WEBVTT 0 00:00:01.940 --> 00:00:02.660 going 1 00:00:03.240 --> 00:00:04.860 going live now. 2 00:00:05.240 --> 00:00:05.450 Mhm. 3 00:00:06.040 --> 00:00:07.450 Hello everyone. 4 00:00:08.240 --> 00:00:10.550 Okay I'm starting this a little bit early. 5 00:00:11.540 --> 00:00:15.160 It's like I mean it's like five minutes early but still 6 00:00:15.740 --> 00:00:17.860 I just wanted to make sure everything works. 7 00:00:20.640 --> 00:00:25.460 I mean it's like five minutes early but Okay perfect. So 8 00:00:25.940 --> 00:00:27.170 I hope everyone can hear me. 9 00:00:27.170 --> 00:00:30.660 Give me some thumbs up if you can or just let me know in the chat. 10 00:00:31.640 --> 00:00:32.560 Um 11 00:00:33.240 --> 00:00:33.960 So 12 00:00:35.040 --> 00:00:39.640 this is now part whoa this is part seven 13 00:00:39.960 --> 00:00:41.850 of the written apology of snow 14 00:00:42.240 --> 00:00:47.780 and it is nearing its end. So the body re topology is basically done. 15 00:00:47.790 --> 00:00:52.920 I could still tweak some stuff if I have a look at them if I have a look at it and 16 00:00:52.930 --> 00:00:58.010 I would like to have our rigger or some animators 17 00:00:58.020 --> 00:01:01.260 at least maybe check over it if they can see any 18 00:01:01.540 --> 00:01:05.459 issues that I might have missed. But I think overall it's pretty good. 19 00:01:05.940 --> 00:01:09.070 The last thing that I need to do is the written apology for 20 00:01:09.070 --> 00:01:13.560 the clothes and that is really just the T shirt and the pants 21 00:01:13.940 --> 00:01:19.160 and for the shoes, I just basically reuse the shoes that I already made for rain. 22 00:01:19.540 --> 00:01:20.650 That should be fine. 23 00:01:21.040 --> 00:01:25.310 So this already has a fine anthropology, I just need to fit 24 00:01:25.540 --> 00:01:27.760 the shoes around the feet 25 00:01:28.240 --> 00:01:29.260 so that works. 26 00:01:30.840 --> 00:01:33.150 Uh Last time I was 27 00:01:34.040 --> 00:01:37.550 um almost done with a shirt 28 00:01:37.940 --> 00:01:42.160 like I had the general topology copied over from the upper body 29 00:01:42.640 --> 00:01:49.260 and I was tweaking I was adding a bit of custom loops and apology for the faults. 30 00:01:50.740 --> 00:01:54.590 So this will be maybe a little bit of a slower 31 00:01:54.590 --> 00:01:57.560 laid back session because there's not much to do anymore. 32 00:01:57.570 --> 00:02:00.300 And as always I see some first questions. 33 00:02:00.300 --> 00:02:04.750 You can always tag blender studio in the chat and I will answer any questions 34 00:02:05.230 --> 00:02:08.160 that you might have. So this is a little bit of a 35 00:02:08.740 --> 00:02:11.560 uh hang out where we can talk 36 00:02:12.140 --> 00:02:13.460 also. 37 00:02:13.840 --> 00:02:14.460 So 38 00:02:15.640 --> 00:02:18.850 with that set I already turned on the 39 00:02:19.240 --> 00:02:19.860 uh 40 00:02:20.540 --> 00:02:25.360 the screen cast keys and now I just need to turn on 41 00:02:25.940 --> 00:02:33.880 some music. Uh I think I'm gonna turn it a little bit lower but that should be fine. 42 00:02:33.890 --> 00:02:36.460 Nice. 43 00:02:37.140 --> 00:02:40.850 Okay I already see your first question. What do you think about the brush? 44 00:02:41.240 --> 00:02:42.840 I like to brush a lot. 45 00:02:42.850 --> 00:02:46.520 Uh there's like some features in there that 46 00:02:46.530 --> 00:02:50.150 make sculpting in general really easy and fast. 47 00:02:51.440 --> 00:02:55.560 But um I mean I remember when I was using it 48 00:02:55.570 --> 00:02:58.760 like it's been now a few years quite a lot actually 49 00:02:59.340 --> 00:03:03.220 and I was using an add on called Goby which 50 00:03:03.220 --> 00:03:07.300 is essentially a blender version of the Ghozi plug in. 51 00:03:07.310 --> 00:03:09.660 So you can immediately with a single button 52 00:03:10.040 --> 00:03:15.860 basically export your geometry to Z brush and from Z brush to blender. 53 00:03:16.340 --> 00:03:19.500 So that makes it really easy to switch between like regular polling, 54 00:03:19.500 --> 00:03:20.750 modeling and sculpting. 55 00:03:21.140 --> 00:03:21.950 And 56 00:03:22.540 --> 00:03:28.320 uh it also uh always exported the vertex colors, which was amazing. 57 00:03:28.320 --> 00:03:31.090 So you could do some poli painting and Z brush and 58 00:03:31.090 --> 00:03:33.360 then exported and you immediately have it in a blender. 59 00:03:34.840 --> 00:03:35.650 So 60 00:03:36.040 --> 00:03:40.150 uh there's some features that I missed from c brush but to be honest 61 00:03:40.840 --> 00:03:43.150 for the most part, blender 62 00:03:43.540 --> 00:03:44.950 became, 63 00:03:45.540 --> 00:03:46.350 oh jesus 64 00:03:46.740 --> 00:03:52.050 um has some really unique features that fit my workflow much better, 65 00:03:52.640 --> 00:03:54.950 especially in combination with regular modeling. 66 00:03:56.540 --> 00:04:00.410 But to be fair, I did not use the brush that much in recent years. 67 00:04:00.410 --> 00:04:05.660 So something like the Z. Modeler tools, I do not have that much experience with them. 68 00:04:06.540 --> 00:04:10.760 So what I noticed right now with the shirt is that it's still kind of snapping to the 69 00:04:11.340 --> 00:04:12.150 um 70 00:04:12.840 --> 00:04:14.840 to the underside 71 00:04:15.010 --> 00:04:19.350 of the shirt. So what I'm gonna do is I'm going to use the shrink fat and tool. 72 00:04:19.360 --> 00:04:20.160 I'm going to just 73 00:04:20.640 --> 00:04:23.030 fatten all of this a little bit. So it's 74 00:04:23.340 --> 00:04:23.960 like 75 00:04:24.440 --> 00:04:24.640 yeah, 76 00:04:25.840 --> 00:04:28.710 all snaps kind of to the outer side. 77 00:04:29.530 --> 00:04:31.890 And I'm just going to duplicate and apply 78 00:04:32.280 --> 00:04:33.610 the shrink wrap modifier 79 00:04:35.040 --> 00:04:37.160 and maybe to this one more time 80 00:04:37.840 --> 00:04:39.070 duplicate and apply. 81 00:04:40.040 --> 00:04:43.550 Okay, so now this should all be snapped to the outer side 82 00:04:43.940 --> 00:04:46.530 and again, like I want to repeat this again. 83 00:04:46.530 --> 00:04:49.850 Like this trick with a solidify modifier. If you're using the 84 00:04:50.440 --> 00:04:52.780 hide, hidden wire overlay, 85 00:04:52.880 --> 00:04:55.060 which is really awesome for anthropology. 86 00:04:55.440 --> 00:04:59.740 You will still see the backsides of your geometry 87 00:04:59.740 --> 00:05:02.510 and in case of these open objects like shirts, 88 00:05:02.520 --> 00:05:04.040 it can be quite distracting. 89 00:05:04.040 --> 00:05:09.960 So there's like a really nice step of using the solidify modifier to hide 90 00:05:10.340 --> 00:05:14.840 this geometry. This is just if I could just only have this enabled for edit mode. 91 00:05:14.850 --> 00:05:15.860 I would love it. 92 00:05:16.010 --> 00:05:18.350 I won't actually use this later on. 93 00:05:19.240 --> 00:05:24.460 Actually I will, this is a shirt, I want to have it with an inner side. So 94 00:05:25.240 --> 00:05:25.750 awesome. 95 00:05:26.140 --> 00:05:26.760 Yeah. 96 00:05:27.240 --> 00:05:30.660 Okay I'm going to enable snapping again and I will 97 00:05:32.340 --> 00:05:35.460 keep working another question. Yeah, I use it. 98 00:05:35.460 --> 00:05:40.650 I didn't know you used the rush back then. Yeah, I actually used a lot of software like 99 00:05:41.140 --> 00:05:45.830 when I was still like getting into the industry and like learning three D. 100 00:05:45.830 --> 00:05:49.750 Software in general, I mean I kind of started with blender, I always use blender 101 00:05:50.140 --> 00:05:50.860 but 102 00:05:51.540 --> 00:05:58.040 um I also started using other software like zebras for sculpting and soft image and 103 00:05:58.040 --> 00:06:03.750 Maya then for like main productions and working at at studios or like a studio 104 00:06:04.640 --> 00:06:06.460 um 105 00:06:06.940 --> 00:06:10.450 and then also other tax hering applications like uh 106 00:06:11.040 --> 00:06:13.650 substance and mud box. 107 00:06:14.840 --> 00:06:18.950 But yeah, so I kind of experiment with different Softwares. 108 00:06:20.640 --> 00:06:20.850 Mhm 109 00:06:21.240 --> 00:06:23.390 Okay, now that I like fattened 110 00:06:23.630 --> 00:06:26.060 this geometry, everything kind of 111 00:06:26.620 --> 00:06:28.750 God arranged a bit weirdly. 112 00:06:30.140 --> 00:06:31.550 So I would like to, 113 00:06:32.270 --> 00:06:34.660 there's all kind of where it belongs 114 00:06:35.040 --> 00:06:36.080 but 115 00:06:36.210 --> 00:06:40.230 it seems like last time I already had this all pretty much set 116 00:06:40.230 --> 00:06:43.680 up all of the folds or where I wanted them to be. 117 00:06:44.120 --> 00:06:46.140 And what I could now do 118 00:06:46.800 --> 00:06:47.550 is 119 00:06:47.940 --> 00:06:49.130 oh wait 120 00:06:49.320 --> 00:06:51.450 I'm actually going to open another blender 121 00:06:52.840 --> 00:06:59.620 and I want to open rain as well, so I'm going to open. Oh it actually froze 122 00:07:00.500 --> 00:07:02.860 the blender, just crash. No, no, no, no, 123 00:07:03.340 --> 00:07:03.960 hold on. 124 00:07:04.340 --> 00:07:09.860 Oh I have the tablet on, I have touched on, I don't like it. 125 00:07:10.440 --> 00:07:12.750 Okay, I'm gonna open rain here. 126 00:07:14.240 --> 00:07:14.440 Yeah, 127 00:07:14.840 --> 00:07:19.650 so this was the original final topology. Some more stuff got tweaked. 128 00:07:19.660 --> 00:07:22.960 But I want to look at this specifically for the 129 00:07:23.540 --> 00:07:25.850 for the clothes. So I'm going to just 130 00:07:26.340 --> 00:07:30.360 um disabled the subdivision surface modify on all of these objects 131 00:07:31.740 --> 00:07:32.660 and 132 00:07:33.340 --> 00:07:36.250 yeah, this got 133 00:07:37.740 --> 00:07:38.500 bit more. 134 00:07:38.510 --> 00:07:42.790 Okay, okay, so I beveled certain edges and then tweak the topology further. 135 00:07:42.800 --> 00:07:46.350 So but it's still following the same sort of who jesus, 136 00:07:46.940 --> 00:07:50.060 the same sort of logic over here, where I just 137 00:07:50.440 --> 00:07:54.800 have kind of these slopes split one loop split into three with a diamond. 138 00:07:55.340 --> 00:08:02.860 So I kinda add more geometry, Make a bit of a custom topology and have one loop on 139 00:08:03.440 --> 00:08:09.350 the peaks and the crisis uh the peaks and the valleys of these faults. 140 00:08:09.940 --> 00:08:11.950 And I would say 141 00:08:12.640 --> 00:08:13.560 I'm gonna 142 00:08:14.440 --> 00:08:17.460 split these diamonds for now 143 00:08:18.840 --> 00:08:20.830 because that makes it a bit more obvious where 144 00:08:20.830 --> 00:08:24.450 this uh this valley over here actually ends, 145 00:08:24.940 --> 00:08:27.160 doesn't end over here, it ends over here. 146 00:08:27.740 --> 00:08:27.950 Mhm. 147 00:08:28.940 --> 00:08:32.450 So now I'm gonna rearrange this little bit. 148 00:08:32.559 --> 00:08:33.159 Here we go. 149 00:08:36.740 --> 00:08:39.860 This is also not quite on the right spot. 150 00:08:40.940 --> 00:08:42.260 Perfect. Okay, 151 00:08:44.140 --> 00:08:45.160 now. 152 00:08:46.140 --> 00:08:46.350 Mhm. 153 00:08:47.040 --> 00:08:47.240 Yeah. 154 00:08:48.740 --> 00:08:49.360 Mhm. 155 00:08:51.340 --> 00:08:51.850 Okay. 156 00:08:52.640 --> 00:08:57.650 Now, basically what I can do, I'm gonna just take uh this one as the example, 157 00:08:59.740 --> 00:09:01.580 I want to increase, 158 00:09:02.440 --> 00:09:03.360 especially 159 00:09:03.840 --> 00:09:05.850 the I want to bevel 160 00:09:06.190 --> 00:09:07.260 the edge over here. 161 00:09:08.040 --> 00:09:11.360 Like like this, look over here, I can bevel this 162 00:09:11.840 --> 00:09:12.920 and like oh jesus 163 00:09:13.440 --> 00:09:14.360 and I can like 164 00:09:15.040 --> 00:09:16.150 with G 165 00:09:16.940 --> 00:09:19.160 I can just move this in here 166 00:09:20.040 --> 00:09:23.850 and now I have two loops which can kind of 167 00:09:24.240 --> 00:09:25.050 hold 168 00:09:25.440 --> 00:09:30.680 this crease, like that terminology that I caught from somewhere else. I like it. 169 00:09:30.690 --> 00:09:36.660 Like these two loops can then just when subdivided, make sure that this stays sharp 170 00:09:38.740 --> 00:09:39.660 and now 171 00:09:40.740 --> 00:09:40.790 I 172 00:09:41.110 --> 00:09:44.060 think I'm going to do the same thing for up here. 173 00:09:48.340 --> 00:09:53.260 But this I would like to fan out a little bit more, I don't need this to be that sharp, 174 00:09:53.640 --> 00:09:55.350 so if I not go into object mode 175 00:09:55.610 --> 00:09:56.460 and actually like 176 00:09:57.540 --> 00:09:58.050 oh 177 00:09:59.640 --> 00:10:03.860 so I have this in front, I'm going to turn on this subdivision surface modifier 178 00:10:04.240 --> 00:10:06.890 by the way. This is just custom menu that I made. 179 00:10:06.900 --> 00:10:10.660 Uh It's basically giving me some shortcuts for tackling 180 00:10:11.240 --> 00:10:16.930 these sorts of things here um to enable why a frame on an object or in front. 181 00:10:16.940 --> 00:10:18.950 So it's in front of all other objects. 182 00:10:19.540 --> 00:10:20.160 Uh 183 00:10:20.640 --> 00:10:22.850 It's essentially working like quick favorites. 184 00:10:24.240 --> 00:10:25.160 Um 185 00:10:26.640 --> 00:10:30.210 So you can see that with these extra loops. These are now sharper. 186 00:10:30.220 --> 00:10:33.060 So that's basically what I want. 187 00:10:33.840 --> 00:10:36.450 But it also added some more triangles here. 188 00:10:36.940 --> 00:10:39.190 But since I made it did it twice, 189 00:10:39.840 --> 00:10:40.650 I now 190 00:10:41.940 --> 00:10:42.660 have 191 00:10:43.040 --> 00:10:43.880 this 192 00:10:47.740 --> 00:10:48.550 um 193 00:10:49.140 --> 00:10:52.950 which essentially fans them out over here, That's amazing. 194 00:10:54.140 --> 00:10:56.660 And I can do the same thing over here. I can like 195 00:10:57.840 --> 00:10:59.680 merge these two face. 196 00:10:59.690 --> 00:11:02.490 Actually I want to get used to a different method 197 00:11:02.490 --> 00:11:06.480 of selecting the edge and control X to dissolve it. 198 00:11:06.490 --> 00:11:07.260 It's faster. 199 00:11:08.740 --> 00:11:12.560 But here's the thing. This is like a very quick way of doing this. 200 00:11:13.640 --> 00:11:14.750 But 201 00:11:15.440 --> 00:11:16.160 um 202 00:11:18.740 --> 00:11:20.480 hold on. Why is it? 203 00:11:22.040 --> 00:11:22.360 Oh 204 00:11:25.540 --> 00:11:25.950 uh huh. 205 00:11:34.740 --> 00:11:38.910 Why is this why are kind of disappearing in this other object? 206 00:11:38.920 --> 00:11:40.350 I don't understand that right now. 207 00:11:41.640 --> 00:11:43.810 Makes it a bit a bit hard to see. 208 00:11:43.820 --> 00:11:48.650 Uh But yeah I merged these two um like dissolved these 209 00:11:48.650 --> 00:11:51.520 two edges and now this is like two squats but they 210 00:11:51.530 --> 00:11:54.610 both lead into this pole right here and like you can 211 00:11:54.610 --> 00:11:58.420 see this is six connected edges and that is not good. 212 00:11:58.430 --> 00:12:03.560 Six is a bit too much. If you have a poll like a vertex with 213 00:12:03.840 --> 00:12:07.130 More or less connected edges than four. 214 00:12:08.140 --> 00:12:12.510 Um You should go for three connected edges. Or five connected edges. 215 00:12:12.520 --> 00:12:15.850 Don't go for two. Don't go for more than five. 216 00:12:16.240 --> 00:12:19.960 That will just cause an insane amount of stretching which will be visible. 217 00:12:20.340 --> 00:12:21.680 So instead 218 00:12:22.480 --> 00:12:23.990 I would like to 219 00:12:24.640 --> 00:12:25.260 let's see 220 00:12:27.040 --> 00:12:28.260 if I can 221 00:12:32.240 --> 00:12:36.050 I would like to keep this edge going a bit further 222 00:12:37.740 --> 00:12:40.560 And now I have five connected edges 223 00:12:41.540 --> 00:12:43.020 on this pole right here. 224 00:12:43.330 --> 00:12:47.860 I have another poll right here with three connected edges and another one with five. 225 00:12:48.340 --> 00:12:51.250 So this is just making it a bit more clean 226 00:12:52.640 --> 00:12:55.760 even though it is still like a lot of polls right next to each other. 227 00:12:58.440 --> 00:12:59.760 So this is fine. 228 00:13:00.140 --> 00:13:00.860 Um 229 00:13:02.640 --> 00:13:06.440 Perfect. And then I basically keep doing this for the other areas as well. 230 00:13:06.440 --> 00:13:08.360 I can select this loop over here 231 00:13:10.240 --> 00:13:11.880 and bevel it 232 00:13:12.940 --> 00:13:14.460 move this one over here. 233 00:13:14.720 --> 00:13:15.960 This one over here. 234 00:13:17.740 --> 00:13:21.850 I have the sharp edge and I want to do the same thing on the top 235 00:13:22.440 --> 00:13:26.460 because this one is also supposed to be a bit sharper. 236 00:13:27.140 --> 00:13:27.460 Okay. 237 00:13:27.940 --> 00:13:28.150 Mhm. 238 00:13:29.050 --> 00:13:30.450 Slide This one in here. 239 00:13:34.740 --> 00:13:35.360 Mm 240 00:13:38.140 --> 00:13:41.050 It was the subdivision surface modifier that 241 00:13:41.840 --> 00:13:44.090 caused the wires to disappear. 242 00:13:44.610 --> 00:13:47.750 I know why but it to be honest this should not be an issue. 243 00:13:48.440 --> 00:13:48.860 Okay, 244 00:13:49.940 --> 00:13:50.750 so 245 00:13:52.440 --> 00:13:57.560 now what I would want to do is same thing over here. Just lead this one a bit further in. 246 00:13:58.940 --> 00:13:59.260 Yeah. 247 00:13:59.740 --> 00:14:03.310 Meanwhile this one can just just basically dissolve over 248 00:14:03.310 --> 00:14:06.270 here with a cut tool with a knife tool. 249 00:14:06.270 --> 00:14:07.360 I can just go in here, 250 00:14:07.840 --> 00:14:09.360 solve this edge, 251 00:14:10.340 --> 00:14:16.250 move these a bit more around and now this is also more nice and smooth 252 00:14:20.500 --> 00:14:21.790 as looking good 253 00:14:21.920 --> 00:14:24.050 over here. Same issue. 