I take this
bevel? It's
yeah,
what am I doing? Um
mhm
Uh huh
mhm
Okay, oh jesus,
there we go,
okay, can emerge all of these,
okay,
mhm,
mhm
that's tricky,
mhm
well I need to bevel this one anyway
and it's great because now I have two triangles on each side which I can
merge, but now this triangle is a bit far on
on this side, so now I have like six connected edges on phone vertex.
I do not want that.
So if I do this,
I
still have six.
Um
yeah,
okay,
there we go.
I offset them a bit.
Mhm
Okay, it looks good.
This does not, but
maybe it's fine. Okay, now
I'm like trying to look around the other side over here.
I don't know if it actually works, I want to see
can I
clip on side a way not and tv
it's a bit sad.
Yeah.
Okay,
yeah.
Oh I have a triangle here,
triangle here and all the way on the other side. I have another triangle. So I could
yeah,
it could try to bridge these.
So if I select this entire loop all the way until here and bevel it
slide this into here,
slight
these furnaces over here.
Got rid of the one triangle on that side and I can just delete
this edge will dissolve that edge and and I got rid of another triangle.
Yeah, we go
um
only problem is
I wanted to
have this
and keep this going for a little bit.
Can I like
continue this for a little bit.
Come on. Okay,
true.
Have these loop, let's continue all the way until here and wait 11 more
and then have them
marriage over here,
not directly on here, which I wanted to do a moment ago because I'm going to later
level this edge for the seam.
But I don't need to do that now.
Uh I see a question.
Yeah.
Um
One moment.
Uh probably explained this already,
but what you ideally just have closed loops all the
way down the leg or what with that result in?
Well,
I could but um the reason why I'm really apologizing
this to follow the structure of these folds more more
directly
is so that I have the minimum amount of loops possible. Like
I could like just have closed loops all the way
down and to subdivide the hell out of it and then
it should somewhat follow the shape. Or I could
uh bake the details into a displacement texture,
subdivide the hell out of it during rendering and at the
the faults, but the faults are not going to change.
Like these folks will always be there. So I could just read apologize them in
and then they will be visible on the highest resolution,
on the highest subdivision and on the lowest subdivision.
So animators could see this too
if I if it only happens during rendering, it doesn't quite help for the animation.
Um
And also I'm not planning on simulating the clothing.
So it's okay to just model in the folds.
This is a this is going to be a not very expensive character to render.
It's not going to be very complicated with cloth simulation and stuff like that.
Going to be more on the simple side.
But that means I need to
already modeled some stuff in.
Okay, I'm going to also select this edge over here.
Yeah,
subdivided
as well as
this one
which actually goes all the way around. No, no, no, it doesn't.
Can go all the way until here.
No,
all the way until here.
I want to do to bev als because then I have
two triangles over here on this side which I could then just
form into quartz.
Perfect.
Mhm.
Same thing on the other side.
Just move one vertex, press like G. Like G twice. And then
I can just
with J split one of these
leave this one down and like just by dissolving edges with control X. And now these
these two edges should at least lead back into each other.
These two loops over here.
Perfect.
Okay, I think this part of the leg is pretty much done,
which means I can hop onto the other side
somewhat questions. Uh
uh okay. 1st 1.
Ah
why is there still no, so not some sort of A.
I which could solve this triangle and go and puzzle. Well,
um I don't think this is going to be like a workflow like anthropology
is going to be something that is going to be fully automatic anytime soon.
Uh The workflow that I'm using right now is fully manual,
which is very time consuming.
Uh I think I'm relatively fast with it. So
it's not that time consuming.
As long as this is like four main character where we want to have a lot of uh
like a lot of control over it,
but
a more semi automatic workflow would be very nice. It would be very welcome.
And I mean you can look at tools like the
top of flow adults which handled this very well I think
um
where you can have tools which
essentially give you some more freedom on just solving the
puzzle but not really manually doing a lot of stuff.
Like I'm also using adults like the F to add on which ships with blender by default,
which makes this much more comfortable to do.
Um but ideally at some point you should be more free to just define what is
the general edge flow that your topology is
following and what is your target resolution.
And then it just does that kind of semi automatically,
but you still have control over where your polls are, where the direction changes,
which is still important. Like you need to solve this puzzle.
Your tools are not going to do that for you
if you try to use something like the Z brush re measure uh which does give some great,
great results.
If you don't want too much control over it,
but
it will not give you the most optimal results.
The most optimal results you need to do yourself.
Okay, well again over here, I already have the general edge flow laid out,
which I'm pretty happy with.
You're like
bevel this edge
can also mark this edge over here and bevel it.
And I can also mark
this is a champ evolet
same story over here.
Perfect.
And then same story over here.
Yeah,
now these loops are still leading into themselves and there's a little like,
like a diamond quad over here,
which is like splitting this loop into three and
then closing it back into one over here,
just so I can have two neighboring loops over here too.
Hold this sharp edge during subdivided subdivision and the same down here,
which is going to give some nice definition.
Okay.
Oh, same thing over here. Really?
I
think No, no, I don't need it. Uh
I can just push this one down.
There we go.
But here
the same thing,
I want to bevel this one and I want to bevel
this one
actually let me undo that also. I can just select the edges
so I can bevel these at the same time.
Yeah.
Oh again,
I also don't want to have the leveling end directly on
where I want to place the seam later on over here.
Mhm
Okay,
here we go.
Mm
Yeah,
and I did it again.
Goddamn it. Okay,
well,
mhm
Did I do it again?
Yeah, kind of
mm hmm
So I can just bevel this one
also
mhm
Mhm
And merge these two.
Mm
Slide This one
into each other and
did it in this direction.
Yeah,
Actually needs to go one
further.
