WEBVTT 0 00:00:00.040 --> 00:00:00.660 now. 1 00:00:03.640 --> 00:00:05.350 Hello everyone 2 00:00:06.040 --> 00:00:09.690 Okay, I'm gonna quick, I'm going to wait for a couple of responses, 3 00:00:09.690 --> 00:00:11.050 see if everything is working. 4 00:00:13.640 --> 00:00:13.960 Yeah, 5 00:00:16.540 --> 00:00:17.760 let's see. Okay, 6 00:00:19.940 --> 00:00:21.430 can everyone hear me fine? 7 00:00:21.540 --> 00:00:23.150 I think this is working okay. 8 00:00:23.540 --> 00:00:29.230 I can basically start. So this is part of which part is it actually? 9 00:00:29.230 --> 00:00:33.160 It's part five of the reader apology process of snow. 10 00:00:33.540 --> 00:00:38.800 So uh last week actually skipped um I didn't do a live stream and 11 00:00:38.800 --> 00:00:43.290 the reason for that is because there was a holiday here in the Netherlands, 12 00:00:43.300 --> 00:00:45.560 so I took a bit of time off 13 00:00:45.940 --> 00:00:47.260 and now I'm back 14 00:00:48.040 --> 00:00:52.960 and there's still plenty to do for the body reach apology. So let's get back into it. 15 00:00:53.440 --> 00:00:54.160 Um 16 00:00:55.440 --> 00:00:59.030 It's actually good that I took a bit of time or way to like 17 00:00:59.030 --> 00:01:02.660 mull over this because it is really interesting to see it now again. 18 00:01:03.140 --> 00:01:08.070 Uh I do really like some of the choices that I've made specifically 19 00:01:08.070 --> 00:01:14.480 for snow because the topology is following his muscle structure very well. 20 00:01:14.490 --> 00:01:18.110 Um and that's going to look really well later on. 21 00:01:18.120 --> 00:01:24.160 But uh there are some art bits where the topology is really unclean. 22 00:01:24.340 --> 00:01:28.260 Well, like there's just too many poles. It's it's a bit messy. 23 00:01:28.740 --> 00:01:31.390 Um I could say the same for the face, but here, 24 00:01:31.390 --> 00:01:33.750 the general structure is still really solid. 25 00:01:33.750 --> 00:01:34.460 I think 26 00:01:34.940 --> 00:01:36.650 everyone hears me. Nice, awesome. 27 00:01:37.140 --> 00:01:37.860 Um 28 00:01:38.640 --> 00:01:44.780 I also, this time have rain open on the side so I can toggle between this. 29 00:01:44.780 --> 00:01:50.160 So this is like the the uh somewhat final written apology I did back then 30 00:01:50.930 --> 00:01:51.760 and 31 00:01:52.340 --> 00:01:53.260 um 32 00:01:54.040 --> 00:01:55.760 it's the thing is here, 33 00:01:55.760 --> 00:02:00.030 I really restricted myself to having extremely clear 34 00:02:00.030 --> 00:02:04.150 patches and loops and everything has this like super 35 00:02:04.540 --> 00:02:09.080 clean um topology but as a result for that, 36 00:02:09.090 --> 00:02:14.560 as a result it's just really high density like it's super 37 00:02:15.040 --> 00:02:20.640 highly subdivided, which is fine. Uh There's nothing necessarily against it. 38 00:02:20.650 --> 00:02:24.670 Um and it did work really well later on for the character but 39 00:02:24.680 --> 00:02:27.830 it is way more loops than I would ever need for this character. 40 00:02:27.840 --> 00:02:32.650 So that's actually something I wanted to do different for snow this time 41 00:02:33.040 --> 00:02:36.960 to just have the minimum amount of loops and geometry 42 00:02:37.340 --> 00:02:38.260 as possible 43 00:02:38.940 --> 00:02:43.760 and structure it a bit more towards his actual body shapes. 44 00:02:44.340 --> 00:02:45.560 But um 45 00:02:46.040 --> 00:02:52.380 I think I need to hit a sweet spot. Like look how simple the the armed apology is. 46 00:02:52.380 --> 00:02:57.220 It is really just like I even call it the patches to make it even easier to see. 47 00:02:57.230 --> 00:03:01.830 Like it is really just like the simple uh circular loops than this little patch here, 48 00:03:01.830 --> 00:03:03.760 which is really just like a little inset 49 00:03:04.140 --> 00:03:05.960 and that is basically it 50 00:03:06.540 --> 00:03:09.960 for snow. This is getting a bit more complex 51 00:03:10.340 --> 00:03:12.460 but specifically because 52 00:03:12.710 --> 00:03:16.360 there's like this muscle structure here that is a bit more detailed 53 00:03:16.940 --> 00:03:19.060 and I want to capture that 54 00:03:20.140 --> 00:03:23.760 and not via displacement textures but we are the actual topology. 55 00:03:24.140 --> 00:03:30.710 Um Again if for any person in the chat, if you have any questions directly towards me, 56 00:03:30.710 --> 00:03:31.660 you can just 57 00:03:32.040 --> 00:03:32.760 um 58 00:03:33.440 --> 00:03:37.390 you can just tag blender studio and then I will much 59 00:03:37.400 --> 00:03:40.460 easier to see it and I can just directly respond to it 60 00:03:41.140 --> 00:03:41.950 um 61 00:03:42.740 --> 00:03:42.950 mhm 62 00:03:43.340 --> 00:03:43.550 mm 63 00:03:47.240 --> 00:03:49.250 Exactly so um 64 00:03:50.340 --> 00:03:52.760 I would say I'm just going to dive straight in. 65 00:03:52.770 --> 00:04:00.060 Um I think the body topology itself is really solid, like there's like some little 66 00:04:00.440 --> 00:04:03.200 things that might be a bit problematic. 67 00:04:03.200 --> 00:04:07.160 Like one of the things I keep saying for re topology is 68 00:04:07.740 --> 00:04:08.360 um 69 00:04:08.840 --> 00:04:12.100 it's it's nice to have like that edge, 70 00:04:12.110 --> 00:04:15.390 that loop that is in the center of your crease or like 71 00:04:15.390 --> 00:04:18.459 where you have like a little crease of value or peak. 72 00:04:18.940 --> 00:04:21.040 Um don't put any polls on it. 73 00:04:21.050 --> 00:04:26.530 So any vertex is with more or less connected at uh connected, 74 00:04:26.530 --> 00:04:27.960 connected at just than four 75 00:04:29.740 --> 00:04:32.770 because that's going to be really visible potentially here 76 00:04:32.770 --> 00:04:35.900 is the only spot where actually did it. 77 00:04:35.900 --> 00:04:39.850 I hope that's not going to be too tricky later on. 78 00:04:40.840 --> 00:04:42.250 Ah I already 79 00:04:42.840 --> 00:04:46.760 read apologize the upper body, I think this is really fine, 80 00:04:47.440 --> 00:04:53.340 it captures most of the shapes and I don't care as much anymore for the shapes going 81 00:04:53.350 --> 00:04:56.060 towards the like the pelvis because this is 82 00:04:56.060 --> 00:04:58.150 really just going to be covered by clothes. 