254 00:14:24.940 --> 00:14:25.760 I can 255 00:14:25.960 --> 00:14:27.850 go in with a knife tool over here 256 00:14:28.840 --> 00:14:29.770 to solve this 257 00:14:30.540 --> 00:14:31.160 actually 258 00:14:31.540 --> 00:14:32.350 um 259 00:14:34.340 --> 00:14:35.640 dissolve this edge, 260 00:14:35.830 --> 00:14:38.560 move this one a bit more round, dissolve this edge. 261 00:14:39.240 --> 00:14:42.150 And now I have this also a bit more fanned out, 262 00:14:42.740 --> 00:14:46.550 which results in nicer smoothing with the subdivision surface modifier. 263 00:14:48.140 --> 00:14:48.560 Okay, 264 00:14:51.440 --> 00:14:53.560 just checking the chat real quick. 265 00:14:54.040 --> 00:14:54.850 Uh 266 00:14:56.940 --> 00:15:00.060 Oh I see someone ask about the hardware specs uh 267 00:15:00.070 --> 00:15:02.210 you can actually read the description of the video. 268 00:15:02.210 --> 00:15:05.660 There's some more information right there if you're interested in 269 00:15:06.040 --> 00:15:08.420 interested in the hardware that I'm using right now 270 00:15:08.420 --> 00:15:11.240 this is actually not my usual work computer. 271 00:15:11.250 --> 00:15:12.550 This is in the recording room 272 00:15:12.940 --> 00:15:14.560 but still um 273 00:15:14.940 --> 00:15:17.060 ah you can find it right there. 274 00:15:18.440 --> 00:15:18.950 Okay, 275 00:15:20.140 --> 00:15:24.250 so same thing over here, actually, I would want this to be a bit more 276 00:15:24.940 --> 00:15:26.110 moved up. 277 00:15:26.260 --> 00:15:28.560 I don't want this to decrease that much. 278 00:15:29.340 --> 00:15:30.960 Perfect 279 00:15:31.440 --> 00:15:32.250 then. 280 00:15:35.650 --> 00:15:36.960 Perfect. 281 00:15:38.410 --> 00:15:39.490 No, actually 282 00:15:40.640 --> 00:15:40.690 I 283 00:15:41.340 --> 00:15:42.560 would like to 284 00:15:46.640 --> 00:15:46.850 mhm. 285 00:15:50.340 --> 00:15:50.960 Let's see. 286 00:15:54.440 --> 00:15:55.360 Uh huh. 287 00:16:00.140 --> 00:16:03.160 It's actually dissolved these two over here. 288 00:16:03.940 --> 00:16:05.470 What else like to find this 289 00:16:06.190 --> 00:16:07.060 up? 290 00:16:08.370 --> 00:16:09.860 There's a bit further down. 291 00:16:10.840 --> 00:16:11.560 There we go. 292 00:16:11.940 --> 00:16:12.350 Uh huh. 293 00:16:13.030 --> 00:16:13.860 And then 294 00:16:16.540 --> 00:16:16.860 mhm. 295 00:16:17.940 --> 00:16:18.860 There we go. 296 00:16:19.880 --> 00:16:20.150 Okay. 297 00:16:21.040 --> 00:16:23.040 It is a bit of a message, apology. 298 00:16:23.050 --> 00:16:26.650 I'm trying to be a bit careful about what I'm doing here, 299 00:16:27.040 --> 00:16:27.850 but 300 00:16:28.440 --> 00:16:35.890 it is definitely helpful to model in some of these um creases, 301 00:16:35.900 --> 00:16:37.540 especially if you're not going for like 302 00:16:37.540 --> 00:16:40.160 extra displacement textures and stuff like that. 303 00:16:40.540 --> 00:16:43.090 And also if it's a bit more stylized, 304 00:16:43.100 --> 00:16:48.850 you can just like if you're not doing any cloth simulation, this is fine. 305 00:16:51.640 --> 00:16:51.840 Yeah. 306 00:16:52.240 --> 00:16:52.860 Mm 307 00:16:57.440 --> 00:17:00.700 There we go. Yeah, this is this is exactly what I want. 308 00:17:00.700 --> 00:17:05.500 I want these this little bit of extra definition for the faults and with a 309 00:17:05.500 --> 00:17:11.140 little bit of creases by having to edge loops really close to one another. 310 00:17:11.150 --> 00:17:13.849 Um 311 00:17:14.740 --> 00:17:19.450 Same thing over here. Oh, over here actually, 312 00:17:20.940 --> 00:17:23.160 it's a bit more difficult 313 00:17:23.740 --> 00:17:25.960 because I decided 314 00:17:26.740 --> 00:17:29.860 like have this a bit more open ended. 315 00:17:29.960 --> 00:17:30.610 Oops, 316 00:17:31.640 --> 00:17:33.630 doesn't get wrapped up with a diamond and 317 00:17:33.630 --> 00:17:36.460 just kind of transitioned downwards into the rest 318 00:17:36.840 --> 00:17:38.160 so I have to see. 319 00:17:42.340 --> 00:17:46.170 Okay, but still I want this to be sharp 320 00:17:46.740 --> 00:17:52.560 um over here, it can bevel this, I'm gonna beveled rev a little bit more, 321 00:17:54.440 --> 00:17:56.060 there we go. 322 00:17:57.940 --> 00:17:58.270 Mhm, 323 00:17:59.040 --> 00:17:59.960 mm hmm, 324 00:18:03.040 --> 00:18:03.480 mm. 325 00:18:04.240 --> 00:18:04.560 Mhm. 326 00:18:05.040 --> 00:18:07.670 Wait, 327 00:18:08.840 --> 00:18:09.860 could I? 328 00:18:11.340 --> 00:18:11.730 Okay. 329 00:18:13.840 --> 00:18:14.460 No, 330 00:18:17.440 --> 00:18:20.320 maybe yes, 331 00:18:21.640 --> 00:18:21.960 yeah, 332 00:18:25.540 --> 00:18:25.950 yeah, 333 00:18:28.040 --> 00:18:33.670 yeah, this looks good. I see another question. Do you work with pre production? 334 00:18:33.680 --> 00:18:35.810 Where do you work with pre production? 335 00:18:35.820 --> 00:18:40.910 In blender movies such as making concept in storyboards? Uh not doing storyboards. 336 00:18:40.910 --> 00:18:44.170 I'm not uh in the layout department but 337 00:18:44.640 --> 00:18:48.770 um like that's usually more a job for the animators, 338 00:18:49.140 --> 00:18:52.740 but I am doing a little bit of concept 339 00:18:52.750 --> 00:18:55.560 work and I'm definitely working in the pre production, 340 00:18:56.040 --> 00:18:56.760 so 341 00:18:58.440 --> 00:19:02.460 that is definitely one of my biggest tasks that I am 342 00:19:03.540 --> 00:19:04.170 ah 343 00:19:04.940 --> 00:19:10.460 working on the early designs of characters props also, sometimes, 344 00:19:11.240 --> 00:19:14.270 especially now with spread fried a bit more on the environments. 345 00:19:14.640 --> 00:19:17.340 I mean the same thing on spring actually actually all 346 00:19:17.340 --> 00:19:19.600 of the open movies that I worked on so far, 347 00:19:19.600 --> 00:19:21.560 I did a lot with environments 348 00:19:22.240 --> 00:19:23.050 um 349 00:19:24.140 --> 00:19:24.350 mhm. 350 00:19:27.040 --> 00:19:30.850 But yeah, yeah, doing a lot of pre production actually 351 00:19:31.640 --> 00:19:35.060 and then then during the production I'm doing a lot of set work mainly. 352 00:19:37.740 --> 00:19:37.950 Mhm. 353 00:19:38.910 --> 00:19:41.960 That's usually the time where also all the characters have wrapped up, 354 00:19:42.340 --> 00:19:43.560 it's not much else to do. 355 00:19:44.040 --> 00:19:45.560 Um 356 00:19:46.040 --> 00:19:46.760 Let's see, 357 00:19:47.240 --> 00:19:50.860 this is all looking good. This is a bit ugly. Why is this ugly? 358 00:19:51.940 --> 00:19:52.770 Uh huh. 359 00:19:57.740 --> 00:19:58.360 Wait, 360 00:19:58.980 --> 00:20:00.810 let me actually change this. 361 00:20:02.540 --> 00:20:02.860 Mm 362 00:20:16.040 --> 00:20:16.760 Okay, 363 00:20:18.240 --> 00:20:18.450 mhm, 364 00:20:19.840 --> 00:20:20.040 Yeah. 365 00:20:21.140 --> 00:20:21.460 Mhm 366 00:20:21.940 --> 00:20:22.170 Yeah, 367 00:20:22.740 --> 00:20:23.960 still a bit ugly. 368 00:20:25.650 --> 00:20:28.950 There's just so many polls close to each other right here? 369 00:20:30.040 --> 00:20:31.770 It's making it a mess. 370 00:20:32.740 --> 00:20:33.550 Um 371 00:20:39.340 --> 00:20:39.850 Okay, 372 00:20:40.640 --> 00:20:41.270 let's see 373 00:20:43.340 --> 00:20:46.670 uh what I might actually do is 374 00:20:48.040 --> 00:20:48.680 okay, that's 375 00:20:49.640 --> 00:20:52.060 merge these two faces just with F 376 00:20:53.540 --> 00:20:55.920 and I would like to just 377 00:20:57.040 --> 00:21:00.760 keep this going for a bit longer so I can just 378 00:21:01.440 --> 00:21:02.270 do this, 379 00:21:06.140 --> 00:21:07.060 do this. 380 00:21:07.640 --> 00:21:08.770 No, no, no, 381 00:21:10.940 --> 00:21:13.500 let's try to just end it, right, they're 382 00:21:14.110 --> 00:21:15.460 gonna dissolve 383 00:21:16.240 --> 00:21:18.760 one of these edges so it keeps going 384 00:21:19.140 --> 00:21:20.270 all the way until they are 385 00:21:22.010 --> 00:21:24.360 and this should relax this area a little bit more. 386 00:21:31.040 --> 00:21:31.660 Uh huh 387 00:21:39.040 --> 00:21:39.270 Right, 388 00:21:40.940 --> 00:21:43.270 this is a bit of a tricky area. It's like 389 00:21:46.340 --> 00:21:50.060 I would actually ideally add another loop right here, 390 00:21:50.440 --> 00:21:52.450 like basically down here 391 00:21:52.940 --> 00:21:53.660 like this, 392 00:21:54.740 --> 00:21:56.410 it could relax 393 00:21:56.750 --> 00:21:58.840 the entire thing a bit more, 394 00:21:59.020 --> 00:22:00.770 but 395 00:22:01.340 --> 00:22:10.150 I'm not sure because that also then just goes up there and it leads back in here, 396 00:22:10.150 --> 00:22:11.860 it goes all over the place. 397 00:22:11.870 --> 00:22:16.460 Um 398 00:22:19.220 --> 00:22:22.960 I would say I'll keep it like this for now. 399 00:22:25.540 --> 00:22:25.770 Yeah. 400 00:22:26.640 --> 00:22:26.850 Mhm 401 00:22:27.340 --> 00:22:27.540 Yeah, 402 00:22:31.140 --> 00:22:34.260 pushing this a bit more up. I want to also 403 00:22:34.640 --> 00:22:39.460 pronounce some of these uh groups a bit more. 404 00:22:39.940 --> 00:22:41.780 Some of these valleys 405 00:22:42.480 --> 00:22:43.660 and to be honest, 406 00:22:44.140 --> 00:22:47.200 this one also still needs to be beveled 407 00:22:47.510 --> 00:22:48.770 this one right here. 408 00:23:00.140 --> 00:23:01.660 Same thing for this one. 409 00:23:03.640 --> 00:23:06.550 Just can just keep going for a while to be honest, 410 00:23:07.040 --> 00:23:09.860 we can even go all the way around, let's do that, 411 00:23:11.040 --> 00:23:11.700 screw, it 412 00:23:11.900 --> 00:23:12.900 can bevel this, 413 00:23:15.140 --> 00:23:15.340 yeah, 414 00:23:15.740 --> 00:23:16.760 mm hmm, 415 00:23:17.140 --> 00:23:17.860 Here we go. 416 00:23:19.340 --> 00:23:19.670 Mhm 417 00:23:20.640 --> 00:23:21.360 Okay. 418 00:23:24.240 --> 00:23:24.450 Mhm 419 00:23:25.140 --> 00:23:25.340 Yeah, 420 00:23:26.840 --> 00:23:28.640 I, I see a random 421 00:23:28.770 --> 00:23:33.330 question in the, in the chat, what are all the markers in the timeline? 422 00:23:33.340 --> 00:23:34.750 That's actually a good question. 423 00:23:34.760 --> 00:23:38.280 I still have some of the expression tests in this file. 424 00:23:38.290 --> 00:23:40.940 These markers, I don't actually use them right now. 425 00:23:40.950 --> 00:23:43.340 They're just for like that I can 426 00:23:43.340 --> 00:23:45.780 toggle between certain expressions for the character. 427 00:23:45.790 --> 00:23:46.850 I guess. I could just like 428 00:23:47.740 --> 00:23:49.530 let's safe real quick. 429 00:23:49.880 --> 00:23:50.470 Like 430 00:23:52.540 --> 00:23:54.600 quickly go into 431 00:23:57.340 --> 00:23:58.270 ah there we go. 432 00:23:58.840 --> 00:24:01.570 So I actually have the character right here and I 433 00:24:01.570 --> 00:24:08.460 can just quickly toggle between different sculpts that I did. 434 00:24:09.140 --> 00:24:10.270 There we go. 435 00:24:10.740 --> 00:24:10.950 Mhm. 436 00:24:14.240 --> 00:24:18.920 So this was a big inspiration for like what the rich apology needs to 437 00:24:18.930 --> 00:24:23.860 be capable of doing where some extra creases would form like on the forehead 438 00:24:24.440 --> 00:24:25.550 and um 439 00:24:26.240 --> 00:24:28.160 yeah, just basically 440 00:24:28.740 --> 00:24:29.900 the goal posts 441 00:24:32.040 --> 00:24:34.870 um and I have this in this file because sometimes it 442 00:24:34.870 --> 00:24:37.980 was a bit good to see where I need those, 443 00:24:37.980 --> 00:24:40.260 some of those groups to be like on the forehead 444 00:24:40.640 --> 00:24:43.020 that I have like three loops which could like 445 00:24:43.030 --> 00:24:45.460 pinch together and then they form a crease. 446 00:24:45.840 --> 00:24:50.560 If I need it, I'm going to revert the file so that I can get back to 447 00:24:50.760 --> 00:24:52.860 the visibility state I had just in a moment 448 00:24:53.640 --> 00:24:55.670 just a moment ago. Okay, perfect. 449 00:24:56.340 --> 00:24:57.060 Like 450 00:24:57.740 --> 00:25:00.300 I needed these three loops to be exactly here. 451 00:25:00.300 --> 00:25:02.300 So it is really easy to rig them into 452 00:25:02.300 --> 00:25:07.550 place and uh they just immediately form that crease. 453 00:25:09.040 --> 00:25:10.270 So 454 00:25:11.110 --> 00:25:12.170 moving on. 455 00:25:13.440 --> 00:25:18.170 I think this looks nice. It's like some issues here. 456 00:25:18.640 --> 00:25:18.850 Okay 457 00:25:19.940 --> 00:25:21.770 Oh like for example 458 00:25:23.840 --> 00:25:25.450 there's two triangles here 459 00:25:25.630 --> 00:25:26.890 and also this mess 460 00:25:30.140 --> 00:25:32.960 Um if there are two triangles 461 00:25:34.440 --> 00:25:34.650 yeah 462 00:25:35.140 --> 00:25:36.460 maybe I can just 463 00:25:37.340 --> 00:25:41.420 move this one down and just deal with one loop over here. 464 00:25:42.440 --> 00:25:43.060 Just 465 00:25:44.140 --> 00:25:45.060 move this up. 466 00:25:46.240 --> 00:25:46.450 Mhm. 467 00:25:47.940 --> 00:25:48.660 Here we go. 468 00:25:49.840 --> 00:25:52.960 Maybe. But I do want this crease here 469 00:25:57.340 --> 00:25:57.760 Mhm 470 00:26:00.940 --> 00:26:02.680 smoothing over it a little bit. 471 00:26:05.840 --> 00:26:07.360 Okay so this is tricky, 472 00:26:07.740 --> 00:26:08.550 definitely 473 00:26:09.840 --> 00:26:10.460 going to 474 00:26:10.840 --> 00:26:11.710 splits. 475 00:26:12.440 --> 00:26:12.670 Mhm. 476 00:26:13.240 --> 00:26:13.940 This 477 00:26:16.440 --> 00:26:17.320 bevel this 478 00:26:19.040 --> 00:26:19.890 And Bevel 479 00:26:20.180 --> 00:26:21.350 This one too. 480 00:26:25.440 --> 00:26:27.450 No not that one, 481 00:26:27.940 --> 00:26:29.950 I'm actually going to get rid of this one again 482 00:26:30.840 --> 00:26:31.900 and instead 483 00:26:34.410 --> 00:26:35.860 select 484 00:26:38.240 --> 00:26:40.760 essentially this range over here 485 00:26:41.240 --> 00:26:42.020 bevel it 486 00:26:43.240 --> 00:26:46.060 Okay now I basically have what I wanted. 487 00:26:47.140 --> 00:26:48.360 Two triangles. 488 00:26:49.160 --> 00:26:49.360 Oh 489 00:26:49.840 --> 00:26:51.620 a bit misplaced from each other 490 00:26:52.440 --> 00:26:52.670 yeah 491 00:26:53.740 --> 00:26:56.670 But I can then merge them into one 492 00:26:57.240 --> 00:26:57.450 mm 493 00:26:58.640 --> 00:26:58.850 Mhm 494 00:27:02.440 --> 00:27:06.060 It's four triangles actually um 495 00:27:07.940 --> 00:27:08.860 Okay 496 00:27:11.540 --> 00:27:15.170 this was a little bit weak what I did right here hold on 497 00:27:16.040 --> 00:27:17.270 because 498 00:27:18.740 --> 00:27:21.560 I like beveled the edges but I still need to 499 00:27:22.640 --> 00:27:26.660 move them closer to one another so that they can actually merge. 500 00:27:27.240 --> 00:27:27.860 Uh huh 501 00:27:30.940 --> 00:27:31.770 go okay. 502 00:27:33.540 --> 00:27:33.860 Mhm 503 00:27:38.140 --> 00:27:38.340 Yeah 504 00:27:39.440 --> 00:27:39.670 no 505 00:27:41.040 --> 00:27:41.720 wait 506 00:27:42.540 --> 00:27:42.770 mhm 507 00:27:43.440 --> 00:27:43.770 mm 508 00:27:47.740 --> 00:27:51.160 This I can already get get up, come on, 509 00:27:51.840 --> 00:27:54.660 come it off. Okay it's perfect 510 00:27:58.340 --> 00:27:59.040 and 511 00:28:01.040 --> 00:28:01.670 perfect. 512 00:28:02.040 --> 00:28:06.810 Hold on. Oh the screen cast is off again because I reloaded the fire. 513 00:28:08.240 --> 00:28:10.060 Glad I saw that. Okay 514 00:28:11.840 --> 00:28:12.040 yeah 515 00:28:13.040 --> 00:28:13.270 Mhm 516 00:28:16.640 --> 00:28:21.670 finding out these edge lips a bit more so that the creases not that sharp. 517 00:28:22.340 --> 00:28:22.670 Okay 518 00:28:23.440 --> 00:28:23.490 I 519 00:28:23.800 --> 00:28:24.760 can 520 00:28:25.440 --> 00:28:25.770 mhm 521 00:28:26.240 --> 00:28:26.900 let's see 522 00:28:27.480 --> 00:28:31.270 if you can get rid of this edge, just dissolve it. 523 00:28:31.740 --> 00:28:31.950 Mhm 524 00:28:32.940 --> 00:28:36.060 brings us one quad over here, 525 00:28:36.440 --> 00:28:37.270 you can just 526 00:28:37.640 --> 00:28:40.760 keep these ones going until over here. 527 00:28:42.040 --> 00:28:42.360 Mhm. 528 00:28:43.340 --> 00:28:44.560 Get rid of this 529 00:28:44.690 --> 00:28:46.550 edge over here and this one. 530 00:28:47.040 --> 00:28:47.670 Perfect. 531 00:28:48.340 --> 00:28:48.540 Yeah. 532 00:28:49.940 --> 00:28:52.760 Okay. And skull part, I could like 533 00:28:54.040 --> 00:28:56.260 gets smoothed over this a bit more 534 00:28:56.480 --> 00:28:59.170 just to relax that particular area. 535 00:29:00.240 --> 00:29:04.350 I do that with a slight relaxed brush because it keeps the shape intact. 536 00:29:04.940 --> 00:29:05.260 Yeah, 537 00:29:06.340 --> 00:29:07.270 here we go. 538 00:29:08.040 --> 00:29:08.270 Mhm. 539 00:29:09.140 --> 00:29:09.350 Mhm. 540 00:29:10.540 --> 00:29:12.760 Okay, 541 00:29:13.240 --> 00:29:20.170 and now if I have the subdivision surface modify on, should be mostly fine, 542 00:29:20.740 --> 00:29:21.160 yep. 543 00:29:21.540 --> 00:29:21.860 Mhm. 544 00:29:22.540 --> 00:29:25.780 Although here it is still tepid ugly. 545 00:29:26.440 --> 00:29:26.670 Mm 546 00:29:27.940 --> 00:29:28.560 mm. 547 00:29:36.040 --> 00:29:36.270 Yeah. 548 00:29:38.740 --> 00:29:38.950 Mhm. 549 00:29:40.240 --> 00:29:40.440 Yeah. 550 00:29:44.840 --> 00:29:45.460 Okay, 551 00:29:46.040 --> 00:29:50.960 that relaxes it a little bit and basically changing a bit how those faults look 552 00:29:51.640 --> 00:29:53.460 where they lead, where they end 553 00:29:54.240 --> 00:29:55.860 in order for this to be 554 00:29:57.640 --> 00:30:01.240 a bit more relaxed over here. Too sharp over corner. 555 00:30:01.250 --> 00:30:03.460 I don't want it to all pinched together 556 00:30:04.140 --> 00:30:05.270 with these polls. 557 00:30:07.240 --> 00:30:08.040 Yeah, 558 00:30:08.950 --> 00:30:09.550 damn it. 559 00:30:11.340 --> 00:30:11.670 Mhm. 560 00:30:14.050 --> 00:30:16.770 This one is still really visible over here. 561 00:30:17.340 --> 00:30:17.550 Mhm. 562 00:30:18.540 --> 00:30:19.430 What about this 1? 563 00:30:19.670 --> 00:30:20.850 This one is fine. 564 00:30:24.840 --> 00:30:29.160 Uh Any more questions again, if you have any questions? 