Mm hmm.
Oh,
there we go.
Mm hmm.
Okay.
Okay. And then there's still
one over here technically, but I'm not going to bevel this one instead.
I'm not going to pebble this one. What I'm going to do instead.
I'm going to just add an edge loop,
Push this one up
and I can even go into sculpt mode
and I can use the slight flex brush
to just calm down
the rest of the loops over here.
There we go.
Uh I've been neglecting the chatter. But um
are you going to wait?
What pc do you use? You can find some more specs in the description.
Uh Are you going to rig this character to? Not me.
But this character is going to be rigged and once finished,
you can download it for free.
Um Do you also use other three D. Software, like my auntie brush? Not currently.
Um Although I would love to go back
into some other textural applications like substance.
It's been too long.
But mainly I'm in using blender right now because
especially because for production at the blender studio,
we are basically just using open source software.
But
I have been using a lot of other applications.
Um Maya not as much, but maybe soft image
when when it was still alive.
Mhm
Maya only for like a brief period for a couple of years.
Um
when
everyone transitioned over from softy marsh.
Uh is this legs of the pants. I see him on that.
Someone asks, these are actually the pants, The legs are already read apologized
so I don't need to work on those
but
um the legs are going to be hidden
anyway,
so
the the pants topology is actually much more important.
Mm
mhm
That one is the one that is going to be visible.
Okay,
Some of the
uh there's going to be some sculpted increases that are so going like
against the flow of topology right now, I'm going to leave them out like this one.
Uh Maybe I'm going to get that one through,
like for example, I could just add another loop over here and now.
I'm just, I can just like get this once for the silhouette for free,
but I'm not going to focus on that one.
These are much more important. These ones
down here. Okay, so for example,
this one,
I
would like to have it subdivided all the way until here.
And this one as well until here, going to
some of it. Well bevel
going to bevel these two
and then
again, make sure the triangles, the two triangles
get turned into a quart,
but do it the same way on both sides.
So if I would like,
like this loop is leading back into itself and this loop is leading back into itself.
I don't want any spiraling
to happen.
No,
there we go.
Yeah.
Um
it's another question. Uh
What version of blender do you use?
Well you can read it at the bottom right of the screen.
It's version three point oh alpha right now
it's not the latest,
latest offer version right now I refuse to update for the stream because um
it actually broke one of my add ons so and I need that
so I'm going to update later but it's almost the most up to date version
Right now. There's not a lot that changed in 3.0, but
ah
three point always going to get developed for a while still for a few months so
lots of things can still change.
Mhm,
pretty much looking forward to that.
Okay, let's see.
Mhm,
mm
Yeah.
Mm hmm.
Okay, again, I think I'm ready to just default to if I have these triangles over here,
I will always lead the top one down
just to not confuse myself.
So if I'm now on the other side doing the same thing with one
over here,
I can just
can do this,
Leave the Top one Down.
Yeah,
this way I can just be sure that these ones are
leading back into themselves
um
Yeah.
Mm
uh
perfect. Okay,
mm.
Mhm,
mm.
Mhm.
Yeah,
mm hmm.
Can I just,
can I just bevel this one
that would be nice
and I can just get rid of this triangle over here Actually I need to
keep this going a bit longer
and
lead this down here.
Mm
mhm
Because over here is again the scene which actually to be
honest like I should have marked just as a reminder.
Uh huh.
Can I bevel this
see?
Mhm
Yeah, I can babble this. Okay.
Mhm
Yeah,
I'm doing some weird stuff right now. Um
Yeah, now I have a triangle here,
I should know.
Better not to just randomly bevel curves uh randomly
bevel edges without planning ahead a little bit.
Okay, so there's a triangle I want to get rid of over here.
Well that's fine,
yeah.
Mhm.
Ooh
A triangle I have over here
mm
Where was the triangle?
Um
Well to be honest I could like mark them, I could mark them actually
as read by marking the seems it's actually a nice reminder.
Should do that more often?
Perfect.
Well maybe I could have them lead towards each other
that could
it could resolve some of my troubles but what I'm going to
do instead over here, this maybe
let's see
can I like bevel this
so I
level this all the way until here.
So I got rid of this
triangle.
Here we go.
And this triangle over here is a bit more tricky.
One of the things I could do is I could bevel this part over here,
but that's just
it just ends up with
triangle over there instead.
I already did that.
Yeah.
Mm
it's weird.
Mhm
Uh huh
uh am I missing some questions?
Yeah,
maybe.
Oh hey. Falk, Thank you for joining the chat.
Yeah.
Okay,
no.
Good.
Well, I need to get rid of that triangle over here.
Yeah.
And you get rid of this triangle over here.
Yeah.
Uh huh. Well maybe I could
stop making,
but
no.
Mm hmm. I'm not sure. Maybe
I could actually
make sure that these lead into each other.
But I'm worried right now that this will cause spiraling
not that much.
Mhm.
Clear those seams.
Just so that these are just are not marked anymore. Well, I still have this one.
Do I still have any other triangles? I don't think so.
Mm
because
mm
Okay, what I need to do anyway over here is
therefore
this part?
Mhm
Yeah.
Mm hmm
Ho boy?
Uh huh.
Okay, so I have a triangle over here and I have a weird triangle mess over here
which I
just got rid off. Well,
that was easy.
Mhm.
Wait, okay, I'm going to search for more triangles
so that I can do that by just selecting a triangle shift. G
Select similar.
And then I can select
yeah.
Were based on polygon sites.
So it actually found one more.
Wait now
and the current object over up here even more.
Hold on.
So I'm gonna select this
face over here. Come on.
Wait, is this even filled
shift G.
Mhm.
What?
Mm.
Mhm
What's going on with this face over here?