83 00:04:58.160 --> 00:04:59.860 So and I'm 84 00:05:00.240 --> 00:05:04.650 I at least want to work out his upper body because I think 85 00:05:05.040 --> 00:05:08.380 there is still the potential to like toggle off the 86 00:05:08.380 --> 00:05:11.460 shirt or something and just have them like shirt free 87 00:05:12.040 --> 00:05:15.830 um but for the lower body there's not going to be the case. 88 00:05:15.830 --> 00:05:19.830 So pelvis is going to be like really simple topology and then the legs, 89 00:05:19.830 --> 00:05:22.180 I also want to capture them a bit more nicely 90 00:05:22.190 --> 00:05:24.470 and with the feet I don't really want to bother, 91 00:05:24.480 --> 00:05:26.160 I did the same for rain, 92 00:05:26.540 --> 00:05:30.950 the feet will never be shown, so the topology is really simple 93 00:05:31.440 --> 00:05:34.050 and mainly just as a size reference for the shoes. 94 00:05:35.040 --> 00:05:35.850 Um 95 00:05:37.840 --> 00:05:42.060 but yes, I would say I'm just going to dive straight in. 96 00:05:42.440 --> 00:05:43.250 Um 97 00:05:43.640 --> 00:05:45.350 I think the first 98 00:05:45.740 --> 00:05:48.620 area that I want to adjust is actually the hands, 99 00:05:48.630 --> 00:05:51.650 I want to fix some of the problems that I 100 00:05:51.650 --> 00:05:55.160 see from the previous time I worked in the topology 101 00:05:56.140 --> 00:05:59.030 um and the hands has some problematic areas, 102 00:05:59.040 --> 00:06:03.660 like there's like these two poles which make the palm really messy 103 00:06:04.140 --> 00:06:07.270 uh like the area around the thumb is also 104 00:06:07.270 --> 00:06:09.960 still really messy and the wrist is just horrendous, 105 00:06:10.440 --> 00:06:14.550 this is not working. So I'm actually going to delete this loop immediately now, 106 00:06:15.640 --> 00:06:17.650 I think I'm also going to leave this loop 107 00:06:19.140 --> 00:06:21.360 um and just work from here. 108 00:06:23.140 --> 00:06:26.100 I also already see your first question where I got tacked, 109 00:06:26.110 --> 00:06:29.530 have you ever made a character with genitals? 110 00:06:29.540 --> 00:06:32.160 Um Actually, no, 111 00:06:32.540 --> 00:06:33.650 it's actually 112 00:06:33.750 --> 00:06:35.450 interesting, it's like 113 00:06:36.140 --> 00:06:40.760 I was once working on a movie that is called Nacht mama, 114 00:06:41.140 --> 00:06:46.420 it's like a german production and it has this really creepy creature in it. 115 00:06:46.430 --> 00:06:50.160 I was working on like corrective shape keys for the animation. 116 00:06:50.540 --> 00:06:53.360 Um and that character has, 117 00:06:53.840 --> 00:06:59.420 he's essentially just genitals, so it's like, it's, it's really creepy, 118 00:06:59.430 --> 00:07:03.860 it's like a weird monster design and I would say that maybe counts, 119 00:07:03.860 --> 00:07:09.160 but it wasn't like making the character, I was just fixing some animation. 120 00:07:12.540 --> 00:07:13.160 Ah 121 00:07:14.040 --> 00:07:16.840 but apart from that, I never had the need for it. 122 00:07:16.850 --> 00:07:21.270 So um basically if anything you can like make 123 00:07:21.270 --> 00:07:24.480 like size references because that helps out really well, 124 00:07:24.480 --> 00:07:24.750 like 125 00:07:25.340 --> 00:07:29.690 once you add the clothing on top, it doesn't feel empty. 126 00:07:29.700 --> 00:07:32.450 It at least still feels anatomically correct. 127 00:07:33.040 --> 00:07:34.260 But apart from that, 128 00:07:34.740 --> 00:07:39.860 even like around the pelvis now, like any details, I would just lose them. 129 00:07:39.870 --> 00:07:41.660 I would not even bother because 130 00:07:42.240 --> 00:07:46.350 um they're not going to be visible, so why even create them? 131 00:07:49.340 --> 00:07:50.450 So let's see 132 00:07:51.240 --> 00:07:51.960 um 133 00:07:52.340 --> 00:07:54.950 here's the thing, like I'm going to switch back to rain 134 00:07:55.540 --> 00:08:00.850 and the first thing here, which I think is really clean and well done is like 135 00:08:01.240 --> 00:08:04.630 um that there's like three loop like two face loops over here 136 00:08:04.630 --> 00:08:08.520 between the fingers and then it terminates into like this diamond, 137 00:08:08.530 --> 00:08:12.460 which just becomes like out of these three edge loops, it just becomes one 138 00:08:13.040 --> 00:08:13.970 right now. 139 00:08:13.980 --> 00:08:15.590 Uh for snow, 140 00:08:15.600 --> 00:08:20.880 I have to edge loops that are going between the fingers and they just stay 141 00:08:20.880 --> 00:08:24.930 to edge loops going into the palm and that's just way too much geometry, 142 00:08:24.930 --> 00:08:25.630 I don't need it. 143 00:08:25.640 --> 00:08:32.659 So what I'm instead going to do is first of all, I'm going to get rid of these diamonds 144 00:08:34.240 --> 00:08:37.260 completely. Actually, I'm just going to get rid of um 145 00:08:38.940 --> 00:08:40.460 all of this geometry, 146 00:08:42.440 --> 00:08:42.950 like 147 00:08:43.440 --> 00:08:44.360 just delete it. 148 00:08:45.740 --> 00:08:46.460 Um 149 00:08:47.340 --> 00:08:50.760 I want to really have a little bit of a fresh start here, 150 00:08:51.640 --> 00:08:53.260 I don't think this is working. 151 00:08:54.940 --> 00:08:56.410 So let's just do that. 152 00:08:56.420 --> 00:09:00.670 I'm going to add an edge loop right here in the middle of the fingers. 153 00:09:00.680 --> 00:09:02.560 What is this doing? 