565 00:30:29.170 --> 00:30:32.160 Um just tag blender studio in the chat. 566 00:30:36.240 --> 00:30:36.560 Mm. 567 00:30:37.740 --> 00:30:37.950 Mhm. 568 00:30:39.240 --> 00:30:39.660 Mhm. 569 00:30:41.340 --> 00:30:42.270 Okay. 570 00:30:48.740 --> 00:30:48.940 Yeah, 571 00:30:49.440 --> 00:30:50.360 mm. 572 00:30:51.640 --> 00:30:51.840 Yeah. 573 00:30:56.140 --> 00:30:56.580 Okay. 574 00:30:57.540 --> 00:30:57.770 Mhm. 575 00:31:01.240 --> 00:31:01.450 Mhm. 576 00:31:03.940 --> 00:31:04.170 Okay. 577 00:31:04.640 --> 00:31:08.270 Yeah, I'm not a fan of this or this. 578 00:31:14.140 --> 00:31:14.350 Mhm. 579 00:31:16.340 --> 00:31:16.540 Yeah, 580 00:31:17.040 --> 00:31:17.360 Okay, 581 00:31:17.940 --> 00:31:23.270 I might resolve that after I finished the shrink wrapping, which 582 00:31:23.740 --> 00:31:26.150 will be at some point soon. 583 00:31:27.040 --> 00:31:29.860 Also sometimes maybe still use mirror. No, 584 00:31:30.640 --> 00:31:34.960 um topology chimura doesn't work. 585 00:31:35.540 --> 00:31:36.350 Mhm. 586 00:31:40.540 --> 00:31:41.460 Mm hmm. 587 00:31:41.840 --> 00:31:43.420 That's a shame. 588 00:31:48.540 --> 00:31:48.860 Yeah, 589 00:31:54.040 --> 00:31:55.560 well, 590 00:31:58.740 --> 00:31:58.950 mhm 591 00:32:03.040 --> 00:32:05.770 let's see um 592 00:32:06.440 --> 00:32:06.770 mm 593 00:32:12.540 --> 00:32:16.770 uh to be honest, what I would like to do here is 594 00:32:17.240 --> 00:32:18.460 I'm going to 595 00:32:19.740 --> 00:32:21.500 um hi this 596 00:32:21.810 --> 00:32:22.950 select all of this, 597 00:32:23.840 --> 00:32:25.760 separate this into its own object 598 00:32:26.440 --> 00:32:28.170 because the bottom part is 599 00:32:28.340 --> 00:32:29.770 is asymmetrical. 600 00:32:30.640 --> 00:32:33.550 But the upper boy upper part is still symmetrical. 601 00:32:33.550 --> 00:32:38.560 So I would like to keep this symmetrical to save myself some work 602 00:32:38.940 --> 00:32:41.850 so I can just add a mirror modifier to this. 603 00:32:43.040 --> 00:32:43.850 Perfect. 604 00:32:46.240 --> 00:32:46.850 And 605 00:32:47.040 --> 00:32:50.560 I can still have both of these objects in edit mode together 606 00:32:52.240 --> 00:32:53.010 like this, 607 00:32:54.140 --> 00:32:59.450 but I can work on this one. This one is mirrored and this one is not 608 00:32:59.840 --> 00:33:03.460 I love multi object edit mode. 609 00:33:05.640 --> 00:33:09.450 Okay, so now over here I can make sure this loop over here 610 00:33:10.040 --> 00:33:10.850 as 611 00:33:13.340 --> 00:33:14.960 correctly placed 612 00:33:15.440 --> 00:33:17.060 on this uh 613 00:33:17.540 --> 00:33:19.360 increase that I want to have 614 00:33:20.340 --> 00:33:21.270 right over here. 615 00:33:24.340 --> 00:33:25.060 That's it. 616 00:33:26.240 --> 00:33:28.550 Okay, like this over here. 617 00:33:30.540 --> 00:33:32.610 And then I bevel this 618 00:33:34.440 --> 00:33:36.450 with a center loop 619 00:33:36.940 --> 00:33:38.560 just so I can be sure. 620 00:33:40.640 --> 00:33:43.270 two. I can select these two edges over here. 621 00:33:43.640 --> 00:33:47.880 And just with control X dissolve them. And then it leads in a diamond quad. 622 00:33:48.440 --> 00:33:51.460 And I don't need to worry about this actually. 623 00:33:52.440 --> 00:33:54.360 Um having triangles. 624 00:33:55.640 --> 00:33:57.760 I do need to be bit careful about this 625 00:33:57.760 --> 00:34:00.420 though because this is what it usually provokes. 626 00:34:00.430 --> 00:34:02.450 There's going to be these little stretched 627 00:34:02.840 --> 00:34:03.610 areas. 628 00:34:04.240 --> 00:34:06.670 So I think I'm going to end 629 00:34:07.140 --> 00:34:09.560 this time and a bit more lower over here. 630 00:34:11.040 --> 00:34:11.670 See 631 00:34:12.730 --> 00:34:14.350 then we have it down here but we can 632 00:34:14.940 --> 00:34:16.540 I'll just nudge it again. 633 00:34:16.550 --> 00:34:20.250 Once the shrink wrapping is done, I'm going to apply it at some point. 634 00:34:20.739 --> 00:34:22.170 I can tweak these 635 00:34:22.540 --> 00:34:26.050 increases so that they look more like I want them to. 636 00:34:27.139 --> 00:34:33.969 It's just about nudging points around, but now this is now this crease is a bit more uh 637 00:34:34.639 --> 00:34:35.659 pronounced. 638 00:34:37.239 --> 00:34:40.170 Can also face a bit closer in 639 00:34:41.440 --> 00:34:42.360 like that. 640 00:34:42.940 --> 00:34:43.170 Mhm. 641 00:34:46.940 --> 00:34:47.170 Mhm. 642 00:34:49.340 --> 00:34:51.130 In this case I can just 643 00:34:51.400 --> 00:34:53.360 move some edge loops around 644 00:34:56.040 --> 00:34:56.969 like that. 645 00:34:58.640 --> 00:35:01.410 Sometimes it doesn't quite have the same shape, 646 00:35:01.420 --> 00:35:04.910 but I'm going to fix that as long as the loops are in the right spots, 647 00:35:05.340 --> 00:35:10.350 I can fix that in a kind of automatic way. Like I showed in the last stream where I 648 00:35:11.340 --> 00:35:14.380 use the multi rest modifier to apply the base 649 00:35:15.040 --> 00:35:19.660 and then it kind of automatically fixes all the lost volumes and shapes. 650 00:35:21.840 --> 00:35:22.760 Okay, 651 00:35:23.140 --> 00:35:24.060 so 652 00:35:25.240 --> 00:35:28.750 I'll just also finally bevel this edge 653 00:35:29.700 --> 00:35:31.670 with a loop in the center. 654 00:35:32.140 --> 00:35:32.350 Mhm. 655 00:35:33.440 --> 00:35:38.860 Sorry, while I'm doing this, uh leveling the screen cast cases, 656 00:35:38.860 --> 00:35:41.170 actually not showing what I'm pressing. 657 00:35:41.540 --> 00:35:42.150 So 658 00:35:42.280 --> 00:35:43.250 it's essentially like 659 00:35:43.510 --> 00:35:45.260 if you're using a mouse, you can just 660 00:35:45.640 --> 00:35:46.660 bevel 661 00:35:47.040 --> 00:35:52.350 um and then with a mouse wheel you can insert extra edge loops, 662 00:35:53.940 --> 00:35:57.780 but you can also if you're using a pen or you don't want to use the mouse. 663 00:35:57.780 --> 00:36:00.350 Well you can also just press I wait no 664 00:36:00.830 --> 00:36:06.670 s for segments, and then you add more loops and then with what is it? 665 00:36:06.680 --> 00:36:10.180 A you can change the width further, 666 00:36:10.190 --> 00:36:14.540 it's like all of these shortcuts in the status bar, you can read them right there. 667 00:36:15.530 --> 00:36:17.540 Um 668 00:36:17.930 --> 00:36:23.120 I see some extra questions. Do you use an add on for automatic read apology. 669 00:36:23.130 --> 00:36:27.650 No, not yet. I would love to have one to be honest. 670 00:36:27.660 --> 00:36:31.470 Um Well not completely automatic but semi automatic. 671 00:36:31.480 --> 00:36:36.650 I still want to define where my main loops and where the edge flow is. 672 00:36:37.430 --> 00:36:41.960 Um The program that was I was actually using for this was um 673 00:36:43.230 --> 00:36:44.340 what was it called? 674 00:36:45.230 --> 00:36:48.370 It's actually like an open source tool you can get online. 675 00:36:50.230 --> 00:36:54.460 I think it's called insta mesh or something like that. I need to actually look it up. 676 00:36:54.830 --> 00:36:55.340 Wait 677 00:36:55.730 --> 00:36:57.160 insta mesh 678 00:36:59.830 --> 00:37:01.170 instant meshes, 679 00:37:01.630 --> 00:37:02.370 that's it. 680 00:37:02.380 --> 00:37:05.570 Uh That one actually has an integrated integration into blender 681 00:37:05.570 --> 00:37:08.890 directly so I can really recommend checking that out. 682 00:37:08.900 --> 00:37:12.760 You can actually define the edge flow in that by just drawing lines 683 00:37:12.770 --> 00:37:17.740 but it does create a lot of triangles because it tries to keep the 684 00:37:18.230 --> 00:37:23.750 uh distribution and size of the polygons, pretty much even 685 00:37:24.130 --> 00:37:28.120 so that results in some issues. It's not great apology. 686 00:37:28.120 --> 00:37:31.450 It's not even that great for sculpting but it might be really good for 687 00:37:32.530 --> 00:37:36.140 like if you have some props in the background or like some three D. 688 00:37:36.140 --> 00:37:38.460 Scans that you want to clean up 689 00:37:39.030 --> 00:37:44.040 apart from that. I'm basically mostly doing manual re topology. 690 00:37:44.530 --> 00:37:49.170 We topple flow can save some time but I need to get used to 691 00:37:49.180 --> 00:37:55.240 using it and also I want to before these streams I want to use 692 00:37:55.730 --> 00:38:01.150 blender as it is right now, I don't want to use any commercial adults because 693 00:38:01.820 --> 00:38:05.750 it is easier to follow something like a tutorial or a live 694 00:38:05.750 --> 00:38:11.030 stream if you can also do the same thing yourself without any problems 695 00:38:11.520 --> 00:38:13.440 without any roadblocks like 696 00:38:14.120 --> 00:38:17.240 uh purchase you need to do to actually do the same 697 00:38:20.620 --> 00:38:24.250 although if you really want to save some time for the topology, 698 00:38:24.820 --> 00:38:30.040 I like just go for some extra adults and plug ins, 699 00:38:30.420 --> 00:38:32.750 there's no there's nothing wrong with that. 700 00:38:36.220 --> 00:38:37.030 Okay. 701 00:38:39.420 --> 00:38:44.300 Another question. Are you sharing this project at the blender website? 702 00:38:44.310 --> 00:38:45.710 Um Yes, 703 00:38:45.720 --> 00:38:48.360 you can find some more files like the sculpting files 704 00:38:48.360 --> 00:38:50.560 and also extra time lapses on the blender cloud. 705 00:38:50.570 --> 00:38:52.340 There's a link in the description. 706 00:38:53.020 --> 00:38:56.500 Uh It is tied to the subscription service but I mean if 707 00:38:56.500 --> 00:38:59.440 you want to support me and everyone else here and the team 708 00:38:59.820 --> 00:39:01.530 go ahead and like 709 00:39:02.020 --> 00:39:03.250 throw us a bit of money. 710 00:39:03.720 --> 00:39:04.650 Um 711 00:39:06.220 --> 00:39:08.840 but yeah you can find plenty more content there 712 00:39:08.840 --> 00:39:12.560 including my tutorial course on basically doing exactly what 713 00:39:12.560 --> 00:39:14.760 I'm doing right now which is a bit easier 714 00:39:14.760 --> 00:39:19.030 to follow because it is more concentrated tutorials. 715 00:39:20.020 --> 00:39:20.740 Um 716 00:39:23.820 --> 00:39:25.650 See I want to bevel this 717 00:39:26.020 --> 00:39:27.750 Again with one segment in the middle. 718 00:39:28.220 --> 00:39:30.740 Actually wait I'm going to wait for with that. 719 00:39:33.120 --> 00:39:33.840 Cool. 720 00:39:35.020 --> 00:39:35.650 Oh boy. 721 00:39:37.420 --> 00:39:38.650 Okay, this is tricky. 722 00:39:44.420 --> 00:39:45.440 It's actually like 723 00:39:46.820 --> 00:39:47.020 Uh huh 724 00:39:50.120 --> 00:39:51.820 Did not, I did not really consider this. 725 00:39:51.820 --> 00:39:55.940 There's actually like a sharp loop going around here. 726 00:39:56.920 --> 00:39:58.450 I should have planned this out of it. 727 00:39:59.420 --> 00:39:59.650 Mhm. 728 00:40:00.310 --> 00:40:00.520 Mhm 729 00:40:01.710 --> 00:40:05.240 But I think it's fine if I lose that a bit. 730 00:40:08.610 --> 00:40:10.440 Okay. Yeah, I can just 731 00:40:10.810 --> 00:40:12.030 Move this one up here. 732 00:40:19.310 --> 00:40:19.510 Yeah, 733 00:40:21.010 --> 00:40:21.730 let's see. 734 00:40:22.110 --> 00:40:22.440 Hope 735 00:40:24.210 --> 00:40:26.730 smooth this a bit. Move this around 736 00:40:27.310 --> 00:40:32.320 so now it's going a bit again like it's not following the same 737 00:40:33.110 --> 00:40:35.630 topology as much of the underlying body. 738 00:40:36.310 --> 00:40:38.320 But I want these loops to follow. 739 00:40:41.510 --> 00:40:43.640 Follow this shoulder a bit more. 740 00:40:45.010 --> 00:40:49.020 Okay, can I use like the pinch brush 741 00:40:50.310 --> 00:40:52.440 to pinch these a bit more together? 742 00:40:53.010 --> 00:40:53.640 Here we go 743 00:40:55.210 --> 00:40:56.000 and then 744 00:40:56.390 --> 00:40:58.440 slight relaxed, smooth this a bit 745 00:41:00.610 --> 00:41:01.330 perfect. 746 00:41:02.110 --> 00:41:02.440 Okay, 747 00:41:03.410 --> 00:41:04.520 it should be fine. 748 00:41:05.810 --> 00:41:06.530 Um 749 00:41:08.710 --> 00:41:10.330 Yeah, should be fine. 750 00:41:14.410 --> 00:41:17.020 Oh yeah. And then I can actually bevel this 751 00:41:18.010 --> 00:41:18.660 like this 752 00:41:19.310 --> 00:41:21.020 should be enough. 753 00:41:32.210 --> 00:41:32.930 Okay, 754 00:41:33.810 --> 00:41:36.930 Are there any loops that are very much out of place? 755 00:41:37.410 --> 00:41:40.640 I saw some of them snapping to the inner side of the shirt. I don't want that. 756 00:41:41.110 --> 00:41:44.020 Uh There's also more questions. Um 757 00:41:48.210 --> 00:41:48.520 Yeah. 758 00:41:49.110 --> 00:41:54.740 Mm Oh Mike is asking questions. Why do you sculpt in cloth for cloth falls? 759 00:41:55.310 --> 00:41:57.830 They not change based on posing? 760 00:41:58.210 --> 00:42:02.510 Well, not quite. I mean we're not using cloth simulation. 761 00:42:02.520 --> 00:42:07.320 If we would do that, then yeah, they would dynamically fold and 762 00:42:07.700 --> 00:42:11.480 also like release based on, on the animation. 763 00:42:11.490 --> 00:42:15.200 But since this rig and the style of character is 764 00:42:15.200 --> 00:42:17.700 supposed to be as easy to animate as possible. 765 00:42:17.700 --> 00:42:18.730 We did the same for 766 00:42:19.100 --> 00:42:19.890 rain. 767 00:42:19.900 --> 00:42:25.260 Uh I am actually modeling in the faults because these faults that we have right here. 768 00:42:25.270 --> 00:42:27.460 They would not change depending on the post. 769 00:42:27.460 --> 00:42:32.320 They would always be there like the ones here and especially on the back of the knee 770 00:42:32.700 --> 00:42:33.420 um 771 00:42:34.000 --> 00:42:37.160 and on the bottom of the pants, like no matter how you would animate them, 772 00:42:37.170 --> 00:42:40.360 it would still be kind of believable that they are there and 773 00:42:40.360 --> 00:42:43.190 the rest of the clothing is close enough to the body, 774 00:42:43.190 --> 00:42:44.730 like tight enough that 775 00:42:45.200 --> 00:42:49.940 you wouldn't necessarily expect there to be more false happening 776 00:42:50.060 --> 00:42:51.320 at any time. 777 00:42:51.800 --> 00:42:54.020 Um It is a little bit cheap 778 00:42:54.500 --> 00:42:55.220 but 779 00:42:56.100 --> 00:42:56.310 mhm 780 00:42:56.790 --> 00:43:00.470 it is a compromise essentially. This is 781 00:43:02.500 --> 00:43:03.220 um 782 00:43:03.800 --> 00:43:05.620 you could always go more expensive, 783 00:43:07.400 --> 00:43:10.730 but yeah, for for this style at least works. Um 784 00:43:12.300 --> 00:43:14.670 I see someone asked why my, 785 00:43:14.680 --> 00:43:18.840 why is your instagram that uh it's an interesting question. 786 00:43:18.850 --> 00:43:23.680 I was thinking about it today again, like I was checking my instagram and yeah, 787 00:43:23.690 --> 00:43:27.120 I'm I haven't used it for 788 00:43:27.700 --> 00:43:30.820 a year now, I think over a year. 789 00:43:32.200 --> 00:43:33.200 That's a bit sad. 790 00:43:33.210 --> 00:43:39.120 But I think the main reason why I don't like to use instagram anymore is 791 00:43:39.800 --> 00:43:42.960 it's it's not really a social platform. 792 00:43:43.150 --> 00:43:43.930 It's like, 793 00:43:44.500 --> 00:43:46.730 it's a bit like uh like fast food, 794 00:43:46.730 --> 00:43:49.790 like you're just like going through all the different artworks 795 00:43:49.790 --> 00:43:53.040 just going through the feet and then just keep liking and 796 00:43:53.040 --> 00:43:56.850 liking but you're never really like saving anything or like 797 00:43:56.850 --> 00:44:00.430 actually interacting with people that much or you can interact, 798 00:44:00.430 --> 00:44:04.810 you can't send messages, but I always 799 00:44:05.090 --> 00:44:09.590 uh I I never saw that someone wrote me and comments 800 00:44:09.590 --> 00:44:12.900 just get dumped into the same notification feed as everything else. 801 00:44:12.900 --> 00:44:14.510 So I never 802 00:44:15.190 --> 00:44:19.920 like it's so easy to lose track of what is actually happening on instagram. 803 00:44:20.390 --> 00:44:23.470 And if you're getting a lot of likes at some 804 00:44:23.470 --> 00:44:27.010 point and a lot of like just activity in general, 805 00:44:27.020 --> 00:44:29.810 you don't see the comments anymore, they just get lost. 806 00:44:30.590 --> 00:44:32.600 And I thought that was super sad. 807 00:44:33.190 --> 00:44:37.600 Like there were so many comments that I needed to hunt down to answer 808 00:44:38.790 --> 00:44:40.110 and that's just 809 00:44:41.090 --> 00:44:42.710 it's just too much effort. 810 00:44:43.690 --> 00:44:47.630 Meanwhile on like twitter or facebook or art station also like especially 811 00:44:47.630 --> 00:44:51.180 in our station if someone is like I can filter the activity, 812 00:44:51.180 --> 00:44:52.920 I can filter the notifications. 813 00:44:54.990 --> 00:44:57.090 So art station and twitter, 814 00:44:57.100 --> 00:45:02.610 definitely the websites were most mostly active and sharing stuff. 815 00:45:05.390 --> 00:45:06.310 Uh 816 00:45:07.590 --> 00:45:11.720 who had a blender studio account also on twitter. Yeah 817 00:45:12.090 --> 00:45:18.300 well I mean you can follow the blender cloud account which is essentially the same. 818 00:45:18.310 --> 00:45:21.300 Like there I would say there's at this point 819 00:45:21.690 --> 00:45:23.620 basically no distinction. 820 00:45:23.630 --> 00:45:28.800 Very little distinction between the blender cloud and the blender studio because 821 00:45:28.810 --> 00:45:33.300 the blender cloud is really just the platform for the blender studio. 822 00:45:35.190 --> 00:45:40.800 So you can find all of my extra, all of our extra content on there. 823 00:45:41.890 --> 00:45:42.140 Yeah. 824 00:45:42.690 --> 00:45:42.920 Mhm 825 00:45:43.790 --> 00:45:44.600 um 826 00:45:46.090 --> 00:45:46.300 mm 827 00:45:46.990 --> 00:45:47.750 Perfect. 