Uh huh.
Mhm
Oh, it was hidden.
Well,
shifty
facebook. Probably on sides.
And where's the other 1?
Okay
that
yeah.
Uh this does not work as well if I have to object selected. Come on we go on the sides.
Um
Well there's only one face so this is the only triangle left.
Damn it
mm.
So
If this is the last one
I could try to get rid of it another way.
Mhm.
Yeah.
Mhm.
So one thing I could do is with a knife tool I can just
keep this going a little bit further and then just lead it into the edge
like the boundary.
There we go.
Here we go. Okay.
Yeah
perfect and then I'll just um
subdivide this and there we go. I have a quote.
Yeah
it's a bit of a dirty solution.
It's not that nice and it's going to cause problems
but it's the only one
I will
deal with that problem later on
now I can actually focus more on
this part.
Uh There's some more questions. Uh Is it good?
Is it a good idea to get a job with three D. Modeling sculpting shading? Sure
I mean it's not a bad idea.
Yeah.
Um What is the best way to learn? Unwrapping?
Yeah I actually don't know a lot of good on UV unwrapping tutorials.
There's a really good one by Daniel based it on youtube.
Um
But
uh to be honest I don't know. Uh
Maya triangles and anthropology? Bad. Well because of pinching when subdividing?
Already stated that but still
um
what is the best way to learn? UV unwrapping?
Is it really necessary to use three D third party add on for UV unwrapping now
you don't need to use
add ons for UV unwrapping but it can help.
I've also used some uh I mean free adults as well for UV unwrapping.
Okay.
Yeah.
Okay, here we go.
Um
this is the only asymmetric part um at the center.
Everything else I will keep symmetrical for now.
Let's see.
Can I?
Mhm.
Yeah.
Bridge this
like these loops over here. So now they Yeah. Perfect.
I'm just going to work my way up.
Yeah.
For the topology that should be fine.
Mhm
mm.
Yeah,
mm hmm.
It's a bit hard to see inside over here.
Um
mm.
Mhm.
Okay. So I'm going to select this loop over here
and bevel it.
Oh I should also turn on snapping again.
Okay.
Mhm.
And then I could
do this.
Mhm
And get rid of both of those triangles
I guess.
Yeah.
The greatest solution but because there's still the end gone over here.
Yeah.
Mm.
Oh there's plenty more questions. Uh
do you
have you used any add ons while doing great apology. Yes. The f to add on
which is a which is shipping with blended by default. I can really recommend it.
Uh you look it up on youtube as well if
you want some video presentation of how it works.
What's the fast the past is the best way to learn blender.
Well, definitely look up some courses, some beginner tutorial courses.
There's plenty to choose from,
but don't be shy to spend money I would say like um there's also a lot of free ones but um
yeah,
I
I can just recommend going like searching for some more quality ones,
which doesn't mean that free ones don't have quality. But still it's a
there's also a lot of that could
not very well put together tutorials on Youtube.
It could take you a lot longer to learn
well. I guess one of the best ways of learning linda is from someone else, but
first you need to find that someone.
Mm
mm
mm,
mm.
Mhm,
mm.
Oh
yeah.
Mhm.
I think
country.
Mhm.
Okay
man, Come on.
Mhm.
Yeah, I think this, this network,
I'm just trying to like push around those loops to find
where they can be best placed, but it's already getting a bit dense down here. Um
The loops are all kind of like squashed together. It's not good
but could be manageable.
Yeah.
Yeah,
let's see you.
Mhm.
We have
five Children.
Mm hmm.
Okay.
Mhm
mm.
Mhm.
Okay. That kind of work. Still got one loop which needs to go somewhere,
but I also still need to add more
troops over here.
Yeah.
Mm hmm
For example, this one
I still need to
bethel
yeah,
This one. I still need to Bevel
um
oh boy plenty more comments.
Um
Mhm.
Uh did I miss the life of shading or have you shaded yet?
No, no, the shading is still supposed to happen.
Um how do we use blender and Windows 10 without
mouse but drawing tablet?
Well, you can
same as with Lennox.
Um
What would you personally want to change or
add and read apology process in vanilla blender?
Well, the snapping,
the snapping is right now a bit obscure and you need to work
with a lot of modifiers and it's not that easy to understand.
It's it's working but it's uh
mhm.
It's complicated. Unnecessarily complicated.
Mhm.
How can I learn complete blender from one source like website of blender and
I want to learn everything in a blender from the FX to model Well,
that's the thing.
You should,
I mean you should look up some tutorial content as
a for beginners and then you can learn pretty much everything
uh as
like everything to a surface level understanding,
which is fine.
But if you want to really dive deeper into specific fields of like specific tasks,
you should look for those specific people who
are really good at it and making tutorials,
you're not going to find a one bullet magical bullet that will
teach you everything in blender on how to do it professionally?
Um
There's not a single source,
you should draw like knowledge from as many people as possible as possible
possible.
Um
Yeah.
Mm.
Mhm.
Thanks
how we go?
Mhm.
Yeah.
Mhm.
Mhm
mm.
Mhm.
So many loops going down here I
to figure something out about that.
Um
Maybe this will still somewhat work.
I hope so. I really hope so.
Mm.
Okay
jesus
Okay.
Mhm.
Yeah.
No
I can also lead some loops back into each other.
Yeah.
Okay.
Mhm.
And this words
okay
fix
the density
help. Oops.
This was going too far.
It would fix the density somewhat.
Hey
why is the tool not working? Come on. Hey.
Uh no.
Damn it. Why is splendor stuck now?
Hey Brenda? Hello?
Okay. At least I'm gonna save.
Yeah.
Oh there we go.
Okay.
I was able to quit
the software at least
so to open it up again.