154 00:09:02.940 --> 00:09:03.960 Okay 155 00:09:05.410 --> 00:09:07.260 I'm gonna delete this as well 156 00:09:08.740 --> 00:09:09.550 and 157 00:09:10.350 --> 00:09:11.860 these two faces as well 158 00:09:12.540 --> 00:09:13.890 just so that the 159 00:09:14.020 --> 00:09:17.550 the edge loop actually doesn't go like crazy 160 00:09:17.940 --> 00:09:18.960 into the thumb. 161 00:09:20.240 --> 00:09:20.660 Okay. 162 00:09:24.340 --> 00:09:25.450 Kind of like this 163 00:09:27.340 --> 00:09:30.620 if I wanted to I could go on to sculpt mode with a slight relaxed brush, 164 00:09:30.620 --> 00:09:32.950 I can like smooth over it a little bit 165 00:09:36.240 --> 00:09:37.260 just a little bit. 166 00:09:38.020 --> 00:09:40.460 It's easier than tweaking the vertex is one x 1. 167 00:09:44.040 --> 00:09:44.760 There we go 168 00:09:45.440 --> 00:09:46.060 and then 169 00:09:47.740 --> 00:09:50.650 still over here, this is all fine 170 00:09:51.440 --> 00:09:56.220 but now I need to choose where to actually terminate those loops. 171 00:09:56.230 --> 00:10:01.360 So let's see um I could do it like somewhere here at the same spot 172 00:10:02.140 --> 00:10:02.860 so 173 00:10:03.440 --> 00:10:04.550 let's just do that. 174 00:10:05.340 --> 00:10:09.260 So I'm just going to select these edges and move them in 175 00:10:10.240 --> 00:10:12.200 um merged by distance. 176 00:10:12.200 --> 00:10:16.860 I'm actually going to tackle this button, auto merge editing. So if I slide this in 177 00:10:17.240 --> 00:10:23.040 with pressing G. O. I'm actually I still forget it every time. I want to enable 178 00:10:23.150 --> 00:10:24.160 screen Koskie's 179 00:10:25.440 --> 00:10:26.160 um 180 00:10:27.340 --> 00:10:28.260 this helps out a lot. 181 00:10:28.260 --> 00:10:32.800 Makes it easier to see what I'm doing what shortcuts impressing and of course 182 00:10:34.540 --> 00:10:35.350 some music. 183 00:10:35.740 --> 00:10:35.950 Mhm. 184 00:10:36.640 --> 00:10:37.650 Yeah. 185 00:10:38.340 --> 00:10:38.540 Yeah. 186 00:10:39.340 --> 00:10:41.860 Um So 187 00:10:42.240 --> 00:10:43.560 let's get back into this 188 00:10:43.940 --> 00:10:45.860 so just sliding this in 189 00:10:51.770 --> 00:10:54.160 and the same on the palm. 190 00:10:54.740 --> 00:10:59.890 So the question is where do I do it over here interestingly on rain. 191 00:10:59.890 --> 00:11:03.260 I did it directly where the finger stop, 192 00:11:04.240 --> 00:11:05.880 I could do the same here 193 00:11:06.220 --> 00:11:08.350 but I'm a bit worried. 194 00:11:09.840 --> 00:11:10.950 Let's see. 195 00:11:12.640 --> 00:11:12.850 Mhm. 196 00:11:14.640 --> 00:11:19.650 Yeah, because of this like this is terrible, 197 00:11:20.240 --> 00:11:25.950 This is how many connected edges like says like seven connected edges. 198 00:11:25.950 --> 00:11:28.850 That's terrible. Um 199 00:11:29.240 --> 00:11:32.960 So instead I'm going to do it a bit further down. 200 00:11:35.040 --> 00:11:37.060 I could also do it appear I guess. 201 00:11:40.440 --> 00:11:40.650 Mhm 202 00:11:42.240 --> 00:11:43.350 Like that. 203 00:11:44.430 --> 00:11:48.130 No then I have the vertex over here with six connected edges. 204 00:11:48.190 --> 00:11:51.950 So I am really going to do it like further down here 205 00:11:52.940 --> 00:11:56.150 like this. I'm not going to work worry too much about the palm right now. 206 00:11:57.940 --> 00:12:03.850 And what this really does right now is that allows me to have fewer loops 207 00:12:04.540 --> 00:12:06.760 on the back of the hand and the palm. 208 00:12:08.360 --> 00:12:10.810 I'm going to delete this vertex over here. 209 00:12:13.140 --> 00:12:14.890 Also going to delete this vertex, 210 00:12:15.450 --> 00:12:16.660 these two edges. 211 00:12:17.140 --> 00:12:17.340 Yeah, 212 00:12:20.440 --> 00:12:22.710 yeah, let's delete more of this. 213 00:12:22.720 --> 00:12:28.150 I'm really going to do a bit of restructuring same thing over here, 214 00:12:28.540 --> 00:12:29.830 March these in wards 215 00:12:30.740 --> 00:12:34.840 and then I can just interestingly what I typically 216 00:12:34.840 --> 00:12:37.200 did is like I switched to face selection mode, 217 00:12:37.210 --> 00:12:41.360 select these two and press F to make this one face. 218 00:12:41.940 --> 00:12:47.930 But I think one thing other people are doing is maybe a bit more efficient. 219 00:12:47.940 --> 00:12:51.700 Just a tiny thing of just like oh you have to switch to edge selections. 220 00:12:51.700 --> 00:12:53.550 Like the edge and press control X. 221 00:12:54.140 --> 00:12:59.660 And that's just dissolving the edge. It's just one less click. 222 00:13:00.540 --> 00:13:02.610 I want to get used to that. It's just like 223 00:13:02.770 --> 00:13:03.960 these little 224 00:13:04.840 --> 00:13:08.560 um improvements to your workflow. 225 00:13:08.940 --> 00:13:09.260 Okay, 226 00:13:09.640 --> 00:13:10.860 I think it's worth it. 227 00:13:12.440 --> 00:13:12.650 Mhm. 228 00:13:14.540 --> 00:13:14.750 Mhm 229 00:13:15.140 --> 00:13:15.760 mm 230 00:13:16.340 --> 00:13:18.760 I think this is looking fine. 231 00:13:19.140 --> 00:13:20.060 Can like 232 00:13:20.440 --> 00:13:23.460 moving some of this stuff around a bit. 233 00:13:23.840 --> 00:13:24.160 Mm 234 00:13:25.140 --> 00:13:28.630 I think I'm actually going to duplicate and apply the shrink wrap 235 00:13:28.630 --> 00:13:33.060 modifier because I see like every time I move stuff it's like twitching 236 00:13:33.440 --> 00:13:38.450 and that's because it's like snapping actually back to those faces and 237 00:13:38.840 --> 00:13:40.360 it's just a bit annoying. 238 00:13:42.840 --> 00:13:43.040 Yeah, 239 00:13:44.240 --> 00:13:47.960 I really hope at some point blender is going to 240 00:13:48.340 --> 00:13:52.150 uh implement a better snapping system for anthropology. 241 00:13:53.940 --> 00:13:57.150 It's like the top thing that is requested. 