828 00:45:47.760 --> 00:45:48.210 Okay, 829 00:45:48.220 --> 00:45:53.220 so I'm going to apply the mirror modifier now and merge these objects back together 830 00:45:54.490 --> 00:45:56.790 and now we can select these two edge troops 831 00:45:57.030 --> 00:45:58.000 control E 832 00:45:58.490 --> 00:46:00.640 Rich edge loops, bam. 833 00:46:00.800 --> 00:46:02.090 And it's all merged again. 834 00:46:03.180 --> 00:46:03.390 Yeah. 835 00:46:06.880 --> 00:46:10.210 Okay with that. The shirt is basically done. I would say 836 00:46:10.680 --> 00:46:16.100 I'm going to do the same trick of I'm going to duplicate and apply the shrink wrap. 837 00:46:16.480 --> 00:46:18.700 It's disabled these modifiers for now. 838 00:46:19.180 --> 00:46:21.300 Going to add a multi rest modifier 839 00:46:21.680 --> 00:46:23.020 and self divide this 840 00:46:23.780 --> 00:46:24.500 like 841 00:46:25.180 --> 00:46:26.960 three times 3 times. 842 00:46:28.080 --> 00:46:28.290 Mhm 843 00:46:31.480 --> 00:46:32.710 Ha 844 00:46:35.480 --> 00:46:37.900 Okay. Above mesh. 845 00:46:38.580 --> 00:46:39.500 Ooh 846 00:46:43.180 --> 00:46:46.410 okay. That's unfortunate. 847 00:46:46.410 --> 00:46:50.410 It's like it's always with the sculpt and it's in our side. 848 00:46:50.880 --> 00:46:56.290 So if I get rid of that one yeah now it actually works much more. 849 00:46:56.300 --> 00:46:59.390 So I basically have the multi rest modifier. 850 00:46:59.400 --> 00:47:03.370 I shrink wrap all the details onto the subdivided multi race 851 00:47:04.580 --> 00:47:08.710 and now I have all of the details back so I could just 852 00:47:09.080 --> 00:47:13.990 uh go down and subdivisions and here's the base resolution 853 00:47:14.100 --> 00:47:15.360 and here the higher ones 854 00:47:16.180 --> 00:47:22.340 but the lower one doesn't get updated. Its its own thing unless I hit apply base 855 00:47:23.380 --> 00:47:25.530 and now it actually changed the lowest 856 00:47:26.880 --> 00:47:32.300 subdivision including this one which got just sent to outer space. 857 00:47:33.080 --> 00:47:34.300 Hello there. 858 00:47:36.080 --> 00:47:36.400 Yeah. 859 00:47:37.280 --> 00:47:37.490 Mhm. 860 00:47:40.880 --> 00:47:41.800 Oh boy. 861 00:47:42.480 --> 00:47:42.710 Yeah. 862 00:47:43.180 --> 00:47:47.200 Okay I'm gonna undo that real quick because 863 00:47:48.380 --> 00:47:48.580 yeah 864 00:47:49.480 --> 00:47:51.210 that is not good. Okay. 865 00:47:51.580 --> 00:47:54.910 Hi subdivisions. Yeah I see what's going on here. Okay 866 00:47:55.280 --> 00:47:57.550 so in the oh 867 00:47:57.700 --> 00:48:02.090 I need to undo some more to the point where I applied the 868 00:48:02.870 --> 00:48:04.370 shrink wrap modifier. 869 00:48:05.670 --> 00:48:09.990 Also I'm ignoring the chat a bit. Uh Sorry 870 00:48:11.170 --> 00:48:12.280 actually 871 00:48:12.870 --> 00:48:15.690 do that. Safe stuff might come here 872 00:48:16.570 --> 00:48:18.640 be ready but the comments. You're right. 873 00:48:20.070 --> 00:48:22.590 I would I would love it if um 874 00:48:22.970 --> 00:48:29.060 if instagram would actually have a feature to sort the notifications. 875 00:48:29.080 --> 00:48:31.510 I mean that is essentially my main gripe with it. 876 00:48:31.600 --> 00:48:34.000 I get a lot of notifications on my phone 877 00:48:34.470 --> 00:48:35.120 and 878 00:48:35.270 --> 00:48:36.220 they are all 879 00:48:36.350 --> 00:48:37.080 meaningless 880 00:48:37.870 --> 00:48:40.590 because I click on something and it's just 881 00:48:41.170 --> 00:48:44.220 sending me into the pile of everything 882 00:48:44.560 --> 00:48:45.190 and 883 00:48:45.870 --> 00:48:46.890 it's a bit hot. 884 00:48:47.970 --> 00:48:51.690 Also just little gripes with it like when I'm browsing and I just 885 00:48:52.070 --> 00:48:55.330 close like I just turn off the display of my phone, 886 00:48:55.340 --> 00:48:59.000 I open it up again and it just sends me back to the top of the feet. 887 00:48:59.470 --> 00:49:03.490 Maybe they can fix that. I'm not sure. I haven't used the app in a while. 888 00:49:05.870 --> 00:49:09.790 Okay. I'm gonna change actually the shrink wrap method to project 889 00:49:10.370 --> 00:49:14.900 positive and negative direction. But here I have an extra option 890 00:49:15.370 --> 00:49:17.700 to change to add a limit 891 00:49:18.370 --> 00:49:23.490 and that will prevent it from shrink wrapping to the other side of the mesh. 892 00:49:24.070 --> 00:49:26.910 So that's helpful. And now I can apply it 893 00:49:27.870 --> 00:49:29.570 perfect. And now I can 894 00:49:29.740 --> 00:49:30.900 apply the base 895 00:49:31.370 --> 00:49:32.390 which 896 00:49:33.370 --> 00:49:38.290 yeah, basically adjusted the lowest resolution to fit the highest ones. 897 00:49:38.670 --> 00:49:43.690 And now I can see the result in the subdivision surface 898 00:49:43.690 --> 00:49:48.130 modifier and it looks much more like the sculpted mesh. 899 00:49:48.140 --> 00:49:50.090 So I can get rid of the multi race. 900 00:49:51.770 --> 00:49:52.000 True. 901 00:49:54.170 --> 00:49:55.090 There we go. 902 00:49:55.770 --> 00:49:56.390 Uh huh. 903 00:49:56.770 --> 00:49:56.820 I 904 00:49:57.080 --> 00:49:57.580 took it. 905 00:49:58.570 --> 00:49:59.890 Perfect. 906 00:50:01.320 --> 00:50:04.490 And you can see how everything is kind of floating above the sculpt. 907 00:50:04.860 --> 00:50:10.040 This should be like in my opinion, the default behavior of or like an option. 908 00:50:10.050 --> 00:50:13.510 I mean not the default behavior but an option for 909 00:50:13.520 --> 00:50:17.970 any sort of re topology snapping or shrink wrapping that. 910 00:50:17.970 --> 00:50:20.400 It actually tries to predict how it will 911 00:50:20.400 --> 00:50:24.180 look when you use a subdivision surface modifier. 912 00:50:24.260 --> 00:50:28.390 And that will then result in like it's not snapping on the surface 913 00:50:28.660 --> 00:50:34.080 but in an estimated spot where it will result in the right 914 00:50:34.460 --> 00:50:38.180 uh and the right volumes and shapes when subdivided. 915 00:50:38.860 --> 00:50:39.880 So. 916 00:50:40.460 --> 00:50:43.880 And there's always something I have to manually afterwards but 917 00:50:44.360 --> 00:50:45.380 it's not that bad. 918 00:50:45.760 --> 00:50:52.180 Okay, perfect. The last thing I would like to do is um I would like to apply 919 00:50:52.860 --> 00:50:57.730 the weight applied to solidify because I want that thickness 920 00:50:58.460 --> 00:50:59.270 but 921 00:51:00.460 --> 00:51:02.880 I needed to be the right amount of thickness. 922 00:51:02.890 --> 00:51:08.060 So I'm going to turn down the thickness a bit over here. Okay, this looks good. 923 00:51:08.070 --> 00:51:09.580 I'm going to apply the 924 00:51:10.560 --> 00:51:12.480 to solidify 925 00:51:13.360 --> 00:51:16.570 and then I can select these 926 00:51:17.060 --> 00:51:18.490 groups over here 927 00:51:21.080 --> 00:51:22.690 and I can bevel them. 928 00:51:23.260 --> 00:51:23.490 Yeah. 929 00:51:24.560 --> 00:51:25.070 Hold on. 930 00:51:26.060 --> 00:51:28.490 This one needs to actually move down. Oh. 931 00:51:30.960 --> 00:51:31.190 Mhm. 932 00:51:33.160 --> 00:51:36.190 Can I, can I still this one up? Yeah. Thank you. 933 00:51:36.560 --> 00:51:37.990 Okay. 934 00:51:40.880 --> 00:51:42.890 Okay, 935 00:51:44.560 --> 00:51:44.640 I'm 936 00:51:44.840 --> 00:51:48.490 gonna select these edges over here which I want to travel. 937 00:51:48.960 --> 00:51:49.190 Yeah. 938 00:51:51.660 --> 00:51:57.480 Yeah. Okay. Um hide all of them. I have all of them selected now. I can bevel them 939 00:51:58.460 --> 00:51:59.270 like this 940 00:52:00.750 --> 00:52:03.040 and if this gets subdivided then 941 00:52:03.270 --> 00:52:06.310 it will actually result in these sharper crisis. 942 00:52:06.720 --> 00:52:07.770 This is what I want. 943 00:52:08.250 --> 00:52:10.140 Okay. 944 00:52:10.340 --> 00:52:13.170 It's still not perfect though. I would like 945 00:52:13.650 --> 00:52:16.440 this also to be the beveled one more time. 946 00:52:17.250 --> 00:52:18.480 Yes. 947 00:52:20.650 --> 00:52:22.270 Can like 948 00:52:22.750 --> 00:52:25.060 move this bit further in. 949 00:52:25.450 --> 00:52:26.560 Move this up. 950 00:52:29.050 --> 00:52:29.980 There we go. 951 00:52:30.450 --> 00:52:32.970 I have this a bit more pronounced. 952 00:52:33.950 --> 00:52:38.980 I'll just do the same thing over here. I it's not that bad. If it's a bit asymmetric, 953 00:52:39.850 --> 00:52:43.570 the shirt is asymmetrical. Anyways, okay, 954 00:52:44.270 --> 00:52:49.380 go same thing over here. I'm gonna select these two 955 00:52:50.050 --> 00:52:54.880 loops over here. I'm gonna bevel them once 956 00:52:56.250 --> 00:52:59.020 and I will like move this a bit more in 957 00:53:00.850 --> 00:53:03.380 and there's a bit more in. 958 00:53:04.150 --> 00:53:04.380 Yeah, 959 00:53:04.750 --> 00:53:04.980 yeah, 960 00:53:06.090 --> 00:53:06.830 let's see. 961 00:53:08.520 --> 00:53:09.700 We've had a bit more in 962 00:53:10.130 --> 00:53:11.570 scale it up 963 00:53:11.950 --> 00:53:14.750 well, scale along normals. That's important. 964 00:53:15.950 --> 00:53:18.260 Would have been in scale along normals. 965 00:53:18.850 --> 00:53:24.690 This one as well. Over the bit in scale along normals. There we go. 966 00:53:24.700 --> 00:53:27.070 And now this is also way more pronounced. 967 00:53:28.360 --> 00:53:30.680 Maybe a bit too much. 968 00:53:31.950 --> 00:53:34.180 Yeah, maybe a bit too much. 969 00:53:34.190 --> 00:53:37.800 I'm going to undo that actually um are there 970 00:53:37.800 --> 00:53:40.770 some more questions and the questions in the chat, 971 00:53:42.050 --> 00:53:46.250 what is the account name in instagram blender studio or his name? 972 00:53:46.250 --> 00:53:46.550 Well, 973 00:53:46.560 --> 00:53:50.290 I mean blender itself doesn't have an instagram account I 974 00:53:50.290 --> 00:53:53.270 have but I'm not active on it right now. 975 00:53:56.750 --> 00:54:00.710 Um ah I see someone asked do you need to have 976 00:54:00.720 --> 00:54:05.470 an insight an insight uh Inner side of the entire shirt 977 00:54:05.940 --> 00:54:06.750 or 978 00:54:07.840 --> 00:54:10.360 not? Well, 979 00:54:11.340 --> 00:54:15.050 I mean I'm probably going to delete most of the inner side. 980 00:54:15.060 --> 00:54:21.170 I just want to have a little bit for the sleeves and open sides essentially. 981 00:54:22.140 --> 00:54:22.350 Mhm 982 00:54:23.540 --> 00:54:24.350 Let's see 983 00:54:31.240 --> 00:54:34.360 actually what I'm going to do is I'm going to select 984 00:54:35.640 --> 00:54:35.840 yeah 985 00:54:36.840 --> 00:54:37.670 these 986 00:54:38.400 --> 00:54:39.750 parts over here 987 00:54:40.940 --> 00:54:42.500 which are essentially the seams. 988 00:54:42.500 --> 00:54:46.360 I'm going to go into scott mode and face it from edit mode selection. 989 00:54:47.040 --> 00:54:47.250 Mhm. 990 00:54:47.740 --> 00:54:49.600 Oh I actually disabled face. That's 991 00:54:50.340 --> 00:54:51.470 oh jesus okay 992 00:54:51.840 --> 00:54:55.480 make one face it from everything and then face it from edit mode selection. 993 00:54:55.660 --> 00:54:56.250 Perfect. 994 00:54:56.940 --> 00:55:01.050 And then I'm going to do the same thing again. But for the 995 00:55:04.140 --> 00:55:05.670 the like the 996 00:55:06.240 --> 00:55:07.860 borders over here I'm going to 997 00:55:08.340 --> 00:55:09.670 going to jesus 998 00:55:10.210 --> 00:55:12.750 I'm using the wrong shortcuts of course. 999 00:55:13.240 --> 00:55:15.670 Growth election. 1000 00:55:16.440 --> 00:55:17.040 Oh 1001 00:55:17.260 --> 00:55:18.260 select 1002 00:55:18.740 --> 00:55:19.550 more. 1003 00:55:20.140 --> 00:55:20.670 There we go. 1004 00:55:23.040 --> 00:55:29.970 Okay go to scope mode. Face uh face it from edit mode selection. There we go. 1005 00:55:30.440 --> 00:55:34.360 Okay and then I can auto mask by 1006 00:55:35.140 --> 00:55:36.240 face it 1007 00:55:36.410 --> 00:55:39.550 and face it boundary. So now I can 1008 00:55:40.140 --> 00:55:41.060 just 1009 00:55:41.940 --> 00:55:43.350 smooth over 1010 00:55:43.940 --> 00:55:47.440 these edges over here a bit while not affecting 1011 00:55:47.850 --> 00:55:49.280 the other ones 1012 00:55:50.340 --> 00:55:51.330 that's helpful. 1013 00:55:52.640 --> 00:55:53.260 Here we go. 1014 00:55:55.240 --> 00:56:00.270 So these uh the darker green and this grayish color, 1015 00:56:00.280 --> 00:56:02.550 they are not affected by the brush right now. 1016 00:56:03.030 --> 00:56:08.460 Okay, now I can disable this again. Go into object mode and 1017 00:56:09.230 --> 00:56:10.550 it's looking a bit better. 1018 00:56:11.930 --> 00:56:12.460 Wait, 1019 00:56:13.330 --> 00:56:16.880 I'm actually going to smooth a bit more over this. 1020 00:56:17.330 --> 00:56:17.540 Mhm. 1021 00:56:18.730 --> 00:56:18.960 Yeah. 1022 00:56:19.530 --> 00:56:19.730 Yeah, 1023 00:56:20.530 --> 00:56:20.740 thank you. 1024 00:56:22.430 --> 00:56:23.150 Yes. 1025 00:56:24.130 --> 00:56:24.540 Yeah. 1026 00:56:27.230 --> 00:56:27.460 Mhm. 1027 00:56:28.930 --> 00:56:29.740 There we go. 1028 00:56:32.230 --> 00:56:35.050 But I'm pretty happy with the shirt to be honest. 1029 00:56:37.430 --> 00:56:40.750 So I would just keep this like it is right now. 1030 00:56:43.030 --> 00:56:43.750 Perfect, 1031 00:56:45.630 --> 00:56:48.770 I'm also going to give it the right material again. 1032 00:56:48.780 --> 00:56:51.540 I think I have like just a material called shirt. 1033 00:56:53.530 --> 00:56:54.550 Do I 1034 00:56:55.430 --> 00:56:56.960 excuse me? 1035 00:56:57.930 --> 00:56:58.250 Yeah 1036 00:56:58.830 --> 00:57:00.150 maybe not. It actually 1037 00:57:00.530 --> 00:57:02.660 linda froze a bit right now. I don't know why. 1038 00:57:03.130 --> 00:57:03.750 Um 1039 00:57:06.330 --> 00:57:10.440 uh Some more questions. Did you work at a game industry? 1040 00:57:10.450 --> 00:57:14.340 If so what is the biggest difference between animation and game industry? 1041 00:57:14.830 --> 00:57:19.960 I did not work in the game industry yet. Well I would like to at some point but 1042 00:57:20.430 --> 00:57:21.350 um 1043 00:57:22.130 --> 00:57:28.160 in terms of the industry, I don't know much but uh I know a bit about like models, 1044 00:57:28.160 --> 00:57:29.240 anthropology 1045 00:57:29.730 --> 00:57:33.530 and also textures like some differences there if possible. 1046 00:57:33.530 --> 00:57:37.200 I would like to make at some point. Uh like some tutorials on this. 1047 00:57:37.200 --> 00:57:39.450 But for that I would need some more 1048 00:57:40.030 --> 00:57:42.730 uh some more experience to be honest. 1049 00:57:42.740 --> 00:57:46.180 I'm not confident with making tutorials about an area where I 1050 00:57:46.180 --> 00:57:50.430 haven't worked in yet even though I know a bit. 1051 00:57:50.440 --> 00:57:52.150 But 1052 00:57:52.730 --> 00:57:57.050 uh some questions. Are you the main character artist? Yes. 1053 00:57:57.430 --> 00:57:58.150 Uh 1054 00:57:59.630 --> 00:57:59.840 Mhm. 1055 00:58:00.720 --> 00:58:03.750 Um Well the main character artists at the studio 1056 00:58:04.220 --> 00:58:09.650 Um for how many years have you been doing? three d. Well basically 1057 00:58:10.220 --> 00:58:11.840 Some what 10 years now 1058 00:58:13.520 --> 00:58:18.460 where I basically started um experimenting in three D. Software for the first time. 1059 00:58:18.470 --> 00:58:20.840 So it's been that long essentially. 1060 00:58:23.720 --> 00:58:26.750 Okay let's see 1061 00:58:27.120 --> 00:58:27.950 um 1062 00:58:28.420 --> 00:58:29.320 Now 1063 00:58:29.500 --> 00:58:31.100 we're getting into the pats. 1064 00:58:32.020 --> 00:58:34.540 So over here I would like to do the same thing. 1065 00:58:36.020 --> 00:58:36.440 Oh 1066 00:58:36.820 --> 00:58:37.950 wow. 1067 00:58:38.420 --> 00:58:38.840 Wait 1068 00:58:39.520 --> 00:58:42.560 on, hot on height. Everything. 1069 00:58:43.920 --> 00:58:45.950 Okay. I would like to 1070 00:58:46.920 --> 00:58:47.540 duplicate 1071 00:58:47.920 --> 00:58:49.840 parts of the. 1072 00:58:50.620 --> 00:58:51.250 Hold on. 1073 00:58:52.820 --> 00:58:53.020 Yeah. 1074 00:58:53.720 --> 00:58:55.560 Parts of the body written apology 1075 00:58:56.420 --> 00:58:58.890 because this will be really helpful 1076 00:58:59.010 --> 00:59:00.040 right about now 1077 00:59:02.020 --> 00:59:06.340 so I can basically hide this 1078 00:59:07.620 --> 00:59:09.200 all the way until 1079 00:59:09.380 --> 00:59:10.140 here. 1080 00:59:12.720 --> 00:59:15.750 And then I hold on. 1081 00:59:17.820 --> 00:59:18.450 Mhm. 1082 00:59:24.220 --> 00:59:25.030 Here we go. 1083 00:59:27.020 --> 00:59:27.250 Yeah 1084 00:59:28.520 --> 00:59:29.780 I can duplicate this. 1085 00:59:30.420 --> 00:59:31.140 And 1086 00:59:31.370 --> 00:59:32.150 with p 1087 00:59:32.680 --> 00:59:34.650 separate selection into its own object. 1088 00:59:35.620 --> 00:59:36.250 Here we go. 1089 00:59:38.720 --> 00:59:42.530 And this. I will move it to the written apology collection 1090 00:59:42.700 --> 00:59:46.250 and I will call it pants. 1091 00:59:47.120 --> 00:59:47.750 Here we go. 1092 00:59:49.720 --> 00:59:54.140 Okay I'll actually just put these two objects into local view. 1093 00:59:54.150 --> 00:59:55.650 I don't need any other objects. 1094 00:59:57.620 --> 01:00:01.940 Here we go. We're gonna add a shrink wrapped, modify our back 1095 01:00:02.910 --> 01:00:03.830 shrink wrap. 1096 01:00:04.510 --> 01:00:06.890 Um I'll again use project. 1097 01:00:06.900 --> 01:00:10.690 It's my favorite um shrink wrapping method out of all of them. 1098 01:00:10.700 --> 01:00:12.240 But it needs a bit more set up 1099 01:00:12.910 --> 01:00:16.010 so positive negative directions above surface. 1100 01:00:16.020 --> 01:00:19.240 And then I'm going to pick the target which are 1101 01:00:20.110 --> 01:00:20.860 the pets 1102 01:00:22.010 --> 01:00:22.730 like that 1103 01:00:25.710 --> 01:00:28.320 and then I will again set a limit 1104 01:00:28.710 --> 01:00:34.140 so that this doesn't happen. Like we're just like shrink wraps to the other side. 1105 01:00:34.510 --> 01:00:34.830 No. 1106 01:00:35.210 --> 01:00:35.420 Yeah 1107 01:00:35.810 --> 01:00:37.640 so like this 1108 01:00:38.510 --> 01:00:39.230 should be good. 1109 01:00:42.210 --> 01:00:43.830 Okay now 1110 01:00:44.510 --> 01:00:49.640 most of this should be pretty good already. 