Mhm.
And
open snow.
I don't know why it happened. Sometimes blender gets stuck in like a model operator
but it's only on this computer, there's something really strange.
Okay
I mean
this is like a nice little trip that I learned at some point.
Like you can like select to vortices and press J. To split the face.
Like add an edge there that splits the face. But you can also do it in sequence.
Like to like this like it will remember the order
of which vortices you picked. You press J. And it will then
chain cut
um
specific edges. And so I can select this one, this one and then this one press J.
And it will create these two edges. Get rid of the one in the middle
with control X and bam.
Um
uh is there some more comments, I'm gonna scroll up again? Um
Me and my little brother made an animation that's
steve from Minecraft is dancing. Okay, cool.
Uh
Yeah, animation is not easy, it's like one of the things I'm not even getting into
um that much. What do you advise? Someone
wants to be making an animated series with blender
two?
I mean that's a lot of work
definitely with, I mean with anything really
looking in blender is like jesus
um
there's a lot of hidden tasks there and we have
quite a few videos on the blender cloud like
that,
give a bit of a breakdown of some of the production hurdles we went into,
if you're interested in that, you can look at, you can look that up,
like just in general like workflow and pipeline,
that's not something to be underestimated.
Yeah,
yeah,
let's see
again. Same problem.
I don't want
yeah,
all of these
uh diamond quartz to be right next to
each other because that's going to result in polls
advertises with
Uh more than five connected edges and that is really bad.
Yeah,
going to at least add another edge loop over here for jesus.
Okay,
now at least have the
the topology over here
should be good.
Mhm.
I'm not going to bother too much about the center yet. Um
Okay, now
let's see, I want to insert this
actually
Instead it press 02 and said to the outside
and inside again.
And that should give me enough
resolution to
model this thing completely.
I'm going to keep it connected to the rest of the geometry. I'm not going to
model it as its separate piece.
Mhm.
That makes it a bit more challenging. But whatever, let's let's see where this goes.
Cooperation.
Yeah.
Mhm,
mm hmm.
Yeah.
Mm hmm.
Mhm.
Yeah.
Mhm.
Actually, if I don't have enough,
I can also just add another cut in the middle
and that will then just
also give me enough looks to
mm
get rid of the triangles.
Okay,
proof this up.
But I'm really not a fan of this
guy over here.
So
I think what I'm going to do is I'm actually going to
add more loops over here.
I don't really mind to have a bit more
loops in that direction.
See,
get rid of fears.
Mhm.
Mhm
um
mm just scroll down again.
Mhm
uh
I have a question. Can you guys make render from making the render look realistic?
Because sometimes cycles doesn't do that.
I don't understand. Sorry.
Um
mhm
uh
mhm
Well, asset manager be included in version 2.93 LTs soon at least experimental now.
Not yet. Well, it's still experimental I think in 3.0, but
It needs a lot more work for in 3.0, so
It's not in 2.93 yet.
Mhm.
It's not in 2.93.
Like 2.93 is out.
Has no yet. Like
2.93 is finished.
Yeah.
Mm. I think I can add another edge loop over here.
Mhm
Yeah.
Mhm.
Yes.
Mhm.
Mhm
Go
mhm
mhm.
Mhm.
Mhm,
mm.
Mhm,
wow.
Okay.
Think this is already working pretty nice.
So
Yeah.
Mhm.
Think over here, what I'm going to do is I'm going to
bevel this.
Mhm
and then merge these vortices.
Mm
Yeah.
Mhm.
I'm going to just try this
might fail,
but I want to see if I can add somewhat definition this way.
Okay, so that's basically it in terms of like
the both individual sites
to the two of these individual sites.
Now, what I could do is
mm hmm.
Mhm.
I want to move this one further down
just as a quick tweak.
Should be good
than I have like these. Looks a bit more distributed
that
Okay, okay. Okay. So now I'm going to go into object modes.
Um
let's see,
I'm going to bring the other pants object back.
I'm going to apply the mirror modify over here and
I'm going to merge these two objects back with Control J
Now, what I can do is I can select these two loops over here.
Control E bridge edge loops, same thing over here.
Perfect. Now,
going to select
the seams
over here.
Yeah,
For example this one
and I'm going to bevel this one with another inset in the middle. Like this
Some
areas have like uh placement right next to a pole but that should
be fine as long as the center one does not have one.
Mm
Yeah.
Okay.
It's also not the best placement but it's fine. I think it should be good.
Okay, same thing on the other side.
Okay
there
selecting this entire loop bevel with one inset in the middle.
Now this should go all the way this bit offset but I can fix that.
Yeah
and over here. Same thing. That should be awesome.
Uh Some more questions, how much time did it take you to learn character making?
Well
I mean
to
I don't know like you can make characters pretty fast, like
you don't need to learn that much to make characters in some way.
Just for concept thing. Just for making a design.
I don't know, you could learn in
couple weeks of that now, like a month. Um
Just like from sculpting like getting like some
some output but there's always more to learn like
I don't know where the end goal is, like for production.
Um
and that's sure
depending on like I mean you could join a course online which
will teach you how to create characters for production in record time.
Yeah.
Mhm.
On your learning it on yourself, That's something different.
That's going to take you longer.
Mhm.
Okay so
I wanted to also add the devil's over here on the inner side where the CMS.
Yeah,
like over here.
Okay,
select all of this
and just prevalence
at another segment in the middle.
Mm
should be all good.
This is weird. The offset
can I can fix that.
Okay and then all the way up here.
Thanks.
Just keeps going.
Yeah,
all the way until down here.
Uh
I'm still finding it difficult to use a drawing tablet blender. I see question. Uh
how did you set up yours?