242 00:13:57.940 --> 00:13:59.270 And for good reason 243 00:14:05.640 --> 00:14:10.280 I've been doing so much free topology. I'm seeing wire frames in real life. 244 00:14:10.290 --> 00:14:12.040 Yes, absolutely. 245 00:14:12.050 --> 00:14:18.010 It's like when you do a task so repetitive lee you can't think of anything else. 246 00:14:18.010 --> 00:14:21.360 You just close your eyes and you can't see anything else. 247 00:14:23.940 --> 00:14:24.960 So. True. 248 00:14:26.440 --> 00:14:26.860 Okay. 249 00:14:27.840 --> 00:14:28.050 Mhm. 250 00:14:28.740 --> 00:14:29.250 So 251 00:14:29.740 --> 00:14:33.810 can go into scope mode again, Like slide and relax some of these areas. 252 00:14:35.840 --> 00:14:40.060 Again, the slight relaxed brush is amazing for these tasks. Just 253 00:14:40.440 --> 00:14:43.190 about cleaning up your topology a little bit 254 00:14:44.340 --> 00:14:47.270 again here, I can like select these edges control X. 255 00:14:47.480 --> 00:14:49.200 And now they're dissolved. 256 00:14:49.210 --> 00:14:52.850 And I can like smooth over it a bit with a slight relax brush 257 00:14:53.940 --> 00:14:55.160 like this, 258 00:14:56.540 --> 00:14:59.260 I still want to have these two edges near to 259 00:14:59.260 --> 00:15:02.960 each other because they're kind of uh highlighting this crease. 260 00:15:05.440 --> 00:15:05.640 Yeah, 261 00:15:07.540 --> 00:15:08.160 let's see 262 00:15:10.440 --> 00:15:12.150 so I can push this in. 263 00:15:17.740 --> 00:15:20.560 Yeah, someone like this. I hope this not to 264 00:15:20.940 --> 00:15:25.040 at once. I subdivide it, I should like subdivide it for once 265 00:15:25.840 --> 00:15:27.550 and tackling like 266 00:15:27.940 --> 00:15:32.460 and basically have shortcuts for this again like toggling wireframe on the object. 267 00:15:34.140 --> 00:15:34.340 Yeah. 268 00:15:35.740 --> 00:15:35.940 Yeah, 269 00:15:38.840 --> 00:15:39.260 okay, 270 00:15:40.940 --> 00:15:41.960 it should be good. 271 00:15:43.540 --> 00:15:46.860 And now I have way less topology going into the palm 272 00:15:48.560 --> 00:15:50.260 and get rid of this as well, 273 00:15:52.040 --> 00:15:54.050 screw this up, add a loop 274 00:15:54.540 --> 00:15:56.550 Phil 275 00:15:56.940 --> 00:15:57.960 feel here as well 276 00:15:58.740 --> 00:16:02.490 like that, smooth over it and move it around a bit more. 277 00:16:02.500 --> 00:16:05.850 Yeah, this is why I had to modify off. I want to have 278 00:16:06.640 --> 00:16:09.960 I don't want to have subdivision surface in sculpt mode. 279 00:16:10.940 --> 00:16:11.150 Mhm, 280 00:16:15.040 --> 00:16:15.250 mhm. 281 00:16:17.440 --> 00:16:17.640 Yeah, 282 00:16:18.140 --> 00:16:23.750 some basic brushes are kind of needed for edit mode. 283 00:16:24.540 --> 00:16:30.750 They would make this more easier. This maybe this is a big design task fixing this. 284 00:16:32.440 --> 00:16:33.060 Let's see, 285 00:16:45.340 --> 00:16:47.860 let's see so I can move this around. 286 00:17:02.740 --> 00:17:04.960 Let's actually go back here. 287 00:17:05.339 --> 00:17:07.260 I want to see what I did here. 288 00:17:07.839 --> 00:17:12.160 So there's a few polls here. One poll actually directly on the crease. That's bad. 289 00:17:12.740 --> 00:17:13.460 Um 290 00:17:14.140 --> 00:17:14.349 mm 291 00:17:17.339 --> 00:17:17.960 mm 292 00:17:27.440 --> 00:17:30.000 So if I do something like this, 293 00:17:32.740 --> 00:17:35.260 I could get another loop over here. 294 00:17:36.740 --> 00:17:38.170 These right next to each other 295 00:17:41.440 --> 00:17:44.670 and then it could have this soft kinda 296 00:17:46.200 --> 00:17:48.770 this can be moved away over here. 297 00:17:49.940 --> 00:17:50.660 I can 298 00:17:51.640 --> 00:17:53.040 combine these. 299 00:17:56.340 --> 00:17:56.550 Mhm. 300 00:17:59.540 --> 00:18:02.660 Just trying to find something that is a bit more clean 301 00:18:05.840 --> 00:18:06.860 but also I should keep 302 00:18:07.730 --> 00:18:11.060 an open eye towards where those groups are actually going. 303 00:18:17.540 --> 00:18:17.770 Yeah, 304 00:18:23.540 --> 00:18:26.560 okay, I could like extrude this one 305 00:18:27.340 --> 00:18:28.170 up 306 00:18:28.640 --> 00:18:29.360 over here 307 00:18:29.740 --> 00:18:30.200 for this. 308 00:18:30.200 --> 00:18:35.280 I temporarily disabled snapping so that it doesn't all snap to this side of the hand 309 00:18:37.440 --> 00:18:40.580 and then I again I need to do this 310 00:18:40.750 --> 00:18:41.960 one more time 311 00:18:42.340 --> 00:18:43.770 over here. 312 00:18:44.140 --> 00:18:44.350 Mhm. 313 00:18:44.740 --> 00:18:44.920 Yeah, 314 00:18:45.820 --> 00:18:47.560 extract this up. 315 00:18:49.940 --> 00:18:50.170 Okay 316 00:18:52.440 --> 00:18:53.160 mm 317 00:18:54.440 --> 00:18:55.550 mm. 318 00:18:56.640 --> 00:18:56.840 Yeah. 319 00:19:00.540 --> 00:19:00.770 Yeah, 320 00:19:02.440 --> 00:19:02.760 yeah, 321 00:19:04.340 --> 00:19:04.540 yeah, 322 00:19:04.940 --> 00:19:09.350 yeah, I think I need to do something like this, 323 00:19:09.940 --> 00:19:15.360 this loop, I don't want it to continue over here. Then I put a spiral like 324 00:19:15.740 --> 00:19:21.500 what I did there here a moment ago, like if this will just continue over here, 325 00:19:21.510 --> 00:19:25.920 this seems fine at first, but then you notice it just continue, 326 00:19:25.930 --> 00:19:30.570 it's like actually spiraling so this loop continues over here around the 327 00:19:30.570 --> 00:19:34.210 hands and then it continues over here and it never terminates, 328 00:19:34.220 --> 00:19:35.360 it just keeps going. 329 00:19:35.840 --> 00:19:37.550 So this is what I need to 330 00:19:38.540 --> 00:19:39.820 be aware of, 331 00:19:40.100 --> 00:19:42.260 This is not allowed to happen. 