1111 01:00:50.110 --> 01:00:51.120 Uh huh. 1112 01:00:52.710 --> 01:00:56.130 First of all I would like to just inflate this a bit more. 1113 01:00:57.810 --> 01:00:58.020 Mhm. 1114 01:00:58.410 --> 01:01:02.910 I think this will fix some issues over here. Now I'm just gonna fix them manually. 1115 01:01:02.920 --> 01:01:05.520 Just duplicate and apply the shrink wrap on the fire 1116 01:01:06.210 --> 01:01:07.640 and then go in here 1117 01:01:08.110 --> 01:01:09.130 and just 1118 01:01:10.510 --> 01:01:13.630 with a slight relaxed brush, smooth a bit over it. 1119 01:01:14.210 --> 01:01:17.630 So distributes some of this geometry a bit better. 1120 01:01:18.590 --> 01:01:21.440 And also fixes issues like these. 1121 01:01:21.810 --> 01:01:22.010 Yeah 1122 01:01:22.410 --> 01:01:24.740 um I will actually 1123 01:01:25.410 --> 01:01:27.440 Delete one Side Real Quick 1124 01:01:28.910 --> 01:01:30.940 and work with the mirror modifier. 1125 01:01:34.210 --> 01:01:37.070 Not for long. Just for a moment 1126 01:01:37.260 --> 01:01:37.990 until 1127 01:01:38.280 --> 01:01:40.330 these sorts of things are fixed. 1128 01:01:46.510 --> 01:01:48.550 Jesus. 1129 01:01:55.510 --> 01:01:55.740 Yeah. 1130 01:01:56.510 --> 01:01:57.140 Okay. 1131 01:01:58.810 --> 01:01:59.020 Mhm. 1132 01:02:05.000 --> 01:02:06.620 Some more questions maybe 1133 01:02:07.600 --> 01:02:08.430 um 1134 01:02:10.400 --> 01:02:13.720 was splendid. The first three D. Software used. Yes 1135 01:02:14.600 --> 01:02:17.020 I kind of stuck with it. 1136 01:02:19.000 --> 01:02:19.230 Mhm. 1137 01:02:27.500 --> 01:02:28.220 Okay. 1138 01:02:31.800 --> 01:02:32.010 Mhm. 1139 01:02:33.000 --> 01:02:34.920 So I'm not going to 1140 01:02:37.400 --> 01:02:38.120 right 1141 01:02:39.500 --> 01:02:40.310 who 1142 01:02:41.300 --> 01:02:41.510 mm 1143 01:02:42.600 --> 01:02:45.510 there's actually one thing I kind of forgot about and that's 1144 01:02:46.000 --> 01:02:48.430 breathe that's kind of bad. It's like 1145 01:02:48.800 --> 01:02:52.760 I never actually modeled the end the top end of the pants 1146 01:02:53.900 --> 01:02:57.520 and that is really unfortunate because 1147 01:02:58.100 --> 01:03:03.110 um I did put a little a little bit of effort in so that you could actually 1148 01:03:03.690 --> 01:03:07.730 at some point maybe remove the shirt of snow. That's like at least 1149 01:03:08.620 --> 01:03:10.520 I mean it's not important right now 1150 01:03:11.500 --> 01:03:12.730 it's just 1151 01:03:14.500 --> 01:03:15.120 mm 1152 01:03:15.700 --> 01:03:17.320 a little bit of future proof, 1153 01:03:18.200 --> 01:03:22.730 future proofing the character if he gets some more outfits but 1154 01:03:23.300 --> 01:03:27.230 uh I'll just I'll just read apologize the pants as they are right now 1155 01:03:27.890 --> 01:03:29.610 that's making it a bit easier. 1156 01:03:32.700 --> 01:03:32.930 Yeah 1157 01:03:34.900 --> 01:03:35.320 okay 1158 01:03:36.900 --> 01:03:38.010 so 1159 01:03:39.100 --> 01:03:42.220 ooh this is actually going to be a bit difficult. 1160 01:03:43.300 --> 01:03:43.480 Yeah 1161 01:03:50.700 --> 01:03:50.930 yeah 1162 01:03:54.200 --> 01:03:55.730 here we go. Okay 1163 01:04:04.790 --> 01:04:09.370 so I want the faults to be read apologized into place 1164 01:04:10.190 --> 01:04:13.100 and I remember the same issue for rain 1165 01:04:13.990 --> 01:04:15.910 and it was pain. 1166 01:04:16.390 --> 01:04:17.310 Um 1167 01:04:18.790 --> 01:04:20.410 But that is 1168 01:04:21.690 --> 01:04:23.420 yeah that's basically what I have to do. 1169 01:04:24.990 --> 01:04:25.500 Okay 1170 01:04:26.090 --> 01:04:31.010 can at least already align some of these groups with general things like the seams, 1171 01:04:31.790 --> 01:04:33.920 well I still have the mirror modifier. 1172 01:04:35.490 --> 01:04:36.420 Here we go. 1173 01:04:44.790 --> 01:04:46.370 Yeah, 1174 01:04:52.690 --> 01:04:55.600 yeah, I would actually like to add another loop. 1175 01:04:59.590 --> 01:04:59.790 Yeah, 1176 01:05:00.290 --> 01:05:00.490 yeah, 1177 01:05:13.790 --> 01:05:15.110 here we go. 1178 01:05:18.790 --> 01:05:21.220 Uh some more questions. Um 1179 01:05:21.690 --> 01:05:21.960 how 1180 01:05:22.380 --> 01:05:25.310 did you do much of this type of production 1181 01:05:25.690 --> 01:05:30.720 um ready character work while you were a freelancer contractor? 1182 01:05:31.290 --> 01:05:34.500 I'm wondering if I can find this kind of work outside of the studio? 1183 01:05:34.990 --> 01:05:37.110 Um I actually never freelance, 1184 01:05:38.090 --> 01:05:40.220 I've always worked in a studio, 1185 01:05:41.790 --> 01:05:42.810 but I 1186 01:05:43.190 --> 01:05:43.800 I mean I did 1187 01:05:44.090 --> 01:05:45.310 do a bit of like 1188 01:05:46.390 --> 01:05:51.310 read apology work on my own and like doing a little bit of production work 1189 01:05:51.790 --> 01:05:53.110 with um 1190 01:05:53.790 --> 01:05:55.800 with other people online 1191 01:05:56.290 --> 01:05:58.110 before I joined the blender studio, 1192 01:06:00.180 --> 01:06:03.040 so for example the short film being good, 1193 01:06:03.180 --> 01:06:05.100 it's like one of the projects I worked on, 1194 01:06:08.700 --> 01:06:09.490 Let's see. 1195 01:06:13.980 --> 01:06:21.580 But part like most of the stuff that I did and most of I would say most of the good stuff 1196 01:06:21.580 --> 01:06:24.780 that I did as uh with a blender studio because 1197 01:06:24.790 --> 01:06:27.800 I've worked with the blender studio now for a while. 1198 01:06:32.480 --> 01:06:32.710 Yeah 1199 01:06:35.820 --> 01:06:36.710 have become, 1200 01:06:38.480 --> 01:06:38.710 yeah, 1201 01:06:41.380 --> 01:06:42.490 mm 1202 01:06:42.980 --> 01:06:43.300 mhm 1203 01:06:43.880 --> 01:06:44.080 Yeah. 1204 01:06:45.980 --> 01:06:46.210 Okay. 1205 01:06:46.680 --> 01:06:46.910 Mhm. 1206 01:06:47.780 --> 01:06:47.980 Yeah. 1207 01:06:52.780 --> 01:06:53.100 Okay. 1208 01:06:54.880 --> 01:06:55.080 Yeah 1209 01:06:57.780 --> 01:06:58.100 and 1210 01:07:09.480 --> 01:07:09.710 mhm, 1211 01:07:18.260 --> 01:07:19.100 let's see. 1212 01:07:21.080 --> 01:07:21.290 Mhm 1213 01:07:22.580 --> 01:07:22.790 mm. 1214 01:07:25.880 --> 01:07:26.080 Yeah. 1215 01:07:30.280 --> 01:07:30.700 Coach, 1216 01:07:39.780 --> 01:07:39.980 yeah, 1217 01:07:42.880 --> 01:07:43.410 what do you mean? 1218 01:07:45.480 --> 01:07:45.710 Mhm. 1219 01:07:46.880 --> 01:07:47.210 Mhm. 1220 01:07:48.470 --> 01:07:52.680 I already need to kind of plot the topology over here for the pockets, 1221 01:07:54.090 --> 01:07:56.360 but I don't think that should be too difficult. 1222 01:07:57.680 --> 01:08:00.080 So what I could do over here is just kind of inset 1223 01:08:00.090 --> 01:08:04.980 this and now I have a general topology already around the pockets, 1224 01:08:04.990 --> 01:08:06.080 kind of framed it 1225 01:08:07.870 --> 01:08:10.200 in a way that the polls are actually not 1226 01:08:11.170 --> 01:08:11.890 um 1227 01:08:12.570 --> 01:08:12.900 mhm 1228 01:08:14.670 --> 01:08:17.970 actually not on any creases, 1229 01:08:20.470 --> 01:08:22.779 so I think this should be good. 1230 01:08:27.970 --> 01:08:29.590 This should, this will be tricky, 1231 01:08:30.270 --> 01:08:36.290 I don't know why I did this again, I did the same thing for rain and it was pain, 1232 01:08:36.870 --> 01:08:37.790 this sort of thing. 1233 01:08:39.069 --> 01:08:39.399 Mm 1234 01:08:41.470 --> 01:08:44.790 Okay, so I'm just gonna merge these faces over here 1235 01:08:45.569 --> 01:08:46.189 for now. 1236 01:08:47.069 --> 01:08:50.279 This I'm going to remodel once I have that part. 1237 01:08:50.870 --> 01:08:53.390 I see some more questions. What's the 1238 01:08:54.270 --> 01:08:57.520 feature that you think blender is missing currently if 1239 01:08:57.529 --> 01:08:59.880 that would make a huge life improvement for blender? 1240 01:08:59.880 --> 01:09:00.840 Studio artist? Well, 1241 01:09:00.950 --> 01:09:01.500 I mean 1242 01:09:02.470 --> 01:09:05.740 the most, mostly I'm just thinking right now about read, 1243 01:09:05.740 --> 01:09:07.819 apologies since that's what I'm doing right now. 1244 01:09:07.819 --> 01:09:08.399 So 1245 01:09:08.770 --> 01:09:11.500 uh some sort of life snapping feature would be nice. 1246 01:09:11.970 --> 01:09:19.680 Um not using the shrink wrap modifiers and stuff like that, but actually a smart life 1247 01:09:20.170 --> 01:09:22.290 uh snapping system 1248 01:09:22.970 --> 01:09:25.069 that works well for free topology, 1249 01:09:25.380 --> 01:09:28.090 there's plenty of free topology features that I could think of. 1250 01:09:28.670 --> 01:09:29.000 Mm 1251 01:09:30.370 --> 01:09:32.850 It just needs to be someone to implement it, 1252 01:09:33.090 --> 01:09:34.500 that's usually the issue. 1253 01:09:39.029 --> 01:09:39.779 Let's see. 1254 01:09:40.670 --> 01:09:41.000 Mhm 1255 01:09:43.569 --> 01:09:43.779 Mhm 1256 01:09:44.870 --> 01:09:45.100 Yeah. 1257 01:09:46.670 --> 01:09:46.990 Uh huh 1258 01:09:48.569 --> 01:09:48.770 Yeah 1259 01:09:50.770 --> 01:09:51.279 boy. 1260 01:09:52.770 --> 01:09:53.100 Mhm 1261 01:09:59.370 --> 01:09:59.600 mhm 1262 01:10:02.260 --> 01:10:02.470 Okay, 1263 01:10:04.360 --> 01:10:07.540 I'm going to do the same trick over here with the solidify modifier 1264 01:10:07.700 --> 01:10:08.680 at the very end 1265 01:10:10.260 --> 01:10:12.260 because that blocks 1266 01:10:13.660 --> 01:10:15.150 the other sides 1267 01:10:15.560 --> 01:10:17.220 with a hidden wire overlay 1268 01:10:19.910 --> 01:10:22.480 that way I can delete this site completely, 1269 01:10:23.660 --> 01:10:25.880 it still looks nice. So 1270 01:10:28.360 --> 01:10:32.190 let's see what I could do over here is I could do something like this 1271 01:10:34.160 --> 01:10:34.370 mhm 1272 01:10:36.960 --> 01:10:38.690 I had another vegetable over here 1273 01:10:41.260 --> 01:10:42.280 Of this one, up 1274 01:10:46.620 --> 01:10:47.680 these down 1275 01:10:49.360 --> 01:10:50.370 uh huh 1276 01:10:50.860 --> 01:10:52.570 Okay, 1277 01:10:53.160 --> 01:10:53.750 nice 1278 01:10:57.160 --> 01:10:58.000 my face 1279 01:11:01.660 --> 01:11:01.980 mhm 1280 01:11:03.860 --> 01:11:04.480 Here we go. 1281 01:11:13.660 --> 01:11:15.580 Mhm 1282 01:11:19.900 --> 01:11:21.190 It's not super pretty, 1283 01:11:21.860 --> 01:11:23.480 but I would say this works 1284 01:11:24.260 --> 01:11:24.580 yeah, 1285 01:11:26.360 --> 01:11:27.480 can merge this 1286 01:11:27.900 --> 01:11:28.880 and said it 1287 01:11:30.260 --> 01:11:32.340 and then I already have this kind of frames, 1288 01:11:35.670 --> 01:11:37.850 I'm going to look up what I did for rain 1289 01:11:38.020 --> 01:11:38.830 real quick 1290 01:11:39.090 --> 01:11:40.100 so 1291 01:11:40.310 --> 01:11:42.250 over here, what did I do? 1292 01:11:44.960 --> 01:11:45.190 Yeah, 1293 01:11:46.060 --> 01:11:47.030 ha 1294 01:11:47.200 --> 01:11:48.510 kind of a similar thing 1295 01:11:48.730 --> 01:11:49.780 but a bit different 1296 01:11:51.260 --> 01:11:52.690 um 1297 01:11:54.960 --> 01:11:56.190 yeah, but different 1298 01:11:57.460 --> 01:11:57.690 mm 1299 01:11:58.560 --> 01:11:58.790 yeah, 1300 01:12:01.850 --> 01:12:02.080 no 1301 01:12:05.750 --> 01:12:06.130 mm 1302 01:12:07.850 --> 01:12:08.170 yeah, 1303 01:12:09.350 --> 01:12:10.070 mm 1304 01:12:11.050 --> 01:12:11.230 yeah, 1305 01:12:11.850 --> 01:12:15.270 anyway uh what's going on in the chat? 1306 01:12:15.650 --> 01:12:16.480 Um 1307 01:12:17.150 --> 01:12:20.880 so creating the for of the sheep in creating the shirts, 1308 01:12:21.450 --> 01:12:21.910 both 1309 01:12:22.460 --> 01:12:23.370 complex 1310 01:12:23.850 --> 01:12:25.670 captive, complicated, 1311 01:12:27.660 --> 01:12:31.220 sorry, I don't understand the for of the sheep, 1312 01:12:31.230 --> 01:12:33.370 it's speaking about cosmos laundromat 1313 01:12:35.150 --> 01:12:36.080 um 1314 01:12:39.350 --> 01:12:41.170 let's see um 1315 01:12:46.350 --> 01:12:46.770 okay, 1316 01:12:51.150 --> 01:12:51.980 well 1317 01:12:52.350 --> 01:12:53.070 let's see, 1318 01:12:53.650 --> 01:12:55.170 I would love it 1319 01:12:56.250 --> 01:12:57.480 if I could 1320 01:13:02.250 --> 01:13:05.760 make something a bit more useful with the topology over here, 1321 01:13:07.550 --> 01:13:09.670 this is gonna be so tricky. 1322 01:13:17.050 --> 01:13:17.670 See 1323 01:13:18.950 --> 01:13:21.260 okay, that almost works. 1324 01:13:25.750 --> 01:13:27.160 Something like this. 1325 01:13:30.820 --> 01:13:32.670 Now, this at least flows better. 1326 01:13:33.250 --> 01:13:33.580 Mm 1327 01:13:34.250 --> 01:13:35.270 um 1328 01:13:36.950 --> 01:13:39.590 but it is a bit of a mess, 1329 01:13:45.930 --> 01:13:48.270 I'll work with this for now and see what I can do 1330 01:13:50.170 --> 01:13:51.160 and said this 1331 01:13:53.950 --> 01:14:00.540 maybe not, I mean it's not that necessary to apologize all of this in one object, 1332 01:14:00.550 --> 01:14:02.170 they have all of this connected 1333 01:14:03.240 --> 01:14:04.050 but 1334 01:14:05.640 --> 01:14:10.370 um even if it would be disconnected pieces, they kind of need to follow the same 1335 01:14:10.840 --> 01:14:11.770 topology. 1336 01:14:12.140 --> 01:14:13.730 Otherwise they will just, 1337 01:14:13.870 --> 01:14:16.870 they won't be able to be rigged that. Well, 1338 01:14:18.440 --> 01:14:19.060 see 1339 01:14:32.140 --> 01:14:32.370 mhm. 1340 01:14:34.940 --> 01:14:36.950 Uh what else? Um 1341 01:14:38.740 --> 01:14:43.960 there's some questions yet because in this live stream I am seeing both difficult 1342 01:14:46.640 --> 01:14:47.450 um 1343 01:14:48.640 --> 01:14:52.960 both as in creating for for sheep or creating a shirt. 1344 01:14:53.740 --> 01:14:54.200 Sorry, 1345 01:14:54.200 --> 01:14:56.770 I don't understand uh in your experience is 1346 01:14:56.770 --> 01:14:59.810 a standard to capture these flattered details, 1347 01:14:59.810 --> 01:15:02.860 like pockets in the mesh rather than normal maps 1348 01:15:03.240 --> 01:15:04.570 for future animation. Well, 1349 01:15:04.720 --> 01:15:05.370 I mean, 1350 01:15:06.740 --> 01:15:08.510 even if you're using normal maps, 1351 01:15:08.520 --> 01:15:12.670 you shouldn't use it for something that is um convex. 1352 01:15:12.670 --> 01:15:16.670 I mean, it's more easier to do it for something that is concave that's going inwards 1353 01:15:17.040 --> 01:15:20.990 because if there's anything that is visible in the silhouette 1354 01:15:21.110 --> 01:15:22.770 of the mesh, it should be there. 1355 01:15:23.440 --> 01:15:24.370 Um 1356 01:15:25.040 --> 01:15:26.170 but also 1357 01:15:28.040 --> 01:15:33.950 for film, you're not typically capturing major shapes with uh 1358 01:15:34.340 --> 01:15:35.420 with normal maps. 1359 01:15:35.940 --> 01:15:39.910 Like if anything, you add a little bit of extra detail on top with bump maps, 1360 01:15:39.920 --> 01:15:42.910 but those are subtle uh you want to 1361 01:15:42.920 --> 01:15:47.160 capture mostly everything with the topology you have 1362 01:15:48.340 --> 01:15:51.760 because you can add that topology, it's not like 1363 01:15:52.140 --> 01:15:54.450 there's not a big limitation on it. 1364 01:15:55.440 --> 01:15:55.670 Right, 1365 01:15:56.540 --> 01:15:56.960 mm hmm. 1366 01:15:57.640 --> 01:15:57.820 Yeah. 1367 01:16:01.130 --> 01:16:02.960 Okay, 1368 01:16:06.130 --> 01:16:08.050 let's see. 1369 01:16:08.630 --> 01:16:08.840 Mhm. 1370 01:16:12.630 --> 01:16:13.140 Four 1371 01:16:16.430 --> 01:16:17.350 uh 1372 01:16:20.430 --> 01:16:20.740 from 1373 01:16:24.030 --> 01:16:24.240 oh, 1374 01:16:31.030 --> 01:16:33.430 let's see how far I can get with the pants 1375 01:16:35.630 --> 01:16:37.550 would be nice to actually 1376 01:16:38.030 --> 01:16:41.060 wrap this up mostly what's going on over here. 1377 01:16:41.830 --> 01:16:42.060 Mhm 1378 01:16:44.430 --> 01:16:44.630 Yeah, 1379 01:16:47.330 --> 01:16:48.140 here we go. 1380 01:16:48.530 --> 01:16:49.890 Look this around. 1381 01:16:54.330 --> 01:16:54.560 Yeah, 1382 01:16:57.030 --> 01:16:59.150 bring this all the way up. 1383 01:17:02.730 --> 01:17:02.960 Mhm 1384 01:17:03.630 --> 01:17:08.440 basically doing a very similar thing as I did with 1385 01:17:08.670 --> 01:17:09.820 the shirt. 1386 01:17:11.030 --> 01:17:11.240 Thanks. 1387 01:17:15.020 --> 01:17:16.660 Yeah. 1388 01:17:17.730 --> 01:17:17.960 Right, 1389 01:17:19.920 --> 01:17:20.430 because 1390 01:17:28.830 --> 01:17:29.640 Okay, 1391 01:17:34.030 --> 01:17:38.460 okay, I'm actually just going to like bring this up for now. 1392 01:17:38.930 --> 01:17:40.640 Maybe I can, 1393 01:17:41.030 --> 01:17:42.050 no. 1394 01:17:48.330 --> 01:17:48.560 Yeah. 1395 01:17:54.130 --> 01:17:54.550 Mm hmm. 1396 01:17:56.730 --> 01:17:57.060 True. 1397 01:17:57.930 --> 01:17:58.110 Yeah. 1398 01:18:03.120 --> 01:18:03.750 Mm. 1399 01:18:05.420 --> 01:18:05.650 Yeah, 1400 01:18:07.920 --> 01:18:08.250 thank you 1401 01:18:14.890 --> 01:18:17.040 some questions. Uhh 1402 01:18:17.420 --> 01:18:17.750 mhm. 1403 01:18:18.320 --> 01:18:24.250 Do you use a antique on my regular work computer? Yes. Although 1404 01:18:24.820 --> 01:18:28.540 it's interesting. I always have a bit of a hard time recommending it because 1405 01:18:29.120 --> 01:18:35.820 in my opinion I like to work the most with a really simple drawing tablet, 1406 01:18:35.830 --> 01:18:37.350 I guess simple as possible. 1407 01:18:37.350 --> 01:18:41.540 No touch features, no display because it's just the most 1408 01:18:42.020 --> 01:18:44.750 convenient and just 1409 01:18:45.120 --> 01:18:46.660 comfortable to use 1410 01:18:47.120 --> 01:18:49.530 Cindy gives you some extra advantages, 1411 01:18:49.540 --> 01:18:51.530 especially especially in terms of position, 1412 01:18:51.540 --> 01:18:57.940 but uh it needs a very particular set up to be ergonomic 1413 01:18:59.920 --> 01:19:02.140 and you need to kind of find that yourself 1414 01:19:06.840 --> 01:19:11.250 takes a bit of time to figure out how to use of synthetic in a comfortable way. 1415 01:19:11.820 --> 01:19:12.770 In my opinion. 