Well, I'm also just uh just exclusively almost working with a pen.
So I'm also I also like to just use really cheap
drawing tablets because they have all the functionality you need.
So you can
use any one of them.
Uh And what I typically do is just tapping with it is left click just like
by default
and the
button next to the tip is middle mouse button and the button to the
ah
furthest outside is right click.
And then you pretty much can use blender, like a mouse like with the mouse,
the only thing you're missing is a scroll wheel but there's ways around that
and in general like getting into drawing tablets, it just takes time,
you will get used to it don't worry
but it is really important to get used to it.
Mhm.
Okay, now
pretty much have everything set up. What I can do now is I can
um
get rid of this
peace in the center
like this
and just remodel this,
like
essentially
making it completely asymmetric.
Mhm.
Come on,
there we go,
mm.
Yeah.
See okay, now I can just
and set this
basically.
Yeah.
Ah come on.
Mhm.
Okay.
Mhm.
Yeah.
Okay now Elizabeth offset and I can actually
keep this loop over here
for
see
for now
for this scene
over here.
Mhm.
I don't know. And then maybe I can like
to this.
Mhm.
To have
yeah,
watch
to have these three loops for the
for these,
that increases as well.
Mhm
Yeah,
here we go.
Um
Mhm.
A question I purchased some courses on, you know me for blender by blender?
Certified instructors, what does that mean?
Or just blend of certified instructor system work, I'm not sure to be honest,
but it's uh
to tourists who got, I mean who got basically approved by the blender foundation as
people who teach blender like teach blender? Well, I'm not sure to be honest.
What difference does it make if a few points are a bit offset?
What is the reason for correcting every single point?
Well,
what is the difference, what difference does it make if a few points are a bit of sets?
Um Well, I mean depending on how close they are together,
they're going to cause more or less
like
pinching essentially.
So
you want to either keep them apart for a smooth surface or
push them together to form like a sharp edge.
Mhm
But apart from that, I'm not sure right now. Like um
keeping points apart.
Yes,
it's basically it.
Uh
Okay.
There we go.
Mm
Yeah.
Mhm,
mhm
mm
Okay, that should be good enough I think
for this middle part.
Okay.
Yeah,
I hope
this is not the most
the prettiest apology to be honest. I would like to see how it looks up divided.
I think it's functional.
Yeah,
I think this is fine.
So with that I would for now like move on like move to the next stage
and for that I'm going to do the same thing as in the previous dreams,
I'm going to like duplicate and apply the shrink wrap under fire
and let's get rid of the solidify. I don't need that actually. I need that for later.
Okay yeah, the thickness is okay, I'm going to disable it for now
and disable the subdivision surface modify.
And instead I'm going to get the multi rests
and I'm going to subdivide it
like three times
and I have the shrink wrap over here which is currently shrink wrapping all the,
all of the details on top of the
multi resolution sub subdivisions.
Going to apply the multi rise and now like
I have the details all in these subdivisions,
but I want the base to look like the details as much as possible.
Like I showed in previous streams.
I hope this is not easy to follow.
I'm like skipping a bit over it, not explaining what I'm doing. I'm sorry,
apply base
Now,
this should look more like the original.
Mhm.
Wait,
can I show the effect? Apply, base it adjusted.
And now if I use the subdivision surface modifier,
it looks much more like the original.
Yeah,
not quite but close enough.
I need to fix some stuff over here.
Let's see
another little trick.
Like if you're adding an edge, look,
usually it's like putting it like as an average in between.
But if you press e, it's going to kind of try to replicate the flow of one side,
like the red little red dot is indicating which side.
If you press f you're gonna flip it to the other side.
So this way I can keep this one
straight.
Yeah,
like that
I'm going to do the same thing down here.
Also I'm going to disable snapping now, I don't need it anymore.
Yeah,
over here E.
F.
There we go.
We're here. E. O.
Uh huh.
Yes, this is the thing I was I was saying what that I was worried about worried about.
So if I select this edge loop,
I need to do it another way if I
try to add an edge to be over here, it doesn't go all the way around.
So instead
let's use offset edge loop. Cut
and now I can actually do it.
There we go.
But I need to adjust it a bit more like
mhm
connect some edges.
There's so many modeling tools, like some which are not typically used,
which can still be really useful in some cases.
Okay, wait, I'm going to make sure that
I can see the result of
the subdivision surface modifier in edit mode.
Like that.
You think that looks good?
Okay,
now I'm going to um hide everything and only look at the
at the rate apology.
Mhm.
Which means I can finally remove the hidden wire overlay
and just model things in.
It's like push around some of these vortices a bit more.
Mhm
Like that.
Sometimes a little bit, it's a bit hard to see like, like this for example
where what vertex is,
but at at least lets you see the cage
and the subdivision subdivided result at the same time.
If you enable on cage, you see
subdivided results really well, both in edit mode
and on the surface
like that.
Mm hmm.
Okay,
it works.
Yeah.
Mm
Yeah,
this the knee looks really weird to be honest.
I'd like to like flick between.
Yeah, it's looking kind of blobby.
Maybe I can like push these a bit closer to each other so it becomes sharper.
Same thing over here, push these down.
Also let's have a look how it looks actually in the model.
Sorry if I'm not answering questions right now,
focusing a bit too much on this.
Yeah, this looks already better,
it looks way more like what I wanted to look like.
Okay then I can push this down.
Uh Let's get back to the chat for a moment. Um
I am finishing a blend of course for characters for games but I'd like to have
the pieces on my portfolio.
Do you recommend any tutorials and presentation for character pursue?
That's a good question. Well
that's yeah I don't I'm not sure.