332 00:19:43.740 --> 00:19:48.010 So now I can smooth a bit over this up using the wrong brush, 333 00:19:48.020 --> 00:19:50.460 slight relax is going to keep the form alive 334 00:19:52.940 --> 00:19:53.700 like this 335 00:19:55.040 --> 00:19:56.470 and this is already looking 336 00:19:56.710 --> 00:19:58.670 much better than before. 337 00:20:02.740 --> 00:20:06.850 It's having its les pauls, it's cleaner, It's a cleaner topology, 338 00:20:07.740 --> 00:20:10.680 it's a bit more high rest, but I can live with that. 339 00:20:10.810 --> 00:20:12.860 Again, there needs to be a compromise 340 00:20:13.840 --> 00:20:17.050 and I need to add some more loops in the arm anyway, 341 00:20:18.840 --> 00:20:21.610 so now this one actually needs to continue 342 00:20:21.610 --> 00:20:24.770 over here or I should enable snapping again 343 00:20:25.540 --> 00:20:30.590 and I see some questions where again, tag blender studio if you have questions, 344 00:20:30.590 --> 00:20:32.050 it's easier to see 345 00:20:32.740 --> 00:20:37.280 why are using solidify modifier. That's actually a really nice point. 346 00:20:37.280 --> 00:20:37.590 Like, 347 00:20:37.600 --> 00:20:41.680 I should actually look up some of my notes one moment because 348 00:20:41.690 --> 00:20:45.670 I got a tip like two streams ago from Stefan Wikstrom, 349 00:20:46.140 --> 00:20:50.080 who pointed out that if you use a solidify modifier, 350 00:20:50.090 --> 00:20:54.060 it actually hides the geometry on the other 351 00:20:54.060 --> 00:20:57.450 side when you use the hidden wire overlay. 352 00:20:58.040 --> 00:21:03.480 It's a it's like a little bit hack ish. It's like a trick for the overlay settings. 353 00:21:03.490 --> 00:21:05.560 Like now I don't see this anymore. 354 00:21:05.940 --> 00:21:06.810 It's amazing. 355 00:21:06.820 --> 00:21:12.290 It's like, it's making it visually more clear what I'm working at, but to be honest, 356 00:21:12.290 --> 00:21:13.860 this should just be an official feature, 357 00:21:14.340 --> 00:21:17.460 but I can recommend this at a solidify modifier 358 00:21:17.940 --> 00:21:20.460 um and it will hide the geometry. 359 00:21:21.040 --> 00:21:21.670 Um 360 00:21:22.040 --> 00:21:24.460 Another question, when did you start blender? 361 00:21:25.540 --> 00:21:26.580 It's 362 00:21:27.240 --> 00:21:29.260 Probably around like 10 years ago 363 00:21:29.440 --> 00:21:29.960 now. 364 00:21:30.340 --> 00:21:33.920 So the first version that I used was two points, 365 00:21:35.040 --> 00:21:43.000 I don't know. 2.48 was the first version that I opened up, I think maybe a bit earlier. 366 00:21:43.010 --> 00:21:43.990 I I could look it up. 367 00:21:43.990 --> 00:21:47.760 I can recognize it on the thumb based on the thumbnail, the splash, 368 00:21:47.770 --> 00:21:49.620 splash screen artwork, 369 00:21:49.630 --> 00:21:55.960 but the first version that I actually really used was 2.50 six or something. 370 00:21:57.500 --> 00:21:59.140 I don't know, it's been a while. 371 00:22:00.540 --> 00:22:03.560 Um 372 00:22:07.240 --> 00:22:07.650 But yeah, 373 00:22:07.650 --> 00:22:10.930 I've been also like using a few other programs 374 00:22:10.930 --> 00:22:13.500 just on and off and just kind of experimenting, 375 00:22:13.500 --> 00:22:17.460 but blender was always like to go to choice because it was free. 376 00:22:18.440 --> 00:22:22.550 Uh let's see, 377 00:22:23.140 --> 00:22:26.070 can I test 378 00:22:28.440 --> 00:22:30.860 and look here? 379 00:22:32.740 --> 00:22:33.060 Yeah. 380 00:22:33.740 --> 00:22:34.060 Mhm. 381 00:22:36.040 --> 00:22:36.270 Yeah. 382 00:22:36.640 --> 00:22:36.960 Yeah. 383 00:22:42.040 --> 00:22:42.360 Mhm. 384 00:22:46.540 --> 00:22:47.170 Okay. 385 00:22:47.640 --> 00:22:53.060 Uh I should actually mark some edges by now like this, 386 00:22:53.440 --> 00:22:56.260 this is a sharp edge I want to have, 387 00:22:56.640 --> 00:23:00.060 so if I mark this, not a scene uh this is just, 388 00:23:00.070 --> 00:23:03.860 I'm not actually making this a sharp edge, I just want to tag it 389 00:23:04.240 --> 00:23:10.660 so that I remember which ones I want to be sharp. Same thing over here. 390 00:23:10.660 --> 00:23:12.060 This is sharp edge. 391 00:23:13.040 --> 00:23:18.560 Um here, I don't quite recognize which one. Yeah, it must be this one. 392 00:23:19.540 --> 00:23:20.250 Yeah, 393 00:23:20.740 --> 00:23:25.850 these are sharp edges and same thing over here. 394 00:23:25.860 --> 00:23:32.950 I want to have this as the sharp edge for the thumb, same thing over here. 395 00:23:34.740 --> 00:23:35.390 These 396 00:23:35.860 --> 00:23:37.950 this is a sharp edge 397 00:23:41.080 --> 00:23:44.260 as well, I said this one. Okay, that's interesting 398 00:23:44.640 --> 00:23:47.550 because it's not a sharp edge all the way 399 00:23:48.040 --> 00:23:55.860 at some point. This one becomes the one at the center, that's fine, but 400 00:23:56.540 --> 00:23:59.770 uh it could be better. 401 00:24:01.040 --> 00:24:01.270 Yeah. 402 00:24:04.240 --> 00:24:11.260 Okay, um some more questions. Have you always wanted to be a character artist? 403 00:24:11.640 --> 00:24:14.700 No, I don't think so. 404 00:24:14.710 --> 00:24:20.270 Well, characters were always fun, but the thing I started with primarily was 405 00:24:20.640 --> 00:24:24.660 actually um I would say like animation, 406 00:24:24.660 --> 00:24:31.350 maybe it's like I did logo animations for uh local studios around my hometown, 407 00:24:32.240 --> 00:24:34.160 it's like what I kind of started with 408 00:24:35.540 --> 00:24:38.120 but then eventually like I just got really 409 00:24:38.120 --> 00:24:40.550 into characters and that's what I stuck with. 410 00:24:47.240 --> 00:24:52.050 Um Do you ever use topology reference for difficult areas or you just 411 00:24:52.060 --> 00:24:55.760 problem solving your way through every time I see someone to ask uh 412 00:24:57.140 --> 00:24:59.440 sometimes they use topology reference but 413 00:24:59.660 --> 00:25:03.170 at some point stop doing that more and more 414 00:25:04.240 --> 00:25:06.670 the reason for that is um 415 00:25:07.140 --> 00:25:11.820 I noticed that while like topology reference can give you 416 00:25:11.820 --> 00:25:15.060 a nice example of what clean topology looks like. 417 00:25:15.440 --> 00:25:21.950 It's not going to be a solution for every single 418 00:25:22.540 --> 00:25:24.060 character. Like 419 00:25:24.440 --> 00:25:27.170 you need to somewhat 420 00:25:27.940 --> 00:25:31.660 tailor your topology towards the character you actually have. 421 00:25:32.240 --> 00:25:33.250 Uh huh. 422 00:25:33.740 --> 00:25:38.470 So that's what I'm doing right now with snow with rain over here. 423 00:25:38.480 --> 00:25:40.430 I did the opposite approach. 