1416 01:19:14.520 --> 01:19:15.350 Yeah. 1417 01:19:22.220 --> 01:19:22.420 Yeah. 1418 01:19:25.820 --> 01:19:26.150 Mm. 1419 01:19:26.520 --> 01:19:27.240 Okay. 1420 01:19:27.920 --> 01:19:28.150 Yeah. 1421 01:19:28.520 --> 01:19:28.740 Yeah. 1422 01:19:35.620 --> 01:19:35.850 Yeah. 1423 01:19:38.120 --> 01:19:39.470 Okay, this kind of works. 1424 01:19:39.920 --> 01:19:40.750 Um 1425 01:19:41.510 --> 01:19:43.750 now for the knee, this is interesting. 1426 01:19:44.120 --> 01:19:48.440 Some of this uh structure for the loops, I can already reuse 1427 01:19:48.920 --> 01:19:50.150 this works. 1428 01:19:50.820 --> 01:19:51.020 Yeah, 1429 01:19:52.120 --> 01:19:56.650 but some other things I need to kind of throw away. 1430 01:19:59.120 --> 01:19:59.350 Yeah, 1431 01:20:03.110 --> 01:20:06.990 these loops actually I'm going to select everything and just get rid of the 1432 01:20:07.260 --> 01:20:08.180 sharps. 1433 01:20:08.910 --> 01:20:10.940 I don't eat them right now, 1434 01:20:13.410 --> 01:20:17.040 even as a way of annotating the mesh, I can 1435 01:20:17.410 --> 01:20:19.120 mostly see what I'm doing. 1436 01:20:28.610 --> 01:20:28.820 Mhm. 1437 01:20:29.710 --> 01:20:30.330 Okay. 1438 01:20:30.910 --> 01:20:31.120 Mhm. 1439 01:20:32.410 --> 01:20:32.610 Yeah. 1440 01:20:34.510 --> 01:20:34.720 Mhm. 1441 01:20:36.870 --> 01:20:37.540 See 1442 01:20:50.110 --> 01:20:50.500 more. 1443 01:20:55.310 --> 01:20:55.540 Mhm. 1444 01:21:03.110 --> 01:21:05.930 Just kind of trying to look these around. 1445 01:21:09.110 --> 01:21:09.320 Yes. 1446 01:21:23.310 --> 01:21:24.120 Oh 1447 01:21:24.810 --> 01:21:25.040 no 1448 01:21:39.410 --> 01:21:41.120 mm high fuck 1449 01:21:41.710 --> 01:21:43.630 nice for you to join the chat. 1450 01:21:44.310 --> 01:21:45.120 Ah 1451 01:21:55.010 --> 01:21:55.540 girl. 1452 01:21:57.010 --> 01:21:57.210 Yeah. 1453 01:22:04.300 --> 01:22:04.510 Mhm. 1454 01:22:05.000 --> 01:22:05.260 Yes. 1455 01:22:05.260 --> 01:22:08.260 Some of the topology that I'm doing won't work for the 1456 01:22:08.270 --> 01:22:10.660 other side but I don't care too much right now. 1457 01:22:10.660 --> 01:22:11.620 I want this 1458 01:22:12.300 --> 01:22:14.120 to uh 1459 01:22:14.900 --> 01:22:22.330 I want us to work for one side of the uh the legs for now. 1460 01:22:22.800 --> 01:22:23.550 Let's see 1461 01:22:27.300 --> 01:22:27.620 mm 1462 01:22:28.300 --> 01:22:28.950 To be honest, 1463 01:22:28.950 --> 01:22:34.920 what I would like to do right now is just an Ortho graphic view with all to be I can 1464 01:22:35.500 --> 01:22:39.330 use the clipping mask to work on one side 1465 01:22:39.340 --> 01:22:42.980 more easily but just having this only visible. 1466 01:22:42.990 --> 01:22:47.420 So now it also says in the header uh in the header and the like it's the 1467 01:22:47.420 --> 01:22:51.140 statistics over here clipped it's local and it's clipped 1468 01:22:51.150 --> 01:22:53.830 with all to be can at any time. 1469 01:22:53.900 --> 01:22:55.910 Put it back to how it was before. 1470 01:22:59.300 --> 01:22:59.920 See you. 1471 01:23:07.400 --> 01:23:07.610 Mhm. 1472 01:23:12.000 --> 01:23:12.230 Yeah 1473 01:23:23.340 --> 01:23:24.830 let's see what does this go. 1474 01:23:25.500 --> 01:23:26.520 I don't want that. 1475 01:23:33.800 --> 01:23:35.830 Yeah let's have these meat. 1476 01:23:36.700 --> 01:23:40.720 I want loops to generally meet again so they don't spiral. 1477 01:23:42.000 --> 01:23:44.910 So if it's like this one and this one I can see 1478 01:23:45.400 --> 01:23:49.920 this one is supposed to go all the way over here and meet back into this one. 1479 01:23:50.900 --> 01:23:53.730 This way my topology stays kind of manageable. 1480 01:23:56.600 --> 01:23:57.230 Okay 1481 01:23:58.100 --> 01:24:00.800 it's all looking kind of good. 1482 01:24:01.190 --> 01:24:03.020 Could send us from up here 1483 01:24:04.590 --> 01:24:05.330 chris. 1484 01:24:14.690 --> 01:24:15.020 Mhm. 1485 01:24:23.790 --> 01:24:24.290 Huh 1486 01:24:28.390 --> 01:24:33.210 It's the same one. I actually want to get rid of all of these polls over here 1487 01:24:34.090 --> 01:24:36.520 that will just make it a bit easier to 1488 01:24:38.690 --> 01:24:39.310 um 1489 01:24:40.090 --> 01:24:43.210 to have to make a more custom topology right now. 1490 01:24:46.790 --> 01:24:47.020 Yeah, 1491 01:24:47.490 --> 01:24:48.510 let's see you. 1492 01:24:49.590 --> 01:24:49.790 Yeah, 1493 01:24:50.490 --> 01:24:51.120 so 1494 01:24:53.090 --> 01:24:53.800 Uh huh 1495 01:25:00.410 --> 01:25:02.050 this one is definitely need it, 1496 01:25:03.990 --> 01:25:06.300 what's going on over here? This one gets going 1497 01:25:06.690 --> 01:25:08.010 way up 1498 01:25:09.190 --> 01:25:09.990 like this. 1499 01:25:10.590 --> 01:25:10.790 Yeah, 1500 01:25:13.390 --> 01:25:17.110 wow, okay. 1501 01:25:17.790 --> 01:25:18.020 Mhm 1502 01:25:18.590 --> 01:25:18.800 Right. 1503 01:25:20.390 --> 01:25:20.620 Yeah, 1504 01:25:22.590 --> 01:25:22.790 yeah, 1505 01:25:23.890 --> 01:25:24.120 yeah, 1506 01:25:25.590 --> 01:25:25.790 yeah, 1507 01:25:26.290 --> 01:25:27.730 here we go, 1508 01:25:28.960 --> 01:25:30.120 good too. 1509 01:25:30.590 --> 01:25:31.340 Which these 1510 01:25:31.990 --> 01:25:33.210 um 1511 01:25:34.290 --> 01:25:34.520 Okay, 1512 01:25:37.790 --> 01:25:38.020 yeah. 1513 01:25:38.490 --> 01:25:38.810 Mhm. 1514 01:25:40.000 --> 01:25:45.200 Some questions splendor. Used for game building also. 1515 01:25:45.590 --> 01:25:51.020 Well linda used to have a game engine but that's some time ago now. 1516 01:25:51.790 --> 01:25:52.020 Yeah. 1517 01:25:52.390 --> 01:25:56.740 Um other than that you can definitely make gaming assets 1518 01:25:56.870 --> 01:25:58.300 in blender. 1519 01:25:58.790 --> 01:25:59.510 It's pretty 1520 01:25:59.990 --> 01:26:01.980 useful like also 1521 01:26:02.080 --> 01:26:02.390 I mean 1522 01:26:02.880 --> 01:26:05.650 something that is generally used as well. 1523 01:26:09.080 --> 01:26:13.630 So anything you would put into your game engine, you can also build with blender. 1524 01:26:13.630 --> 01:26:14.100 Yes. 1525 01:26:15.280 --> 01:26:15.490 Mhm 1526 01:26:16.180 --> 01:26:16.380 Yeah. 1527 01:26:16.780 --> 01:26:17.310 Mhm 1528 01:26:19.580 --> 01:26:20.390 mm. 1529 01:26:20.980 --> 01:26:21.210 Yeah, 1530 01:26:21.580 --> 01:26:22.090 jesus 1531 01:26:22.980 --> 01:26:23.210 yeah, 1532 01:26:23.680 --> 01:26:24.000 mm hmm. 1533 01:26:25.480 --> 01:26:25.800 Yeah. 1534 01:26:29.080 --> 01:26:29.310 Mhm. 1535 01:26:30.480 --> 01:26:30.710 Mhm, 1536 01:26:38.880 --> 01:26:39.210 mhm. 1537 01:26:41.080 --> 01:26:42.400 Well 1538 01:26:53.180 --> 01:26:53.500 mm 1539 01:26:59.480 --> 01:26:59.810 take 1540 01:27:03.680 --> 01:27:03.880 Yeah. 1541 01:27:04.580 --> 01:27:04.810 Mhm 1542 01:27:05.280 --> 01:27:09.110 Yeah. Right now it's really just a lot of pushing vertex is around. 1543 01:27:10.280 --> 01:27:10.480 Yeah. 1544 01:27:10.880 --> 01:27:14.880 So I hope all of these still match up. They kind of nicely loop around. 1545 01:27:15.420 --> 01:27:16.990 I want that to be consistent. 1546 01:27:19.580 --> 01:27:19.900 Mhm 1547 01:27:20.580 --> 01:27:21.250 Go 1548 01:27:21.680 --> 01:27:24.070 can add one more over here in the middle 1549 01:27:24.900 --> 01:27:26.150 ridge. These 1550 01:27:27.020 --> 01:27:29.900 same thing over here. So I can preach 1551 01:27:30.070 --> 01:27:32.210 these two. These two 1552 01:27:33.580 --> 01:27:34.530 let's go 1553 01:27:37.280 --> 01:27:37.480 yeah, 1554 01:27:45.880 --> 01:27:46.900 rich these 1555 01:27:47.880 --> 01:27:48.300 okay, 1556 01:27:50.680 --> 01:27:52.500 same thing over here. I can 1557 01:27:53.180 --> 01:27:55.100 bridge these and 1558 01:27:56.380 --> 01:27:58.210 this over here. Perfect, 1559 01:28:08.670 --> 01:28:14.000 okay, I can go into scope mode if I wanted to And just with a slight flex brushes 1560 01:28:14.570 --> 01:28:17.690 smooth over this bed to distribute these 1561 01:28:18.370 --> 01:28:23.210 just very carefully because some of those I placed very deliberately 1562 01:28:23.210 --> 01:28:26.220 somewhere and I wish I could see that more easily. 1563 01:28:26.220 --> 01:28:27.000 And scope mode. 1564 01:28:29.270 --> 01:28:32.600 Um But that I mean that is like 1565 01:28:32.970 --> 01:28:33.690 known 1566 01:28:34.370 --> 01:28:35.990 like I mean sculpt motor snap 1567 01:28:37.170 --> 01:28:40.190 meant to be used for it, apology that much. 1568 01:28:40.670 --> 01:28:43.980 But it has some tools that are really useful for anthropology. 1569 01:28:46.970 --> 01:28:47.900 Okay, let's see. 1570 01:28:56.170 --> 01:28:57.100 You can also 1571 01:28:57.470 --> 01:28:59.090 Bring this one home. 1572 01:28:59.670 --> 01:29:00.390 We're here. 1573 01:29:02.670 --> 01:29:07.100 Okay, now I kind of set this up in a way that is useful. 1574 01:29:11.970 --> 01:29:12.170 Yeah, 1575 01:29:16.170 --> 01:29:18.000 there's quite a lot of flips over here. 1576 01:29:18.370 --> 01:29:20.290 I would actually like to get rid of these 1577 01:29:33.170 --> 01:29:34.100 like that. 1578 01:29:41.470 --> 01:29:41.670 Yeah. 1579 01:29:42.770 --> 01:29:43.000 Yeah. 1580 01:29:45.370 --> 01:29:46.370 And then dissolve. 1581 01:29:46.450 --> 01:29:50.190 He said no, I'm not going to dissolve them yet because I might still 1582 01:29:50.670 --> 01:29:52.500 increase some of these edges. 1583 01:29:52.800 --> 01:29:53.600 Okay, 1584 01:29:55.270 --> 01:29:58.680 I might actually let this one spiral a bit 1585 01:29:59.070 --> 01:30:01.290 that spiral but like offset them. 1586 01:30:03.760 --> 01:30:04.980 Might be useful. 1587 01:30:07.760 --> 01:30:08.480 Um 1588 01:30:09.160 --> 01:30:09.690 See 1589 01:30:15.760 --> 01:30:15.970 Okay, 1590 01:30:24.560 --> 01:30:25.070 okay, 1591 01:30:26.360 --> 01:30:27.990 so now I'm gonna start to 1592 01:30:28.560 --> 01:30:29.280 actually no, 1593 01:30:29.860 --> 01:30:32.080 I'm not going to start to bevel these yet. 1594 01:30:33.360 --> 01:30:34.080 Um 1595 01:30:38.560 --> 01:30:38.590 I 1596 01:30:38.950 --> 01:30:41.580 think at this point I should actually 1597 01:30:44.960 --> 01:30:48.080 I think I should mirror that. I should apply the mirror modifier. 1598 01:30:49.160 --> 01:30:52.190 Although what I'm going to going to do is eyeball 1599 01:30:52.760 --> 01:30:56.870 again, split the geometry. So this one will keep the mirror modifier 1600 01:31:01.660 --> 01:31:02.610 and this one 1601 01:31:02.740 --> 01:31:03.580 will not 1602 01:31:07.460 --> 01:31:07.690 Mhm 1603 01:31:09.860 --> 01:31:10.880 And it can just 1604 01:31:11.560 --> 01:31:13.180 keep working in these. 1605 01:31:14.460 --> 01:31:14.690 Mhm. 1606 01:31:16.060 --> 01:31:16.570 Here we go. 1607 01:31:23.960 --> 01:31:24.190 Yeah. 1608 01:31:31.160 --> 01:31:31.370 Mhm. 1609 01:31:32.060 --> 01:31:32.290 Mhm. 1610 01:31:44.460 --> 01:31:47.070 Okay I'm going to turn on, turn off. 1611 01:31:47.660 --> 01:31:50.080 Um X mirror 1612 01:31:50.960 --> 01:31:54.680 So now I can tweak this a bit more on this side as well. 1613 01:31:56.060 --> 01:31:56.380 Mhm. 1614 01:32:01.450 --> 01:32:01.870 Okay 1615 01:32:02.450 --> 01:32:03.980 it's actually again old b 1616 01:32:04.550 --> 01:32:05.740 going to clip this 1617 01:32:05.840 --> 01:32:06.770 site 1618 01:32:07.350 --> 01:32:09.270 so that I can see more 1619 01:32:10.250 --> 01:32:11.270 focused 1620 01:32:11.750 --> 01:32:12.980 what's going on over here. 1621 01:32:15.350 --> 01:32:15.580 Mhm. 1622 01:32:20.250 --> 01:32:20.580 Mhm. 1623 01:32:34.350 --> 01:32:34.580 Talking 1624 01:32:35.820 --> 01:32:36.170 yeah 1625 01:32:53.150 --> 01:32:53.870 mm. 1626 01:33:01.750 --> 01:33:01.980 Mhm. 1627 01:33:04.350 --> 01:33:04.580 Mhm. 1628 01:33:07.050 --> 01:33:07.260 Mhm. 1629 01:33:12.050 --> 01:33:12.670 Oh. 1630 01:33:13.150 --> 01:33:13.380 Mhm. 1631 01:33:14.950 --> 01:33:15.160 Mhm. 1632 01:33:16.350 --> 01:33:16.580 Mhm. 1633 01:33:17.150 --> 01:33:17.380 Yeah. 1634 01:33:20.850 --> 01:33:21.170 Very 1635 01:33:21.550 --> 01:33:21.880 mm. 1636 01:33:22.750 --> 01:33:22.980 Mhm. 1637 01:33:23.350 --> 01:33:23.770 Right. 1638 01:33:25.450 --> 01:33:26.260 Mhm. 1639 01:33:28.550 --> 01:33:28.880 Book 1640 01:33:36.250 --> 01:33:42.180 uh again if you have any questions just tag blender studio, 1641 01:33:42.180 --> 01:33:43.870 I can see that more easily. 1642 01:33:44.250 --> 01:33:48.770 I see someone asked why don't you use them poorly built? So I guess the poorly built 1643 01:33:49.250 --> 01:33:50.050 um 1644 01:33:50.190 --> 01:33:50.780 tool 1645 01:33:52.050 --> 01:33:53.070 I could 1646 01:33:53.750 --> 01:33:54.260 ah 1647 01:33:54.950 --> 01:33:56.080 like especially 1648 01:33:57.250 --> 01:34:01.560 I mean I like some of the functionality but I like the f to add on more 1649 01:34:01.940 --> 01:34:03.740 it's a bit easier to handle. 1650 01:34:03.750 --> 01:34:11.660 Um the poly bill tool still needs a bit of work uh it can be way better but for now 1651 01:34:12.240 --> 01:34:16.260 um it's a bit hard to really integrate 1652 01:34:16.740 --> 01:34:20.370 into a written apology workflow, it's just some features 1653 01:34:20.840 --> 01:34:25.960 missing and a little bit more fine polishing that will make it really useful 1654 01:34:29.540 --> 01:34:34.670 but that's something that's something to wait on, it will happen eventually. 1655 01:34:37.340 --> 01:34:37.960 Get off. 1656 01:34:38.440 --> 01:34:38.670 Yeah. 1657 01:34:40.740 --> 01:34:41.550 See. 1658 01:34:42.440 --> 01:34:42.670 Mhm. 1659 01:34:43.140 --> 01:34:43.370 Yeah. 1660 01:34:44.140 --> 01:34:44.370 Mhm. 1661 01:34:53.140 --> 01:34:53.370 Yeah. 1662 01:34:56.140 --> 01:34:56.950 Okay 1663 01:34:57.340 --> 01:35:01.270 just lots of poly pushing verdicts, pushing right now 1664 01:35:01.840 --> 01:35:05.670 um but that is to be expected of free topology at some point. 1665 01:35:06.940 --> 01:35:10.850 Uh Well at least if you're doing like a really fine tuned with apology, 1666 01:35:10.860 --> 01:35:11.950 there's also some 1667 01:35:12.340 --> 01:35:16.220 like sometimes there's like also especially 1668 01:35:16.220 --> 01:35:18.960 with semi automatic re topology tools, 1669 01:35:19.700 --> 01:35:24.670 it is less about pushing points around but actually to just to find the edge flow. 1670 01:35:25.140 --> 01:35:25.370 Mhm 1671 01:35:30.660 --> 01:35:34.080 But I think this is already pretty good, 1672 01:35:34.430 --> 01:35:35.670 I can work with this. 1673 01:35:39.040 --> 01:35:40.660 Okay, perfect. 1674 01:35:41.740 --> 01:35:43.060 Um now 1675 01:35:43.840 --> 01:35:44.050 mhm 1676 01:35:44.740 --> 01:35:46.870 most of them like the general 1677 01:35:47.310 --> 01:35:48.200 flow is 1678 01:35:48.300 --> 01:35:49.270 working well 1679 01:35:49.740 --> 01:35:54.170 connects with some of this a bit also on both sides, um 1680 01:35:55.140 --> 01:36:01.140 all the major loops on the right spot so I can keep working from this 1681 01:36:01.630 --> 01:36:03.700 over here, it now becomes tricky 1682 01:36:03.970 --> 01:36:05.250 this part down here. 1683 01:36:05.630 --> 01:36:10.460 This will be very very customized topology. 1684 01:36:11.830 --> 01:36:12.150 Mhm 1685 01:36:12.530 --> 01:36:14.240 So let's do this 1686 01:36:14.830 --> 01:36:19.430 after then I go and polish bevel edges, 1687 01:36:19.430 --> 01:36:23.950 increased stuff and just generally land more where I want to go. 1688 01:36:24.330 --> 01:36:29.060 So over here I can like try 1689 01:36:29.880 --> 01:36:31.960 to move this a bit more generally 1690 01:36:35.330 --> 01:36:37.150 so over here 1691 01:36:37.630 --> 01:36:40.060 and I can already see that doesn't work. 1692 01:36:40.630 --> 01:36:41.650 Not quite. 1693 01:36:44.430 --> 01:36:47.630 So I could maybe like go all the way over here 1694 01:36:48.830 --> 01:36:51.560 and then move this all the way back up 1695 01:36:52.030 --> 01:36:56.070 and now I'm going to exclude this down again. 1696 01:36:56.080 --> 01:37:01.840 I want to keep the loops like where they flow as simple as possible. 1697 01:37:03.200 --> 01:37:04.640 This will be difficult. 1698 01:37:07.230 --> 01:37:08.340 See 1699 01:37:10.530 --> 01:37:11.250 Okay. 1700 01:37:13.730 --> 01:37:13.960 Mhm 1701 01:37:14.830 --> 01:37:15.640 Okay, 1702 01:37:16.330 --> 01:37:17.250 perfect. 1703 01:37:17.930 --> 01:37:18.140 Mhm 1704 01:37:20.930 --> 01:37:23.750 This kind of works but now 1705 01:37:25.030 --> 01:37:29.850 it will become even more tricky to keep this to keep this simple. 1706 01:37:30.430 --> 01:37:32.650 I see some more questions pop up. Um 1707 01:37:33.230 --> 01:37:38.240 Thanks. Same for me. It's very useful but can be better. 1708 01:37:38.730 --> 01:37:41.460 Not exactly sure what you're referring to. Sorry? 1709 01:37:42.730 --> 01:37:45.460 Oh why don't use poly built uh 1710 01:37:46.730 --> 01:37:49.650 uh sorry for a stupid question but why did you 1711 01:37:49.650 --> 01:37:54.320 split the pants top and bottom out that well. 1712 01:37:54.330 --> 01:37:59.960 There there's no like usually there's no such thing as a stupid question. But uh 1713 01:38:00.620 --> 01:38:05.010 I did it because these two sides will be very asymmetrical. 1714 01:38:05.020 --> 01:38:08.870 So uh this is separate object with no mirror 1715 01:38:08.870 --> 01:38:11.840 modifier and this still has a mirror modifier because 1716 01:38:11.840 --> 01:38:16.270 this is going to be pretty much symmetrical so I can just split it into two objects. 1717 01:38:16.280 --> 01:38:20.440 Go into edit mode with both of them selected and still uh 1718 01:38:20.620 --> 01:38:22.970 adjust them together. But you can see 1719 01:38:23.170 --> 01:38:27.150 this site moves symmetrical symmetrically. This one does not. 1720 01:38:27.720 --> 01:38:27.920 Yeah 1721 01:38:28.320 --> 01:38:30.440 it's a bit it's pretty useful. 1722 01:38:30.820 --> 01:38:31.030 Mhm. 1723 01:38:31.720 --> 01:38:32.940 Um 1724 01:38:33.820 --> 01:38:37.650 uh You like hard surface modeling or sculpting? 1725 01:38:37.660 --> 01:38:39.680 Yeah I think that's also pretty trick. 