I always wanted to add like um a tutorial on presenting
your characters to one of my courses on the Belinda cloud
because that is actually really important. Like
I can give some tips. I mean
like
the model presenting the model is one thing like
it's uh like the character itself, that's the first thing you should show.
Like not in a T.
Pose but like in a pose really well uh rendered with
a good angle and just make it as pretty as possible.
Also make sure that if you present it
somewhere and your artwork needs a little thumbnail,
that that thumbnail is like
maybe like a zoomed in version of your character's face or anything.
That is like a key thing that you're supposed to look at,
anything that makes people want to click on it don't put the entire
character in a thumbnail because no one will be able to see it.
But then I also really like to show my characters,
I mean first and foremost rendered and well lit
in a post but then maybe also in the t pose
maybe just like in a post but then strip away the textures and all
the materials and just add the wireframe on top to show the model.
It's like
the more material you can show the better.
It just also keeps people like scrolling through.
Um
If you have a lot of material to show. Um
And for characters,
I also really like to render our turntables just to
show the character from all angles in a video.
Uh There's plenty to say about it. Um
I'm not able to go much into it.
Um
uh
mm
I want to learn animation but I don't have a rig. So will the models we shared a public.
Yes.
You can actually find the,
find a link in the description to the other character called
Rain which you can download for free and useful animation.
There's plenty of characters online which you can
download for free and then learn animation with them.
Um
Okay I've said it like you told me but when I sculpt or tried it doesn't show why.
Um
Sorry, I'm not sure anymore what you mean.
Set it like he told me it's like it's been a while.
Uh maybe the topology overlay the hidden Y overlay.
I'm not sure what you're talking about. Sorry.
Um
Well cycles X. Support Gpu cp rendering.
Sure.
Um How to decrease the amount of vortices because every
time I sculpt something with santa poor and it makes
hundreds of furnaces
although it's a slider for the resolution
you can check out some more dynamic
topology tutorials online which should show that.
Please. Please kindly tell me
as I'm using four gigabytes ram laptop with integrated graphics skirts.
How can I speed up the cycles render well
for certain hardware maybe like
cycles is not the best choice
like Evie can help there because it's a
bit more optimized towards real time rendering.
But
I have like uh I would say a relatively
beefy laptop like still higher quality with like 16GB and
um with a pretty good graphics card and processor
but I'm not rendering anything on that thing.
It's just going to get super hot and crash
um
for rendering in cycles I do that on like proper rendering machines
which I mean you can also hire
services online to render something or use also
free and open source versions of that.
I don't remember the what it's called but there's like a render farm
website way you can like
donate your render machine
for rendering and in return you can
use other random machines which people have donated
to render your stuff.
So it's just a big cloud connected network of rendering machines.
I wish I had the name of that right now. Sorry
like when you tap yours like sculpt but my not really sorry I I don't
know like maybe you mean the slight relax brush that should work in sculpture boat.
Um
Yeah
how to make clothes and blender. Not really getting into that right now. Sorry
can you recommend any courses on textural rigging and lighting?
All those are all very different fields.
Um
So I'm not sure
on lighting. I need to find some really good lighting courses myself uh On text.
Yeah freaking there's some like look up rigging uh
or like courses in general unlike various uh marketplaces like blender markets
or like you know flip flip normals also has some good courses.
Yeah.
Okay let's see
you hear things.
Mhm.
Yeah
mm
let's see,
streaking individual versus is to get like a nice curvature
in areas that usually now have like a lot of stretched
topology.
Oh my God I have like actually an area with six connected edges over here.
That's not good.
You? Ah No no no no I don't want to have that happening.
Yeah.
Come here.
No that's not good.
No.
Oh
yeah.
Yeah.
Oh
yeah.
Okay I'm gonna rip but I'll wait I'm gonna rip. But checkmark Phil over here.
There we go.
Wait.
Yeah.
No.
Yeah.
Mhm
mm.
Does this work?
Mm.
Yeah
it's making it kind of more ugly
terms of the topology
but at least there is no longer
six connected edges on
on site
if I like I can fix this maybe another time but
I want this to be the last part for the anthropology
have shown enough
so I'm just gonna move on.
I'm gonna mark this as it to do.
Come on
to do
disable annotations.
Yeah.
Okay. Just so I don't forget.
And over here
what I want to do is actually.
Yeah.
Let's see.
I want to Yeah, I want to push
Mhm.
These edges over here
inside.
So it creates actually more of a crease
over here as if the park it is going inside.
Maybe that will be enough.
It's a bit of a cheap trick. Maybe. Maybe it won't work.
Yeah,
but it will at least give enough of a of an illusion that there is actually a pocket.
Yeah.
And then in Scotland I can like push some of this around a bit more
a wide way.
Yeah.
Mhm.
You can also use proportional editing but I'd like to use scope mode.
Yeah.
Okay.
And then of course I need to replicate this on the other side.
But for that I'm just going to
do something else. Um
Which days, Wolf Ustream.
I see someone ask usually on thursday 16 o'clock central european time.
Um
But I might actually shift it to another time. I'm not sure yet.
Um But I would like to keep it on Thursdays,
do you use a pen tell at a pen display?
Both
uh like either
and
privately or right now in the recording room. I'm just using a pen tablet
at my work station upstairs.
I'm actually using a pen display
synthetic. But um yeah it's it's a bit tricky to use.
Yeah.
What?
Yeah
I generally recommend using just regular drawing tablets.
You don't need to upgrade to a pen display.
Okay here's the thing I'm going to slick this loop.
Delete the faces. Delete this. It's like this loop height, height. Okay
have all of the selected
now with the cursor at the world origin
And the pivot at the three D Cursor.
I can duplicate this control M. X. Control M. X.
Mirrored over to the other side and then with shift and
I can
come on
shift in
inside. I can
topical
uh like
correct the normals.