424 00:25:40.440 --> 00:25:46.150 This is like the go to like default topology where you can say this is clean, 425 00:25:46.160 --> 00:25:48.580 this works and this can like this can 426 00:25:48.580 --> 00:25:51.860 actually be used pretty much for every character. 427 00:25:52.340 --> 00:25:53.060 Um 428 00:25:53.840 --> 00:25:58.240 But there this is also a very default character design I would 429 00:25:58.240 --> 00:26:01.850 say like except for some hard edges that I inserted in the 430 00:26:02.440 --> 00:26:03.060 um 431 00:26:03.710 --> 00:26:05.260 in the face. For example, 432 00:26:05.640 --> 00:26:10.050 it's this sort of topology can be used for almost any style. 433 00:26:10.940 --> 00:26:12.560 Um Only for snow. 434 00:26:12.560 --> 00:26:15.310 I started to style is the facial elements and 435 00:26:15.310 --> 00:26:18.230 like a lot of uh aspects of the character, 436 00:26:18.230 --> 00:26:22.560 more adding hard edges and that's complicating things because you want to capture 437 00:26:22.560 --> 00:26:26.660 those hard edges and then you need to make a custom solution. 438 00:26:31.040 --> 00:26:32.350 Yeah 439 00:26:32.840 --> 00:26:33.560 um 440 00:26:36.640 --> 00:26:40.960 but yes I also need to get back into this, let's see 441 00:26:42.040 --> 00:26:42.250 yeah 442 00:26:43.140 --> 00:26:44.160 it's looking good. 443 00:26:45.640 --> 00:26:45.920 What? 444 00:26:51.040 --> 00:26:51.270 Mhm 445 00:26:53.740 --> 00:26:55.940 I want this to be the sharp edge over here. 446 00:26:55.940 --> 00:26:59.470 I like how this alliance like you can see how this loop really goes 447 00:26:59.470 --> 00:27:04.040 through all the fingers and the hand and it looks exactly the same, 448 00:27:04.050 --> 00:27:08.050 it's always aligns to this hard edge following the entire hand 449 00:27:08.540 --> 00:27:09.430 so 450 00:27:10.740 --> 00:27:13.770 it's it's really clean, this should be the 451 00:27:14.340 --> 00:27:17.460 the benchmark for the rest of the topology on the hand, 452 00:27:18.740 --> 00:27:29.150 basically all the topology and like this um I'm gonna mark this as a sharp as well 453 00:27:29.420 --> 00:27:37.200 to have this closer over here like this. 454 00:27:39.140 --> 00:27:39.340 Yeah, 455 00:27:42.940 --> 00:27:47.520 Another question. How old are you in my opinion, you look 24. 456 00:27:47.530 --> 00:27:50.670 Well close enough and 2025 so 457 00:27:51.440 --> 00:27:52.380 pretty good guess. 458 00:27:52.840 --> 00:27:53.260 Sure 459 00:27:56.240 --> 00:27:56.960 let's see. 460 00:27:57.640 --> 00:27:57.850 Mhm 461 00:27:58.640 --> 00:27:58.850 mhm. 462 00:27:59.340 --> 00:28:01.830 Random question I see. Do you also to twitch? 463 00:28:01.830 --> 00:28:05.670 No this is just on the blender studio account over here on youtube. 464 00:28:06.940 --> 00:28:07.270 Mhm 465 00:28:07.740 --> 00:28:09.770 Well but I actually wouldn't, 466 00:28:10.340 --> 00:28:12.680 I actually liked I like streaming 467 00:28:12.880 --> 00:28:14.170 to be honest, I 468 00:28:14.970 --> 00:28:17.270 I wasn't sure if I would be so much into it 469 00:28:18.340 --> 00:28:22.560 but I could see myself doing it more regularly, even even privately 470 00:28:23.040 --> 00:28:23.760 so 471 00:28:24.820 --> 00:28:28.270 right now I'm really satisfied with just doing it via the studio, 472 00:28:28.940 --> 00:28:30.170 the blender studio 473 00:28:32.140 --> 00:28:35.590 but if I wanted to I think it could also just 474 00:28:35.590 --> 00:28:38.770 make my own channel and do it continue from there. 475 00:28:39.340 --> 00:28:39.670 Mm 476 00:28:40.140 --> 00:28:40.340 Yeah 477 00:28:40.740 --> 00:28:43.560 just do that. In addition I would say 478 00:28:44.540 --> 00:28:44.770 mhm 479 00:28:47.240 --> 00:28:47.960 mhm 480 00:28:49.040 --> 00:28:50.930 Now it's getting difficult again. 481 00:28:52.640 --> 00:28:53.490 Thank you. 482 00:28:58.240 --> 00:28:58.480 They 483 00:29:01.540 --> 00:29:04.760 hold on, I need to do the same thing over here. 484 00:29:04.770 --> 00:29:08.450 I did like I added a center loop over here between 485 00:29:08.450 --> 00:29:11.830 all the fingers and then I terminated them into a diamond, 486 00:29:11.840 --> 00:29:16.170 I should do the same thing over here between the thumb and the rest of the fingers. 487 00:29:16.180 --> 00:29:23.560 Like I could maybe uh maybe I shouldn't, 488 00:29:24.340 --> 00:29:25.600 it's a bit dangerous. 489 00:29:28.340 --> 00:29:31.670 Okay, I'm just gonna add the loop 490 00:29:32.540 --> 00:29:36.930 I guess just for the sake of having like one loop between these two poles, 491 00:29:36.940 --> 00:29:40.160 it's really useful, I don't need to terminate it 492 00:29:40.940 --> 00:29:43.850 like this. 493 00:29:44.940 --> 00:29:45.170 Uh huh 494 00:29:45.840 --> 00:29:46.050 mhm 495 00:29:51.040 --> 00:29:53.350 Okay, here we go 496 00:29:57.940 --> 00:29:59.670 mhm 497 00:30:01.140 --> 00:30:01.350 Oh 498 00:30:02.440 --> 00:30:02.670 mhm 499 00:30:05.540 --> 00:30:05.960 No 500 00:30:12.940 --> 00:30:13.170 yeah 501 00:30:15.540 --> 00:30:15.770 mhm 502 00:30:23.540 --> 00:30:23.770 mhm 503 00:30:24.840 --> 00:30:25.560 mm 504 00:30:27.840 --> 00:30:28.050 mm 505 00:30:28.640 --> 00:30:33.350 Can I actually just merge this now? 506 00:30:33.740 --> 00:30:34.060 Mhm. 507 00:30:34.440 --> 00:30:36.710 Think I need to get rid of one of these loops? 