1726 01:38:39.690 --> 01:38:44.690 Pretty challenging but I like it and I think this is also like 1727 01:38:44.690 --> 01:38:48.540 this sort of character designers dancing on the edge of hard surface. 1728 01:38:50.020 --> 01:38:52.030 Um It's still organic but 1729 01:38:52.520 --> 01:38:53.930 it has a lot of crisis. 1730 01:38:56.220 --> 01:39:00.750 Let's actually do something like like skipping ahead a bit over here 1731 01:39:02.120 --> 01:39:02.850 like this. 1732 01:39:03.520 --> 01:39:04.240 Um 1733 01:39:05.620 --> 01:39:10.030 uh If you had to use a different three D. Software what would it be? 1734 01:39:10.520 --> 01:39:11.440 Ooh. 1735 01:39:12.220 --> 01:39:12.940 Oh boy. 1736 01:39:13.520 --> 01:39:16.770 Uh different three D. Software. Uh For anthropology. 1737 01:39:16.780 --> 01:39:19.790 I mean I would really love to try out top gun at some point. 1738 01:39:19.790 --> 01:39:21.650 They have some really interesting features. 1739 01:39:22.520 --> 01:39:25.850 Um Very sexy software. 1740 01:39:26.220 --> 01:39:30.230 Uh In general there's always like some soft some 1741 01:39:30.240 --> 01:39:34.180 programs that are more optimized towards specific tasks. 1742 01:39:34.190 --> 01:39:36.750 Um blender is sort of a jack of all traits 1743 01:39:37.220 --> 01:39:40.850 with doing like you can do some really amazing stuff in there 1744 01:39:41.420 --> 01:39:44.240 and I would say some areas are actually 1745 01:39:44.820 --> 01:39:45.650 really 1746 01:39:46.020 --> 01:39:50.540 industry leading in a way in some aspects. Um 1747 01:39:50.920 --> 01:39:53.740 There's a lot of potential for growth as well for others, 1748 01:39:54.320 --> 01:39:59.820 but they're still sometimes software that I would rather use in certain tasks. 1749 01:39:59.830 --> 01:40:05.630 I would still love to get into substance again for materials and techs during 1750 01:40:08.310 --> 01:40:09.230 um 1751 01:40:10.210 --> 01:40:10.440 Yeah, 1752 01:40:12.010 --> 01:40:14.640 but even substance is a bit limited in a way, 1753 01:40:14.640 --> 01:40:19.830 so it's just mainly for specific tasks where I'm like just craving some features 1754 01:40:20.210 --> 01:40:24.180 so but one thing I would hate to do 1755 01:40:24.180 --> 01:40:28.630 is to hop between different software packages constantly. 1756 01:40:29.110 --> 01:40:31.290 One of the beauties of using, 1757 01:40:31.300 --> 01:40:35.440 one of the beauty of using blender is you can all do it in one software 1758 01:40:36.110 --> 01:40:38.930 which makes the workflow for creating assets 1759 01:40:39.410 --> 01:40:40.450 very 1760 01:40:40.600 --> 01:40:41.720 simple 1761 01:40:44.510 --> 01:40:48.040 and sort of streamlined, you can make an entire production 1762 01:40:49.610 --> 01:40:49.810 Yeah. 1763 01:40:50.510 --> 01:40:52.730 In this program. 1764 01:40:53.810 --> 01:40:54.040 Yeah. 1765 01:40:57.010 --> 01:40:57.630 See you 1766 01:40:59.010 --> 01:40:59.380 and then 1767 01:40:59.740 --> 01:41:00.230 the moment. 1768 01:41:04.310 --> 01:41:04.630 Mhm. 1769 01:41:05.010 --> 01:41:05.210 Yeah. 1770 01:41:09.810 --> 01:41:11.220 Um 1771 01:41:12.510 --> 01:41:15.470 if there's some issue with the I see some more questions, 1772 01:41:15.480 --> 01:41:17.730 just reading them without context, 1773 01:41:17.740 --> 01:41:23.440 if there's some issues with the rig reto por when bending the knee to use 1774 01:41:23.440 --> 01:41:29.420 key mash as a way to smooth out the animation or just correct the rig. 1775 01:41:30.010 --> 01:41:32.400 Well, key mashes, something like, 1776 01:41:32.410 --> 01:41:35.690 I'm not sure if you mean shaped keys or key mash because 1777 01:41:35.690 --> 01:41:39.730 key mash is still something that is very new and still in alpha 1778 01:41:40.110 --> 01:41:41.430 um 1779 01:41:42.310 --> 01:41:42.540 Mhm 1780 01:41:43.910 --> 01:41:44.930 Wait uh 1781 01:41:49.110 --> 01:41:50.130 Oh man. 1782 01:41:53.510 --> 01:41:56.120 But yes, it's typically something that that you would 1783 01:41:56.510 --> 01:41:57.820 effects on the rig. 1784 01:41:58.610 --> 01:42:02.690 But um they can I mean also the Vegas using shaped keys. 1785 01:42:02.700 --> 01:42:07.120 So typically it is so there's lots that you could do there 1786 01:42:07.600 --> 01:42:07.830 really. 1787 01:42:09.400 --> 01:42:11.230 Uh Let's see you. 1788 01:42:13.800 --> 01:42:14.010 Mhm. 1789 01:42:17.400 --> 01:42:17.610 Mhm. 1790 01:42:18.100 --> 01:42:18.330 Okay. 1791 01:42:26.600 --> 01:42:33.320 Yeah, now I'm going into spiralling, it's a bit sad. Well that's spiraling but 1792 01:42:33.800 --> 01:42:34.910 at least some 1793 01:42:36.100 --> 01:42:39.820 yeah, this sort of thing where the loops are redirected somewhere else. 1794 01:42:40.500 --> 01:42:45.260 It's not it's not spiraling yet. That's something I should definitely avoid 1795 01:42:45.800 --> 01:42:46.800 from happening. 1796 01:42:51.900 --> 01:42:52.100 Yeah, 1797 01:42:54.100 --> 01:42:59.620 that's basically the only thing I'm always afraid of that with these uh 1798 01:43:00.000 --> 01:43:01.370 areas of the topology 1799 01:43:01.650 --> 01:43:04.620 that it's at some point going to spiral out of control. 1800 01:43:06.200 --> 01:43:06.410 Mhm. 1801 01:43:07.200 --> 01:43:07.410 Mhm. 1802 01:43:08.200 --> 01:43:08.920 Let's see you. 1803 01:43:10.000 --> 01:43:10.230 Mhm. 1804 01:43:11.500 --> 01:43:12.520 Can I? 1805 01:43:13.300 --> 01:43:13.510 Mhm. 1806 01:43:13.900 --> 01:43:14.110 Okay, 1807 01:43:17.600 --> 01:43:19.010 do something like this? 1808 01:43:19.500 --> 01:43:19.830 Okay. 1809 01:43:21.500 --> 01:43:21.730 Mhm. 1810 01:43:27.200 --> 01:43:27.400 Yeah, 1811 01:43:32.000 --> 01:43:32.720 mm 1812 01:43:33.700 --> 01:43:35.400 it could actually work. Oh yeah. 1813 01:43:36.700 --> 01:43:38.620 Um no. 1814 01:43:39.300 --> 01:43:40.320 Okay. 1815 01:43:40.700 --> 01:43:42.230 To prevent spiraling, 1816 01:43:43.400 --> 01:43:44.420 I need 1817 01:43:45.300 --> 01:43:49.020 to have this go back into the same loop 1818 01:43:50.900 --> 01:43:52.730 so at some point I need to 1819 01:43:54.100 --> 01:43:56.320 resolve this triangle. 1820 01:43:57.200 --> 01:43:57.410 Mhm. 1821 01:43:58.590 --> 01:44:00.300 I could maybe actually 1822 01:44:01.690 --> 01:44:03.010 will face up here. 1823 01:44:03.390 --> 01:44:03.620 Okay. 1824 01:44:05.290 --> 01:44:05.520 Mhm. 1825 01:44:06.490 --> 01:44:06.700 It 1826 01:44:09.090 --> 01:44:09.300 mhm. 1827 01:44:09.890 --> 01:44:11.710 You can fix this at some point. 1828 01:44:13.190 --> 01:44:16.010 Ah There's plenty more questions. Um 1829 01:44:16.490 --> 01:44:19.950 are you using any add ons for free topology right now F. Two, 1830 01:44:20.050 --> 01:44:21.070 that's the main one. 1831 01:44:21.150 --> 01:44:24.920 It's officially integrated into blender so you can just activate it. 1832 01:44:25.390 --> 01:44:27.210 It's essentially a way of creating 1833 01:44:27.690 --> 01:44:28.410 um 1834 01:44:29.090 --> 01:44:31.610 polygons really quickly by just pressing f 1835 01:44:32.190 --> 01:44:36.980 uh there's like videos on youtube on how to use it, what it's doing, 1836 01:44:36.990 --> 01:44:40.200 like you can just check on Youtube F to add on blender 1837 01:44:40.590 --> 01:44:42.300 and it will show you 1838 01:44:42.890 --> 01:44:43.610 um 1839 01:44:44.290 --> 01:44:47.220 How do we transfer all the adults and configurations 1840 01:44:47.220 --> 01:44:49.650 from an old to a new blender version? 1841 01:44:49.710 --> 01:44:51.610 It should do that automatically. 1842 01:44:51.740 --> 01:44:53.370 When you open a new blender version. 1843 01:44:53.370 --> 01:44:55.520 It will ask you do you want to copy all of your 1844 01:44:55.520 --> 01:44:59.620 preferences from an old version and it will just copy over everything. 1845 01:45:00.990 --> 01:45:08.280 Can I use a medal medical scan M. R. I. As bones in blender. And if so. 1846 01:45:08.280 --> 01:45:13.110 How since those important vertebrae objects and bones? 1847 01:45:13.890 --> 01:45:14.120 Yeah. 1848 01:45:14.590 --> 01:45:16.300 What? No, I mean 1849 01:45:17.090 --> 01:45:17.500 yeah, 1850 01:45:18.890 --> 01:45:25.550 it's such an interesting thought. I I never think of bones in blender as actual rig. 1851 01:45:25.560 --> 01:45:29.830 Armature bones like uh like bones and blend 1852 01:45:29.830 --> 01:45:32.420 of the armature bones as like actual bones. 1853 01:45:33.090 --> 01:45:35.780 That is in scan geometry. 1854 01:45:36.890 --> 01:45:42.110 Um No, those are like two completely different things. So he would need to 1855 01:45:44.190 --> 01:45:45.810 you need to do that another way. 1856 01:45:46.590 --> 01:45:48.920 You would need to create new bones. 1857 01:45:52.490 --> 01:45:52.810 Okay, 1858 01:45:53.590 --> 01:45:54.120 let's see. 1859 01:45:55.690 --> 01:45:55.920 Mhm. 1860 01:46:01.180 --> 01:46:01.390 Okay. 1861 01:46:04.380 --> 01:46:04.590 Mhm, 1862 01:46:06.680 --> 01:46:07.000 mm hmm. 1863 01:46:12.880 --> 01:46:13.300 Mhm, 1864 01:46:17.680 --> 01:46:19.900 mm hmm. 1865 01:46:22.680 --> 01:46:25.710 Um 1866 01:46:27.280 --> 01:46:32.070 Is it not easier with speed V. Topo? It's free as well. Ah Yeah. 1867 01:46:32.080 --> 01:46:36.120 Um Haven't you said adding in a while? I should try it out. 1868 01:46:36.130 --> 01:46:38.890 But yes, that is one of the adults that could save you some time. 1869 01:46:39.280 --> 01:46:40.600 I don't think it's free. 1870 01:46:41.480 --> 01:46:41.990 I mean 1871 01:46:42.480 --> 01:46:45.590 in the end all adults are free. Like um 1872 01:46:45.730 --> 01:46:48.500 That's the good thing about open source. You can 1873 01:46:48.880 --> 01:46:51.700 the source code is completely available 1874 01:46:52.580 --> 01:46:53.390 to anyone. 1875 01:46:56.080 --> 01:47:00.700 Um but speech re topo is a commercial add on, I think. 1876 01:47:01.880 --> 01:47:02.080 Yeah. 1877 01:47:04.780 --> 01:47:04.990 Thanks. 1878 01:47:11.180 --> 01:47:11.500 Mhm. 1879 01:47:12.880 --> 01:47:13.200 Yeah. 1880 01:47:15.780 --> 01:47:15.990 Mhm. 1881 01:47:20.980 --> 01:47:21.210 Mhm. 1882 01:47:21.980 --> 01:47:22.400 Mhm. 1883 01:47:25.880 --> 01:47:26.380 And yeah, 1884 01:47:26.380 --> 01:47:32.300 I'm just adding triangles right now because I need to kind of plot out the geometry. 1885 01:47:35.880 --> 01:47:36.890 Yeah. 1886 01:47:37.880 --> 01:47:41.400 It's still something that I'm like I got into this habit of 1887 01:47:41.400 --> 01:47:47.600 like adding triangles uh when I was making low polling models. 1888 01:47:48.280 --> 01:47:48.810 Mm hmm. 1889 01:47:49.180 --> 01:47:52.220 But it is still really useful as a way of 1890 01:47:52.220 --> 01:47:55.390 like first doing like a really rough quake three topology 1891 01:47:56.080 --> 01:47:58.150 and then fixing it afterwards. 1892 01:47:58.880 --> 01:47:59.600 I don't know. 1893 01:47:59.980 --> 01:48:01.600 Still kind of used to this. 1894 01:48:07.470 --> 01:48:09.500 Sometimes it's not the best workflow. 1895 01:48:13.650 --> 01:48:15.100 Yeah. Here we go. 1896 01:48:20.370 --> 01:48:20.690 Mhm 1897 01:48:22.370 --> 01:48:22.600 Yeah. 1898 01:48:23.170 --> 01:48:23.400 Mhm. 1899 01:48:23.970 --> 01:48:26.430 Uh some of these folds I'm going to abandon. 1900 01:48:26.440 --> 01:48:30.900 I'm not going to read apologize them there. Too detailed and complex. 1901 01:48:31.670 --> 01:48:31.900 Mhm. 1902 01:48:32.370 --> 01:48:32.600 Thank you. 1903 01:48:42.870 --> 01:48:43.100 Mhm. 1904 01:48:54.870 --> 01:48:55.100 Mhm. 1905 01:48:56.270 --> 01:48:56.990 Okay. 1906 01:48:57.870 --> 01:48:58.100 Mhm. 1907 01:49:00.870 --> 01:49:01.100 Yeah. 1908 01:49:02.070 --> 01:49:02.280 Mhm. 1909 01:49:03.870 --> 01:49:04.190 Mhm, 1910 01:49:05.770 --> 01:49:06.100 mm hmm, 1911 01:49:06.970 --> 01:49:07.690 mm. 1912 01:49:08.270 --> 01:49:08.600 Oh 1913 01:49:09.870 --> 01:49:10.150 yeah. 1914 01:49:15.070 --> 01:49:19.660 Okay. Pretty happy with this. Maybe I'm going to check a little bit. 1915 01:49:19.670 --> 01:49:23.680 Is there like there's some aspects where where look gets like 1916 01:49:24.470 --> 01:49:29.280 looped around and goes back up, but that's fine. As long as there's no loop. 1917 01:49:29.280 --> 01:49:30.870 That's like spiraling. 1918 01:49:33.170 --> 01:49:37.280 Okay. I can now do the same thing over here 1919 01:49:38.070 --> 01:49:38.280 more. 1920 01:49:42.870 --> 01:49:43.190 Mm 1921 01:49:44.270 --> 01:49:44.600 Oh, 1922 01:49:45.070 --> 01:49:48.190 it's just going to take a bit of time to complete. 1923 01:49:48.870 --> 01:49:52.890 Uh yeah, this will mean I will, there's going to be another stream 1924 01:49:53.470 --> 01:49:54.190 for the 1925 01:49:54.970 --> 01:49:57.600 uh for the topology of the clothing. 1926 01:49:57.970 --> 01:49:58.170 Yeah. 1927 01:49:59.570 --> 01:49:59.890 Yeah. 1928 01:50:00.960 --> 01:50:01.190 Mhm. 1929 01:50:02.710 --> 01:50:05.000 And then after that, 1930 01:50:05.220 --> 01:50:07.930 I still really hope that I can 1931 01:50:08.300 --> 01:50:09.970 move on to 1932 01:50:10.360 --> 01:50:12.290 a live stream series on UV. 1933 01:50:12.290 --> 01:50:17.190 Unwrapping which shouldn't be that much like it shouldn't be as long 1934 01:50:18.160 --> 01:50:20.460 as the anthropology parts 1935 01:50:20.810 --> 01:50:24.190 UV unwrapping shouldn't be should be pretty simple 1936 01:50:24.660 --> 01:50:26.070 for this character. 1937 01:50:26.560 --> 01:50:28.780 There's nothing too complex that I need to do. 1938 01:50:35.160 --> 01:50:35.970 Let's see. 1939 01:50:40.460 --> 01:50:40.690 Mhm. 1940 01:50:41.460 --> 01:50:41.690 Mhm. 1941 01:50:46.760 --> 01:50:49.670 I mean it could be like just follow up videos on the 1942 01:50:49.670 --> 01:50:52.190 written apology because you'll be unwrapping as one part of it. 1943 01:50:52.200 --> 01:50:55.070 But there also needs to be some extra 1944 01:50:55.760 --> 01:50:57.190 shaped keys I would say 1945 01:50:57.960 --> 01:51:00.400 like the open and closed eyes. 1946 01:51:00.410 --> 01:51:02.620 That's something I definitely I always 1947 01:51:02.630 --> 01:51:07.520 add also pupil dilation shaped piece something 1948 01:51:07.520 --> 01:51:11.040 like that and anything else that would be necessary for the rig. 1949 01:51:11.050 --> 01:51:13.470 It's right. Right. We did stuff like 1950 01:51:14.060 --> 01:51:18.020 different teeth shapes for cartoony animation, 1951 01:51:18.030 --> 01:51:21.980 stuff like that and that needs to be in preparation of the rig. 1952 01:51:21.990 --> 01:51:24.580 That's still kind of part of the re topology process. 1953 01:51:24.960 --> 01:51:25.190 Mhm 1954 01:51:26.060 --> 01:51:26.290 Yeah. 1955 01:51:27.160 --> 01:51:28.690 Um so that 1956 01:51:29.560 --> 01:51:32.580 I would say I'll just add that to the series pretty much. 1957 01:51:35.840 --> 01:51:36.310 Okay. 1958 01:51:38.160 --> 01:51:39.180 Uh this 1959 01:51:39.860 --> 01:51:40.790 more questions 1960 01:51:41.160 --> 01:51:43.470 um Sorry I'm neglecting the cheddar bit. 1961 01:51:43.860 --> 01:51:44.690 Um 1962 01:51:46.160 --> 01:51:46.480 Yes. 1963 01:51:48.060 --> 01:51:53.140 Hey have you ever used the surface and grease pencil to create read apology. 1964 01:51:53.150 --> 01:51:58.190 Um I need to use it again a bit more. I really like that way of 1965 01:51:58.760 --> 01:51:59.780 adding topology 1966 01:52:00.350 --> 01:52:04.470 but ideally that sort of thing should be implemented by default. 1967 01:52:04.480 --> 01:52:07.160 I think we're at that point now 1968 01:52:07.550 --> 01:52:10.760 more of anthropology work from the deaths please. 1969 01:52:11.350 --> 01:52:13.660 But for now the add on is fine. 1970 01:52:14.450 --> 01:52:17.270 Do you have any tips for modeling? A stormtrooper figure. 1971 01:52:17.650 --> 01:52:18.270 Mm 1972 01:52:19.550 --> 01:52:23.380 seen some tutorials, but they're only helmet modeling. 1973 01:52:23.750 --> 01:52:27.980 I mean that kind of uh those kind of lessons on the helmet, You could just 1974 01:52:28.950 --> 01:52:31.260 carry them over to all the other parts. But 1975 01:52:32.350 --> 01:52:35.380 um yeah, not much 1976 01:52:35.950 --> 01:52:39.670 uh there's not much on figurines. 1977 01:52:40.250 --> 01:52:43.480 Um is it necessary to draw all scenes 1978 01:52:43.850 --> 01:52:47.080 and then make them in a blender to create a perfect short film? 1979 01:52:48.950 --> 01:52:50.200 Uh man, 1980 01:52:50.200 --> 01:52:52.390 I wish that would be like if you want some more 1981 01:52:52.390 --> 01:52:55.600 info on like how to make short films and blender, 1982 01:52:55.610 --> 01:53:01.970 like for pretty much any short film project we did at the blender studio, we added 1983 01:53:02.350 --> 01:53:05.650 making off material and tutorials which you can find 1984 01:53:05.840 --> 01:53:08.670 for spring for coffee run for pretty much anything 1985 01:53:09.150 --> 01:53:14.670 and then we go a bit more into detail like how we organized and made those short films. 1986 01:53:15.950 --> 01:53:19.890 Uh so you can find that on the cloud. There's so much material right there. 1987 01:53:19.900 --> 01:53:21.670 Like if you go to training and then 1988 01:53:22.250 --> 01:53:24.010 I think it's called production lessons. 1989 01:53:24.010 --> 01:53:27.770 But you can also go to specific projects and there should be a folder 1990 01:53:28.250 --> 01:53:32.760 in all of those projects called tutorials, breakdowns and walk throughs. 1991 01:53:32.770 --> 01:53:33.540 That sort of thing. 1992 01:53:34.650 --> 01:53:36.770 So you can find that there. 1993 01:53:38.350 --> 01:53:38.880 Uh huh. 1994 01:53:39.250 --> 01:53:39.670 Mhm. 1995 01:53:41.850 --> 01:53:42.170 Mhm. 1996 01:53:42.950 --> 01:53:43.160 Mhm. 1997 01:53:51.750 --> 01:53:51.980 Mhm. 1998 01:53:54.250 --> 01:53:54.670 Cool. 1999 01:53:55.450 --> 01:53:55.770 Mhm. 2000 01:53:59.450 --> 01:53:59.650 Yeah. 2001 01:54:00.240 --> 01:54:00.450 Mhm, 2002 01:54:02.940 --> 01:54:03.450 mm hmm. 2003 01:54:03.840 --> 01:54:04.050 Mhm. 2004 01:54:06.340 --> 01:54:06.750 Yeah. 2005 01:54:10.840 --> 01:54:11.050 Mhm. 2006 01:54:12.740 --> 01:54:12.950 Mhm. 2007 01:54:13.540 --> 01:54:13.870 Mhm. 2008 01:54:19.740 --> 01:54:20.060 Mhm. 2009 01:54:26.040 --> 01:54:26.270 Yeah. 2010 01:54:29.940 --> 01:54:30.170 Mhm. 2011 01:54:31.340 --> 01:54:31.550 Mhm. 2012 01:54:33.040 --> 01:54:33.270 Thank you. 2013 01:54:35.540 --> 01:54:35.770 Mhm. 2014 01:54:37.340 --> 01:54:37.550 Mhm. 2015 01:54:47.040 --> 01:54:47.760 See 2016 01:54:48.140 --> 01:54:50.050 does this work? Yeah. 2017 01:54:54.440 --> 01:54:58.600 Yeah, this is not good. These vortices have six connected edges. 