See you.
Okay
actually I'm going to undo this
and do all of this. Okay it's like these to control the bridge edge loops
and just select the outer one.
Just the one like the old one and just slide it in
the other one and it's with Autumn urge
editing on a church is automatically merge it.
Yeah.
Mhm.
Yeah.
Mhm.
Yeah.
Go.
Yeah
and then the back pockets
it's also still something to fix.
Um
mhm.
Thanks. It's working now. Okay. Um
Must not be made free to use. Yes.
Just like with rain
it will be a free
he will be a free character to download.
Okay I'm going to try to keep X. Mirror on see what happens.
So if I now select these edges and move them around.
It's not working quite so I'm going to turn it off again.
Mm
okay,
this around.
Mhm.
There we go.
Mhm.
Yeah,
yeah, I want this pocket to look as good as possible
and then I can also just duplicate it over to the other side
once I'm done.
So I'm going to go into Scotland for a moment and just push it out over here
so that it doesn't intersect with the body even
though I'm going to hide the body later on.
Um
it's good if it doesn't intersect by default.
Okay, great. To turn off the
subdivision surface, modify again for edit mode
just to see
is actually going on here.
Mm.
Yeah.
Mhm.
Okay,
we go,
push this up.
Mhm,
push this out
should kind of work.
Yeah.
Mhm.
Mhm
mhm
somewhat it looks a bit blobby. Um
Do you enjoy written apology? Seems a tedious job. Well, I enjoy it.
I can't be serious sometimes,
but as long as you know what you're doing it can be quite
calming.
Like a meditative meditative task to do.
Here we go.
Yeah.
Mhm.
Mhm,
mm.
Okay.
Thing right now with the
pockets is that they do seem a bit harsh.
Maybe I can like calm them down.
I can't calm them down a bit.
Mhm.
Yeah.
Okay, there we go.
Yeah, so they are not that sick
and then in stop mode I can fix the shape a little bit
turned down the subdivisions.
Mhm
and
yeah
we go,
mhm.
mm hmm.
Mhm.
Woman,
thank you.
Well, I mean,
uh in terms of how tedious v topology is that just kind of depends on the tools.
Uh other than that is it is really just like solving a puzzle.
Okay, again here, I can just delete this side.
Yeah,
select the same parts over here
and then just
mirror duplicated and varied over to the other side
shift. And
how
also I'm going to disable automatic editing for a moment
and kick it over to the other side shift. And
and now
mhm
I can reach these edge loops,
turn on.
Mhm
Automatic editing again
and slide this in. It will automatically merge.
Yeah.
Mhm.
There we go.
Okay. I'm going to tweak this bit more, but with X symmetry on in sculpt mode.
Yeah.
Mm
Yeah,
but overall this should be fine.
I don't like the stretching that's happening here. But
I'm not going to solve that in this dream to be honest.
I'm going to do that afterwards because I need to wrap up
and I want this to be pretty much on the final side.
Okay,
now, but if we look at this
like this is now the result of the past
eight live streams.
The last thing that is still missing over here
is actually the shoes. And I would like to duplicate them over from the sculpt,
which
I actually got from the rain written apology. So these are already done,
but
I can go into scope mode,
make sure all of these autumn asking features are off.
Also notice the scale is not applied. Okay, apply also rotation.
Mhm
Whoa, Hold on. What is this? Oh
okay. Now
I can at least make sure that the silhouette of the shoes is following
the
proportions of the feet.
I don't mind that they're clipping through the sole
right now because the feet are going to be
hidden
anyway.
Yeah.
Mhm.
There we go.
Then I can go in here and just push this outside a bit more.
Mhm
Like that
so that the pants are actually
on top of the shoes.
Here we go.
Mhm
Yeah.
Um That's it. And then
mhm
The same thing over here like
eggs symmetry on. I can fix some of these things a bit more.
Mhm
Uh huh.
And same thing over here. I don't want
the shirt to be intersecting with the pants.
Here we go.
Mhm.
To some degree it's a symmetrical so I'm going to turn off X symmetry.
Yeah.
And here also again,
same thing.
No intersections please.
Even though the body will be hidden.
Mhm
I want
there to be no intersections.
Awesome.
Uh Can people the wire frames over here. The two I objects.
Perfect
over here. We got everything we got the inner mouth. We got the inner mouth objects.
Got everything.
The last thing to do is really just to apply some of the modifiers. So for example,
mhm
Who I already did it
like on the shirt? I applied the
I applied the shrink the yeah, the solidify modifier.
So what I would like to do right now over here is
Mhm
hide this loop over here,
hide the same on the other side
over here,
hide
this loop
And
down here
hide this outer loop.
Okay, now select everything in the in the center and delete the faces.
And unlike the rest.
So because I could see it that like if we see the rest
that the shirt
can over can hang a little bit so you can see a bit into the sleeves,
which makes it feel like that's one of the mistakes I did for rain.
When I when I read apologized her,
I didn't give the clothes and inner sight and it
made it look really like it's sticking to the body
and
I think it can look a bit more
dynamic
if I allow the clothes too
stick off from like to not stick to the skin as much
like this.
Over here on the shoulders.
Around the chest as well. Not that much because I only had left a little bit
of the original inner sight,
but just
tiny bit. And then over here, same story. Pretty much.
This should be more bit more snug towards the pants.
I'm fine with that.
There we go.
And then with the pants pretty much the same thing.
I can quickly put this into local view.
All men. Since when do I not have the
um
Oh my God.
For pretty much like most of the stream. I didn't have the screen cast keys on.
Yeah,
I'm so sorry.
Okay.
Um
not one
screen test keys, turned them on.
Show last operator label.