508 00:30:38.450 --> 00:30:39.670 Not sure how. 509 00:30:41.740 --> 00:30:44.430 Let's just try to remove this one. 510 00:30:45.240 --> 00:30:45.440 Uh huh 511 00:30:51.340 --> 00:30:51.550 Okay, 512 00:30:55.140 --> 00:30:56.660 smooth over this 513 00:30:57.540 --> 00:31:00.640 same thing over here, it's getting a bit thin 514 00:31:00.750 --> 00:31:01.560 right here, 515 00:31:03.440 --> 00:31:05.720 but I also can't just add another one. 516 00:31:08.340 --> 00:31:08.960 Uh huh 517 00:31:13.240 --> 00:31:13.450 mhm 518 00:31:14.540 --> 00:31:14.860 You 519 00:31:22.740 --> 00:31:23.460 see 520 00:31:36.440 --> 00:31:36.670 Yeah 521 00:31:37.240 --> 00:31:37.560 mhm 522 00:31:39.340 --> 00:31:41.340 Okay, now this is getting interesting, 523 00:31:41.340 --> 00:31:45.510 I'm gonna disable snapping again just to extrude this upwards two times. 524 00:31:46.440 --> 00:31:46.670 Yeah, 525 00:31:48.140 --> 00:31:49.040 like this 526 00:31:50.140 --> 00:31:56.050 up here and then we're gonna can just fill this in that's perfect 527 00:31:56.840 --> 00:32:01.300 over here, it's getting a bit more difficult but I could maybe just do this 528 00:32:02.240 --> 00:32:03.670 Yeah, that's fine. 529 00:32:06.240 --> 00:32:06.560 Yeah, 530 00:32:08.140 --> 00:32:12.220 I'm going to quickly check again with rain, how I did it here, 531 00:32:12.230 --> 00:32:14.170 I think it's way less complicated. 532 00:32:15.140 --> 00:32:18.510 Yes. Just going pretty much more straight in words. 533 00:32:18.510 --> 00:32:23.450 I only did like I only added one pole over here to get rid of the loop count. 534 00:32:24.840 --> 00:32:25.670 Yeah. 535 00:32:26.640 --> 00:32:28.880 Over here I'm doing it a bit more complicated, 536 00:32:32.740 --> 00:32:34.270 push this down 537 00:32:35.360 --> 00:32:36.760 and smooth this out 538 00:32:38.380 --> 00:32:40.450 over here. It's like shifting 539 00:32:40.840 --> 00:32:44.350 more towards the left over here into the thumb area. 540 00:32:44.840 --> 00:32:46.850 Maybe I can fix this a little bit. 541 00:32:48.140 --> 00:32:50.460 Maybe it's just a matter of placing 542 00:32:50.680 --> 00:32:51.770 the loops. Well 543 00:32:53.840 --> 00:32:56.360 buy smoothing over it. I'm getting rid of my like 544 00:32:57.440 --> 00:32:59.860 edge placement over here which is not nice. 545 00:33:02.940 --> 00:33:03.270 Mhm. 546 00:33:03.740 --> 00:33:04.460 Um 547 00:33:07.340 --> 00:33:10.980 I see some questions but again, if you have any questions specifically towards me, 548 00:33:10.980 --> 00:33:13.030 you can just tag blender studio in. 549 00:33:13.030 --> 00:33:17.410 The comments. Um are using any mods for the re topology. 550 00:33:17.410 --> 00:33:20.170 How do you create new words without extruding? 551 00:33:20.540 --> 00:33:25.850 Um It's this sexually like there's only one or two adults I'm really using like that 552 00:33:26.840 --> 00:33:28.670 especially for modeling 553 00:33:29.040 --> 00:33:33.730 and that's the F to add on and luke tools. They are actually shipped with blender. 554 00:33:33.730 --> 00:33:36.380 So you can just go into the preferences 555 00:33:36.720 --> 00:33:38.760 add ons and just search for F. Two 556 00:33:39.440 --> 00:33:40.320 and 557 00:33:40.500 --> 00:33:42.790 looped worlds and you can just enable them. 558 00:33:43.060 --> 00:33:45.410 This is going to give you a lot more functionality 559 00:33:46.040 --> 00:33:47.170 which is useful 560 00:33:47.940 --> 00:33:49.070 going to delete this. 561 00:33:49.540 --> 00:33:49.770 Yeah. 562 00:33:51.040 --> 00:33:52.770 Okay. How many do I have right here? 563 00:33:53.440 --> 00:33:53.950 Um 564 00:33:54.840 --> 00:33:55.050 Mhm. 565 00:33:55.940 --> 00:33:57.190 This is now 566 00:33:57.360 --> 00:33:58.360 18 567 00:33:59.160 --> 00:34:01.350 Courtesies and this is 11. 568 00:34:02.300 --> 00:34:04.160 It's a stark difference. So 569 00:34:04.840 --> 00:34:06.830 I need to get this down. 570 00:34:06.840 --> 00:34:09.760 I think I'm going to do the same trick over here that I did for rain, 571 00:34:10.239 --> 00:34:11.350 and that is to 572 00:34:12.739 --> 00:34:17.400 actually loop these two back into each other, which is really nice. 573 00:34:17.400 --> 00:34:20.060 They are basically the same. 574 00:34:20.940 --> 00:34:22.050 Um 575 00:34:23.639 --> 00:34:26.250 and that should make it really clean. 576 00:34:27.340 --> 00:34:27.550 Mhm. 577 00:34:28.040 --> 00:34:28.250 Mhm. 578 00:34:28.840 --> 00:34:29.040 Yeah, 579 00:34:29.739 --> 00:34:33.460 and then I should do the same thing over here, Can I do it? 580 00:34:34.239 --> 00:34:34.659 No, 581 00:34:36.239 --> 00:34:36.960 no, that's fine. 582 00:34:38.340 --> 00:34:38.760 Mhm. 583 00:34:41.340 --> 00:34:42.679 Where is it actually going? 584 00:34:44.639 --> 00:34:45.750 Oh it's actually 585 00:34:46.340 --> 00:34:47.469 wait. 586 00:34:48.840 --> 00:34:49.050 Mhm. 587 00:34:49.540 --> 00:34:55.560 Oh it's actually just going back and to hear it's missing the looping back over. 588 00:34:56.340 --> 00:34:59.260 Just a little bit of O. C. D. 589 00:34:59.260 --> 00:35:01.810 Just looking at the topology, I want this to loop over here, 590 00:35:01.810 --> 00:35:05.670 back into the other fingers and really make this thing complete, 591 00:35:06.340 --> 00:35:08.050 but it's fine. 592 00:35:10.940 --> 00:35:13.120 Uh Which of the sea more questions, 593 00:35:13.120 --> 00:35:17.260 which of the characters have you made that are most that you're most proud of? 594 00:35:17.840 --> 00:35:18.670 Ooh, 595 00:35:19.240 --> 00:35:19.860 well 596 00:35:21.840 --> 00:35:23.170 that's a good question. 