2018 01:54:59.540 --> 01:55:00.460 Um 2019 01:55:02.640 --> 01:55:05.370 All right, let's just do this for now. 2020 01:55:07.440 --> 01:55:07.670 Yeah. 2021 01:55:08.200 --> 01:55:09.370 Actually, no, 2022 01:55:10.640 --> 01:55:14.560 Like to bring this all the way around like these two edges 2023 01:55:14.940 --> 01:55:16.460 control X. Delete them, 2024 01:55:18.440 --> 01:55:19.460 it should be good. 2025 01:55:20.240 --> 01:55:20.440 Yeah, 2026 01:55:23.240 --> 01:55:23.440 Yeah, 2027 01:55:24.740 --> 01:55:24.940 Yeah, 2028 01:55:26.340 --> 01:55:26.540 Yeah. 2029 01:55:31.840 --> 01:55:32.050 Mhm. 2030 01:55:33.940 --> 01:55:34.170 Yeah. 2031 01:55:35.440 --> 01:55:35.670 Yeah. 2032 01:55:39.940 --> 01:55:40.170 Yeah. 2033 01:55:44.540 --> 01:55:46.270 Uh 2034 01:55:48.940 --> 01:55:50.270 Okay. Some questions. 2035 01:55:50.270 --> 01:55:55.490 So if you model the cloth creases, won't they not change when the rigors moved? 2036 01:55:55.630 --> 01:55:59.560 Won't that make the creases static might look bad? How do you? Thank you? 2037 01:55:59.940 --> 01:56:02.380 Um While the intent with these creases is 2038 01:56:02.380 --> 01:56:05.150 that they will not change during the animation, 2039 01:56:05.830 --> 01:56:07.960 so that makes it a bit easier to 2040 01:56:08.550 --> 01:56:10.340 style the clothing 2041 01:56:10.730 --> 01:56:11.450 a bit. 2042 01:56:12.330 --> 01:56:13.050 Um 2043 01:56:14.230 --> 01:56:16.190 But yes, it is kind of tricky. 2044 01:56:16.200 --> 01:56:20.510 Like if you want the clothes to be more dynamic, do not implement that. 2045 01:56:20.520 --> 01:56:21.640 That is not easy. 2046 01:56:22.330 --> 01:56:25.060 These modeled increases are a bit of a 2047 01:56:25.430 --> 01:56:27.050 of the cheap way, 2048 01:56:27.430 --> 01:56:28.150 but 2049 01:56:30.330 --> 01:56:30.840 Oh, 2050 01:56:35.130 --> 01:56:35.340 mm, 2051 01:56:36.530 --> 01:56:40.060 what is going on? No. 2052 01:56:41.130 --> 01:56:42.150 Oh, 2053 01:56:42.260 --> 01:56:44.460 it's the stream breaking up for you? 2054 01:56:50.530 --> 01:56:52.350 Oh no, 2055 01:56:52.730 --> 01:56:56.560 I hope the stream is okay, I'm getting like a warning message. 2056 01:56:57.330 --> 01:56:57.560 Mhm, 2057 01:56:58.930 --> 01:56:59.140 mm 2058 01:57:01.630 --> 01:57:03.060 Not good. 2059 01:57:08.630 --> 01:57:11.750 I hope it's all going find for you. 2060 01:57:14.530 --> 01:57:14.850 Yeah, 2061 01:57:16.130 --> 01:57:16.330 Yeah, 2062 01:57:17.330 --> 01:57:17.840 mm hmm. 2063 01:57:18.930 --> 01:57:20.540 Uh Yeah, 2064 01:57:21.030 --> 01:57:22.350 let me know if the 2065 01:57:22.830 --> 01:57:26.340 if the streaming is kind of going bad. 2066 01:57:26.730 --> 01:57:26.960 Yeah, 2067 01:57:29.730 --> 01:57:33.350 okay, everything seems to be fine. Okay, 2068 01:57:34.030 --> 01:57:34.840 no 2069 01:57:35.230 --> 01:57:37.180 extremist losing frames 2070 01:57:37.330 --> 01:57:38.460 right now. Oh, 2071 01:57:39.730 --> 01:57:41.050 that's not good. 2072 01:57:42.530 --> 01:57:43.150 Uh 2073 01:57:45.130 --> 01:57:47.150 Hold on, I'm going to try to fix it. 2074 01:57:48.360 --> 01:57:50.050 Um 2075 01:57:50.630 --> 01:57:51.250 mm 2076 01:57:52.900 --> 01:57:53.460 community, 2077 01:57:53.830 --> 01:57:55.350 Yeah, 2078 01:57:57.630 --> 01:57:57.960 mhm 2079 01:57:58.790 --> 01:57:59.960 Damn it. 2080 01:58:02.020 --> 01:58:02.250 Mhm, 2081 01:58:05.320 --> 01:58:05.530 mhm. 2082 01:58:06.920 --> 01:58:07.850 It's not good. 2083 01:58:13.520 --> 01:58:14.540 That's fine again. 2084 01:58:14.920 --> 01:58:15.750 Perfect. 2085 01:58:17.020 --> 01:58:17.940 Um 2086 01:58:18.720 --> 01:58:21.610 Yeah, I'm still getting an error message that the 2087 01:58:21.710 --> 01:58:24.930 stream is not going good if anything changes let me know 2088 01:58:27.620 --> 01:58:29.750 I hope it's fine now. 2089 01:58:34.620 --> 01:58:36.440 Yeah it should be good now 2090 01:58:38.020 --> 01:58:38.530 if you 2091 01:58:40.920 --> 01:58:41.200 Okay. 2092 01:58:46.920 --> 01:58:47.150 Mhm. 2093 01:58:48.420 --> 01:58:48.650 Mhm. 2094 01:58:49.720 --> 01:58:49.920 Yeah 2095 01:58:52.620 --> 01:58:52.850 yeah 2096 01:58:58.420 --> 01:58:58.650 yeah 2097 01:58:59.020 --> 01:59:00.020 let's see 2098 01:59:00.730 --> 01:59:02.350 I want to move this down. 2099 01:59:04.120 --> 01:59:04.350 Yeah 2100 01:59:07.020 --> 01:59:07.250 yeah 2101 01:59:09.120 --> 01:59:09.350 yeah 2102 01:59:09.920 --> 01:59:10.150 yeah 2103 01:59:12.020 --> 01:59:12.340 yeah 2104 01:59:15.720 --> 01:59:15.920 yeah. 2105 01:59:21.420 --> 01:59:21.700 Okay. 2106 01:59:33.020 --> 01:59:33.770 See 2107 01:59:48.820 --> 01:59:49.030 okay. 2108 01:59:49.420 --> 01:59:49.650 Mhm. 2109 01:59:51.920 --> 01:59:52.150 Do 2110 01:59:54.920 --> 01:59:55.880 Nice. 2111 01:59:57.220 --> 02:00:01.990 Okay I think I could lead these uh in here the 2112 02:00:02.000 --> 02:00:05.320 knife tool and then I have a quad right here. 2113 02:00:06.410 --> 02:00:06.610 Yeah 2114 02:00:07.410 --> 02:00:08.630 helping a bit 2115 02:00:13.710 --> 02:00:13.940 yeah 2116 02:00:14.310 --> 02:00:16.730 stunning out over here on the back. 2117 02:00:17.510 --> 02:00:18.620 It's not great. 2118 02:00:20.410 --> 02:00:22.250 It's also getting kind of complex. 2119 02:00:25.110 --> 02:00:25.310 Yeah 2120 02:00:27.910 --> 02:00:28.230 yeah 2121 02:00:30.910 --> 02:00:31.110 yeah 2122 02:00:36.610 --> 02:00:36.940 trip 2123 02:00:38.710 --> 02:00:38.940 Yeah. 2124 02:00:45.610 --> 02:00:45.940 Mhm 2125 02:00:54.010 --> 02:00:54.210 Yeah 2126 02:00:57.510 --> 02:00:58.320 here we go. 2127 02:00:59.710 --> 02:01:03.140 Okay so if both sides kind of done in terms of the general 2128 02:01:03.150 --> 02:01:06.870 edge flow there's like plenty of triangles and like things I need to fix 2129 02:01:07.510 --> 02:01:08.320 but 2130 02:01:08.910 --> 02:01:09.120 mhm. 2131 02:01:09.810 --> 02:01:10.730 Um 2132 02:01:11.210 --> 02:01:14.350 some of this stuff I can actually already fix 2133 02:01:15.110 --> 02:01:18.230 go for here. I could just add another edged up over here, 2134 02:01:20.010 --> 02:01:21.120 bridge, these two 2135 02:01:22.610 --> 02:01:23.930 same thing over here. 2136 02:01:24.310 --> 02:01:24.540 Mhm 2137 02:01:25.010 --> 02:01:25.540 mhm 2138 02:01:26.210 --> 02:01:26.440 mm. 2139 02:01:27.210 --> 02:01:27.440 Mhm. 2140 02:01:28.810 --> 02:01:30.330 I think that should be fine. 2141 02:01:31.270 --> 02:01:32.940 Going to 2142 02:01:34.410 --> 02:01:38.130 scope mode with slight relax brush can smooth over it a bit more 2143 02:01:44.220 --> 02:01:46.000 and that should capture 2144 02:01:48.710 --> 02:01:50.630 almost all of the 2145 02:01:51.010 --> 02:01:53.730 major increases. I would like to 2146 02:01:54.210 --> 02:01:55.730 adjust this a bit more. 2147 02:01:57.910 --> 02:01:58.120 Okay 2148 02:01:59.010 --> 02:02:02.820 like this one should just continue a bit further over here 2149 02:02:04.550 --> 02:02:07.010 and then I could get this into 2150 02:02:09.000 --> 02:02:09.230 mhm 2151 02:02:12.000 --> 02:02:14.420 Yeah that could kind of work. 2152 02:02:16.800 --> 02:02:17.010 Mhm 2153 02:02:17.400 --> 02:02:19.620 I'm not a fan of this. 2154 02:02:25.400 --> 02:02:25.820 Mhm 2155 02:02:29.000 --> 02:02:29.230 mhm 2156 02:02:35.100 --> 02:02:35.420 True 2157 02:02:44.200 --> 02:02:44.410 mm 2158 02:02:48.300 --> 02:02:48.620 Okay. 2159 02:02:54.500 --> 02:02:54.730 Mhm. 2160 02:02:56.900 --> 02:02:57.100 Uh huh. 2161 02:02:57.600 --> 02:02:57.830 Sure. 2162 02:03:01.600 --> 02:03:09.730 Mm. Well, I mean this kind of works um for now. 2163 02:03:10.700 --> 02:03:16.220 So I have everything kind of laid out, I'm almost out of time sadly. 2164 02:03:16.800 --> 02:03:17.610 Um 2165 02:03:19.000 --> 02:03:19.920 so 2166 02:03:21.600 --> 02:03:23.610 I will continue a little bit. 2167 02:03:24.400 --> 02:03:24.820 Mhm 2168 02:03:26.600 --> 02:03:28.340 But not for long. 2169 02:03:28.590 --> 02:03:35.020 So what I could do is I would really like to focus more on uh 2170 02:03:36.300 --> 02:03:37.730 no, 2171 02:03:38.700 --> 02:03:41.630 on these two over here. These parts. 2172 02:03:42.700 --> 02:03:47.110 So I can refine one of the legs a bit more already. 2173 02:03:47.500 --> 02:03:47.920 Mm 2174 02:03:48.400 --> 02:03:50.110 Let's see. 2175 02:03:51.600 --> 02:03:51.920 Yeah. 2176 02:03:52.500 --> 02:03:52.730 Yeah. 2177 02:03:54.400 --> 02:03:58.830 So I could do that by like selecting this edge for example, beveling it. 2178 02:04:00.190 --> 02:04:00.420 Mhm 2179 02:04:00.990 --> 02:04:01.620 Fats 2180 02:04:03.090 --> 02:04:04.410 And also 2181 02:04:05.550 --> 02:04:07.230 this one. Although 2182 02:04:08.690 --> 02:04:09.020 mhm. 2183 02:04:09.390 --> 02:04:09.620 Mhm 2184 02:04:10.190 --> 02:04:10.520 mm 2185 02:04:11.490 --> 02:04:12.920 Hold on. 2186 02:04:15.130 --> 02:04:17.300 This one goes all the way around. 2187 02:04:18.690 --> 02:04:18.920 Mm 2188 02:04:19.790 --> 02:04:22.210 Like this. 2189 02:04:29.390 --> 02:04:33.030 He had fans out a bit more and then increases back together. 2190 02:04:34.190 --> 02:04:37.810 I'm also going to duplicate and apply the shrink wrap modifier. 2191 02:04:39.650 --> 02:04:40.810 It's about time. 2192 02:04:42.190 --> 02:04:47.080 And now I can crease this edges like bevel this edge as well. 2193 02:04:47.090 --> 02:04:52.420 Which also goes all the way around. This one can go a bit wider. 2194 02:05:02.490 --> 02:05:03.020 Mm 2195 02:05:06.890 --> 02:05:07.120 Yeah. 2196 02:05:17.190 --> 02:05:17.810 See you 2197 02:05:21.990 --> 02:05:22.190 Yeah. 2198 02:05:24.490 --> 02:05:24.690 Yeah. 2199 02:05:25.790 --> 02:05:26.300 Oops. 2200 02:05:27.390 --> 02:05:31.710 Yeah. Again for that. It's really useful to clip one side away 2201 02:05:33.190 --> 02:05:33.960 like this 2202 02:05:35.290 --> 02:05:38.190 and now I can work on this side a bit more focused. 2203 02:05:42.490 --> 02:05:42.700 Mm. 2204 02:05:48.970 --> 02:05:50.620 Yeah. 2205 02:05:51.290 --> 02:05:52.310 Mm hmm. 2206 02:05:52.790 --> 02:05:52.830 I 2207 02:05:53.100 --> 02:05:55.170 would actually like this 2208 02:05:55.890 --> 02:05:57.810 to lead down here. 2209 02:05:59.390 --> 02:06:00.710 Yeah, that would be better. 2210 02:06:04.980 --> 02:06:05.210 Yeah, 2211 02:06:13.480 --> 02:06:17.890 some of that pinching. I can remove once I am 2212 02:06:19.080 --> 02:06:19.400 help 2213 02:06:20.480 --> 02:06:25.310 uh Once I have the shrink wrap modifier applied. 2214 02:06:25.880 --> 02:06:26.080 Yeah. 2215 02:06:34.680 --> 02:06:34.890 Mhm. 2216 02:06:43.180 --> 02:06:43.480 Yeah. 2217 02:06:48.480 --> 02:06:48.710 Yeah. 2218 02:07:01.580 --> 02:07:01.810 No. 2219 02:07:03.580 --> 02:07:04.090 Okay. 2220 02:07:08.780 --> 02:07:09.400 Yeah, 2221 02:07:10.280 --> 02:07:11.930 it's already looking nice. 2222 02:07:20.680 --> 02:07:25.390 Perfect. And then I need to do the same thing over here. Level this. 2223 02:07:26.180 --> 02:07:26.810 But in 2224 02:07:31.280 --> 02:07:34.280 here, I don't need any more extra loops. These 2225 02:07:34.440 --> 02:07:36.500 two over here already. Fine. 2226 02:07:38.180 --> 02:07:38.390 Mhm, 2227 02:07:39.980 --> 02:07:40.210 mm. 2228 02:07:41.980 --> 02:07:45.810 But that does mean I'm going to run into problems over here. 2229 02:07:46.780 --> 02:07:47.400 Mm. 2230 02:07:48.480 --> 02:07:48.710 Mhm, 2231 02:07:51.280 --> 02:07:51.490 mhm, 2232 02:08:18.170 --> 02:08:18.400 mhm, 2233 02:08:26.970 --> 02:08:27.180 mhm 2234 02:08:31.570 --> 02:08:31.750 Yeah. 2235 02:08:34.270 --> 02:08:34.500 Mm. 2236 02:08:36.370 --> 02:08:37.180 Mm. 2237 02:08:39.070 --> 02:08:39.270 Yeah. 2238 02:08:41.470 --> 02:08:41.680 Mhm 2239 02:08:51.070 --> 02:08:51.390 Yeah, 2240 02:09:06.090 --> 02:09:07.400 this is tricky. 2241 02:09:08.870 --> 02:09:10.070 Should undo this. 2242 02:09:10.240 --> 02:09:11.520 It was a bad idea 2243 02:09:12.170 --> 02:09:12.500 if you can. 2244 02:09:15.570 --> 02:09:17.280 This is what I wanted to do. 2245 02:09:18.070 --> 02:09:18.400 Right? 2246 02:09:19.970 --> 02:09:20.170 Yeah. 2247 02:09:21.470 --> 02:09:22.100 Yes, 2248 02:09:22.970 --> 02:09:24.790 this makes fun. It makes much more sense. 2249 02:09:25.270 --> 02:09:25.690 Okay. 2250 02:09:38.670 --> 02:09:39.000 Mhm 2251 02:09:39.970 --> 02:09:40.170 Yeah. 2252 02:09:47.270 --> 02:09:47.500 Mhm 2253 02:09:49.070 --> 02:09:49.270 Yeah. 2254 02:09:49.870 --> 02:09:50.050 Yeah. 2255 02:09:50.870 --> 02:09:56.500 C can I shift these triangles downwards for a bit 2256 02:09:57.970 --> 02:09:59.520 so I can do this. 2257 02:10:02.160 --> 02:10:02.480 Mm hmm. 2258 02:10:03.460 --> 02:10:03.690 Mhm 2259 02:10:08.860 --> 02:10:13.070 It works a bit but it doesn't quite capture the edges in the same way 2260 02:10:13.300 --> 02:10:15.280 I'm sacrificing some hard lines. 2261 02:10:15.760 --> 02:10:15.970 Mhm, 2262 02:10:17.360 --> 02:10:18.080 mm hmm. 2263 02:10:18.660 --> 02:10:18.860 Yeah. 2264 02:10:24.660 --> 02:10:24.870 Mhm. 2265 02:10:30.360 --> 02:10:31.240 But maybe 2266 02:10:31.400 --> 02:10:32.690 that is fine. 2267 02:10:36.360 --> 02:10:36.690 Mhm 2268 02:10:39.260 --> 02:10:41.570 Yeah, it's going to look different. But I, 2269 02:10:42.560 --> 02:10:44.290 I'm okay with that 2270 02:10:47.760 --> 02:10:50.060 would be ideal though if it would 2271 02:10:50.220 --> 02:10:51.780 look exactly the same. 2272 02:10:56.460 --> 02:10:59.630 But sometimes I just like to make more compromises 2273 02:11:00.160 --> 02:11:02.380 to make the re topology a bit easier. 2274 02:11:06.260 --> 02:11:06.470 Mm 2275 02:11:08.160 --> 02:11:08.880 Okay, 2276 02:11:10.160 --> 02:11:13.880 so this point up here already kind of works all the way 2277 02:11:14.360 --> 02:11:18.380 may increases peaks and valleys. I wanted to capture there. 2278 02:11:18.860 --> 02:11:21.920 And then next week, once I continue with this, 2279 02:11:22.360 --> 02:11:23.880 I will just need to 2280 02:11:24.940 --> 02:11:27.380 do the same thing for the area down here 2281 02:11:28.060 --> 02:11:29.190 and of course 2282 02:11:29.660 --> 02:11:30.790 the other side 2283 02:11:31.470 --> 02:11:32.480 and then also 2284 02:11:33.660 --> 02:11:34.430 the top sites. 2285 02:11:35.360 --> 02:11:36.080 So 2286 02:11:37.960 --> 02:11:40.290 I'll just keep these and edit board as it 2287 02:11:40.760 --> 02:11:41.780 reminder 2288 02:11:42.160 --> 02:11:42.970 myself, 2289 02:11:43.660 --> 02:11:44.080 see 2290 02:11:45.060 --> 02:11:45.690 that 2291 02:11:46.060 --> 02:11:47.970 this is what I will need to 2292 02:11:48.150 --> 02:11:49.380 continue with next week, 2293 02:11:50.160 --> 02:11:52.980 but then afterwards it should be basically done. 2294 02:11:53.560 --> 02:11:53.980 Thank you. 2295 02:11:54.360 --> 02:11:54.560 Yeah, 2296 02:11:57.360 --> 02:11:57.780 let's see. 2297 02:12:01.150 --> 02:12:06.450 Okay, safe. Another question, do you plan on doing more varied streams? 2298 02:12:06.450 --> 02:12:09.760 These are really fun and maybe even some live animation and rigging. 2299 02:12:10.350 --> 02:12:11.550 I would love it if, 2300 02:12:11.560 --> 02:12:14.150 I mean these are like the blender studio live streams 2301 02:12:14.150 --> 02:12:16.240 and so far I was the only one doing them. 2302 02:12:16.250 --> 02:12:16.980 But 2303 02:12:17.450 --> 02:12:20.950 um it would be nice to get some more people on bar and on board 2304 02:12:20.950 --> 02:12:24.940 to do them uh would be really interesting to have some shading live streams, 2305 02:12:24.950 --> 02:12:27.760 um animation, live streams maybe to rigging. 2306 02:12:27.770 --> 02:12:32.270 Uh there's plenty to show and uh if people would be up for it 2307 02:12:32.950 --> 02:12:33.580 um 2308 02:12:34.050 --> 02:12:38.900 it would be nice to show some more of the production that is going on right now, 2309 02:12:38.900 --> 02:12:42.270 even though we are really going into the production 2310 02:12:42.650 --> 02:12:44.570 um of Sprite right right now, 2311 02:12:45.050 --> 02:12:47.770 which is a lot of work. 2312 02:12:48.150 --> 02:12:52.650 Um we're hoping to have everything done by a Halloween essentially, or like, 2313 02:12:52.660 --> 02:12:54.380 which makes sense, but 2314 02:12:54.750 --> 02:12:57.870 if we can show any of that, that would be ideal 2315 02:12:58.350 --> 02:12:59.160 so far. 2316 02:12:59.170 --> 02:13:04.260 I've been like straying a bit away from showing production stuff because I wanted to 2317 02:13:05.150 --> 02:13:07.760 uh like for me, I 2318 02:13:08.350 --> 02:13:12.040 in my opinion, it's not that exciting right now. I'm basically building sets, 2319 02:13:12.600 --> 02:13:14.020 like doing set dressing. 2320 02:13:14.450 --> 02:13:18.580 Um and then I got two hours a week to work on snow 2321 02:13:20.350 --> 02:13:21.290 and 2322 02:13:21.620 --> 02:13:23.980 like it would be interesting to see like how, 2323 02:13:24.450 --> 02:13:25.470 I don't know like 2324 02:13:25.850 --> 02:13:31.480 anyone is welcome to do some streams but yeah having some more varied topics 2325 02:13:31.480 --> 02:13:34.060 would be nice and I mean I also want to switch it up. 2326 02:13:34.060 --> 02:13:36.950 So next originally I did some sculpting streams 2327 02:13:36.960 --> 02:13:39.480 now it was free topology for quite a few 2328 02:13:39.480 --> 02:13:42.120 weeks now and then it's going into more 2329 02:13:42.120 --> 02:13:44.570 stuff like UV unwrapping and then extra painting. 2330 02:13:45.050 --> 02:13:45.260 Mhm. 2331 02:13:45.650 --> 02:13:49.160 Uh We'll see how it goes but the streams will continue 2332 02:13:50.510 --> 02:13:58.260 and with that I will say good bye for today and I will see you next week. Same time 2333 02:13:58.850 --> 02:14:02.660 have a nice have a nice weekend but.