Yeah,
now it's visible. I'm going to save the preferences.
There we go.
Uh Some more questions. Um
um
Okay.
Were the latest ones?
Mhm.
Do you um for freaking are you going to make a separate weight paint for the
pants or is there a way to make the pants follow the weight of the basement?
Yes, there is
for the rig
that the weight painting is probably probably just going to be done for the body.
And then the clothing will
basically get the same weights with a data transfer modifier,
which makes it really easy.
And I also made sure that the clothes are actually
um
pretty much adjusted.
Duplicated versions of the body,
like the topology of the clothes and the body is
almost the same except for where the folds are.
So
This will make it really easy to transfer the way it's 1-1.
Um
And then another questions. What streaming app are you using? I'm actually using O.
B. S for recordings in general. I really like the software.
I can really recommend it. And then, I mean then I'm just screaming at via youtube.
Um
Another question, I used an AMG cardboard
cardboard
but have some bugs and cycles. I report uh to site but didn't fix it yet.
To Brenda have intentions to fix the next upgrade.
Maybe I'm using mainly and video so I'm not sure.
Mhm
Sorry, I don't have much info on that.
Okay,
But I wanted to
go and fix the pants so over here I can also
apply
the solidify modifier
and then same as
mm
here. It's a bit more complicated because I
never
finished the top part.
Maybe I can add it back at some point, but that's not going to be a priority right now,
luckily we don't ever see the upper side of the
like off the pants
so it's fine.
Okay, I'm actually going to hide everything up until here and
same thing over here, I'm going to
Oh boy, there's actually a little
ah
yes,
I know about it. Of course.
There's a little bit of spiraling.
Mm
Yeah.
And then over here same thing.
Mm
mhm
I don't know how much I save.
I guess this is enough. Can hide this. Can delete all of this inside the lead faces
and hide this
and that should be enough to give it some thickness
that can be visible.
So if I don't go into object modes
and if you would ever look in sight
there would be a little bit of thickness visible
at least a little bit.
Okay.
Mhm
And then from here I could just tweak it further,
like bring back some of the sharp edges that
I lost when I applied the multifarious modifier.
The base for the multi rest modifier.
Um
Like this.
And then
mm hmm.
But in general it looks really nice
like the shoes still worked really well.
I'm just going to hide
everything from the body that is hidden
under the clothes. But the body will still be very instrumental for the rig.
And then the last thing to do for the
reader apology is really just some further clean up.
Like okay, um make sure that all the modifiers are applied really.
The scale,
the location and the rotation of the modifier modifiers
is at zero or like scale is on one
and make sure
that everything has a material
for vieux port colours.
Because right now if I go to material colors, it's just all white.
Whereas the
uh well
ha ha.
Mhm.
Yeah, it all was white.
Ah damn it.
Okay.
But I need to give it some materials because it should look
like basically the sculpt that I had with a nice E.
V.
Lighting set up. Like
basically
make this over here. All of these colors should still be present in the re topology.
I need to add those back.
Um I see a question,
how do we prevent the clothes we make and blender from penetrating.
Well, from intersecting you mean I guess. Um
Well,
it's it's tricky like I kind of manually push them
away and sculpt mode or like inflated plenty of ways to
get them out of the intersecting surfaces but um
scared.
I don't know like there's a different solution for specific examples.
Um
but I still have like actually like my time is pretty much up.
I've been streaming for like two hours
and the rich apology is basically done.
Look at this.
All of the objects read apologized. The feet are pretty rough but that's fine.
Some areas are definitely a bit rough but they're usually hidden.
The clothes look nice.
Uh I guess some points could use a little bit more
definition like the seams but that could also be fixed in shading
as long as
as as soon as I select everything.
Like I can just
hide the subdivision surface modifier and the character still works like this
is the subdivision that the rigorous the animators are going to use.
Um
one of the things I have actually not finished
is
the re topology of the eyebrows.
Oops.
This is still, I think the
yeah this is still the topology from the expression tests.
So this is something I would like to fix real quick.
Mm
So what I want is I want the eyebrows to follow pretty much exactly
the topology
of the underlying mesh.
This will be really helpful
because then I can make sure that if you move the skin under.
Like in rigging you can make sure that if you move the skin underneath.
um the eyebrows will follow.
Mhm
But of course there's a limit to this.
Like I cannot like over here the eyebrows are going to look a bit different.
Mhm
So
that's fine. But over here the topology is pretty much exactly matching
with a little bit of an extension over here.
But now if I add a solidify, modify a back,
let's see
um
like that.
Okay,
mm
And I subdivide it.
There we go.
I'm going to add another loop. A couple loops over here.
Yeah,
like that.
Just to frame this a bit better
and then over here I can just
yeah,
I don't know.
Yeah,
keep it like this.
Okay.
Yeah,
pretty much
that way.
And I have some eyebrows
can tweak this a bit in stop mode
or with an edit mode with proportional editing
and then I can add a mirror modifier at the very top.
There we go.
Mhm.
Okay. But that is basically it. Um
the re topology is
done.
Mm
All the hair objects are we apologized
like these guys over here.
All of it has nice for anthropology which can be subdivided
the hands.
Just checking a bit over it.
And then the only other thing,
like there's little things that I would like to change all of this was already done.
I would maybe scale down the eye.
The ear is a little bit,
that's just a little bit of a design tweak and
then I need to fix the topology over here,
which I'm going to do after the stream.
But in general, that's it.
So I would conclude it over here.
I will be streaming again next week, maybe with something very different,
maybe set dressing.
Maybe I will continue with the character and move on to UV unwrapping.
So it's going to be the next big task.
But either way I will see you next week.
Thank you very much for joining
and I hope to see you again next time.
Um
have a nice week by