597 00:35:23.180 --> 00:35:27.150 Well, I mean, I'm kind of proud of every character that I've made, to be honest. 598 00:35:27.160 --> 00:35:30.960 They like, they all helped me learn a lot and 599 00:35:31.540 --> 00:35:35.380 I would say with every one of them, I made quite a few mistakes, 600 00:35:36.340 --> 00:35:39.250 so none of them are really perfect. 601 00:35:40.640 --> 00:35:43.360 Um But especially working at blender, 602 00:35:43.840 --> 00:35:48.540 working on spring, that taught me a lot because I did a lot of mistakes 603 00:35:49.240 --> 00:35:49.960 and 604 00:35:50.840 --> 00:35:52.760 the rain was really 605 00:35:53.240 --> 00:35:57.970 that was that was an educational project really like 606 00:35:58.940 --> 00:36:00.350 it was 607 00:36:00.830 --> 00:36:06.650 and uh like I was just trying mainly to optimize my workflow, 608 00:36:11.270 --> 00:36:14.960 I'm doing pretty much the same for snow over here. 609 00:36:16.450 --> 00:36:16.640 Yeah, 610 00:36:19.030 --> 00:36:19.410 okay, 611 00:36:20.030 --> 00:36:23.220 but also other projects outside of the blender studio, 612 00:36:23.220 --> 00:36:28.470 like when I worked on the short film being good, bye jenny harder. 613 00:36:28.480 --> 00:36:32.150 Like I, I learned so much there, that was amazing. 614 00:36:32.730 --> 00:36:32.960 Yeah, 615 00:36:35.230 --> 00:36:35.460 mhm 616 00:36:36.730 --> 00:36:41.050 Um some more questions, Maya Simmer 43 years marks are similar, but blended too. 617 00:36:41.830 --> 00:36:45.340 I blended two different. Why? Sorry, I don't understand the question 618 00:36:45.830 --> 00:36:49.680 opinion are reachable flow. I like it a lot. 619 00:36:49.690 --> 00:36:54.950 I wish it wouldn't oppose with all the shortcuts that are typically in blender, 620 00:36:54.950 --> 00:36:57.050 but I would love to use it more. 621 00:36:57.730 --> 00:36:58.350 Um 622 00:37:00.930 --> 00:37:01.740 uh 623 00:37:03.530 --> 00:37:07.960 hello in the studio, awesome work. But I do have a question, are you going to add them 624 00:37:09.330 --> 00:37:12.710 metacarpals, bone detail on top of the hands? 625 00:37:13.630 --> 00:37:17.630 I think I know which bone you're talking about, but I'm going to google it anyway. 626 00:37:17.640 --> 00:37:19.240 Montag Karpis 627 00:37:20.130 --> 00:37:20.660 school 628 00:37:22.010 --> 00:37:22.340 and 629 00:37:22.830 --> 00:37:23.490 two 630 00:37:26.230 --> 00:37:26.460 mhm 631 00:37:27.130 --> 00:37:29.160 Yeah, um 632 00:37:29.530 --> 00:37:29.850 mm 633 00:37:31.230 --> 00:37:32.460 Oh wait, actually, 634 00:37:33.630 --> 00:37:34.800 meta Corporates, 635 00:37:35.230 --> 00:37:40.150 Oh no, I mean those like, fine details. I would just leave them out to be honest. 636 00:37:41.130 --> 00:37:42.240 I don't need them. 637 00:37:43.030 --> 00:37:43.660 Um 638 00:37:44.830 --> 00:37:48.550 another question, what is your pc spec, you can find it in the description actually. 639 00:37:49.030 --> 00:37:49.750 Um 640 00:37:50.710 --> 00:37:53.540 and let me get back to the apology 641 00:37:55.730 --> 00:37:59.750 again, all of these live streams are kind of like 1.5 to 2 hours long. 642 00:38:00.720 --> 00:38:02.540 I also want to get something done. 643 00:38:03.020 --> 00:38:06.530 So now this is 14, that's awesome because 644 00:38:07.020 --> 00:38:11.150 Going from 11 to 14 in the arm is not too difficult. 645 00:38:14.220 --> 00:38:15.150 So 646 00:38:15.920 --> 00:38:18.140 I think it's like 647 00:38:18.820 --> 00:38:23.140 Yes, so now it's already 13 just adding that loop. 648 00:38:26.820 --> 00:38:27.840 And then 649 00:38:30.220 --> 00:38:31.150 I could like 650 00:38:31.720 --> 00:38:33.750 add another one over here. 651 00:38:34.220 --> 00:38:34.840 It's like 652 00:38:35.520 --> 00:38:38.450 I'm just gonna Bevel This one. So it's too, 653 00:38:38.920 --> 00:38:41.970 I'm just going to have a little little bit because the rest of the way, 654 00:38:41.970 --> 00:38:43.330 I just want to slide 655 00:38:43.700 --> 00:38:44.440 the edge loop 656 00:38:45.320 --> 00:38:48.800 like this, so it's already a bit more spaced out. 657 00:38:48.810 --> 00:38:52.540 I can like with a slight flex brush, go over it and smooth it out a bit more. 658 00:38:53.320 --> 00:38:53.980 Like this 659 00:38:56.020 --> 00:38:59.950 can also increase the opacity of wire frames. 660 00:39:00.680 --> 00:39:01.840 That's actually switch. 661 00:39:02.220 --> 00:39:03.750 No, I'm not going to use easy. 662 00:39:04.320 --> 00:39:04.950 Um 663 00:39:05.620 --> 00:39:06.340 Although 664 00:39:08.620 --> 00:39:09.150 no 665 00:39:11.320 --> 00:39:12.150 um 666 00:39:12.720 --> 00:39:13.600 Yeah, maybe 667 00:39:13.980 --> 00:39:15.750 just switch to like a 668 00:39:16.620 --> 00:39:18.080 more default lighting 669 00:39:18.230 --> 00:39:19.000 template 670 00:39:19.190 --> 00:39:19.880 like this. 671 00:39:24.420 --> 00:39:25.950 What is this, what wait 672 00:39:26.420 --> 00:39:31.750 world space lighting makes, makes the HDR rotation fixed and that follow the camera 673 00:39:32.220 --> 00:39:33.560 and not follow the camera. 674 00:39:33.560 --> 00:39:37.340 Okay, so if I turn this off now the HDR I is going to follow the camera. 675 00:39:38.320 --> 00:39:40.150 I always got confused 676 00:39:40.820 --> 00:39:41.660 Which one 677 00:39:41.970 --> 00:39:44.240 it is, which way around? 678 00:39:44.720 --> 00:39:45.440 Um 679 00:39:46.320 --> 00:39:51.030 Another question? Uh Okay and no problem, thank you for answering my question. 680 00:39:51.030 --> 00:39:53.940 Much appreciated dude, keep up the amazing work. Thank you. 681 00:39:54.420 --> 00:39:55.250 Um 682 00:39:55.820 --> 00:39:56.030 Mhm. 683 00:39:56.820 --> 00:39:58.330 Uh directly under that. 684 00:39:58.330 --> 00:40:00.000 There's a question about the blender theme, 685 00:40:00.000 --> 00:40:02.240 you can also find that in the in the description. 686 00:40:02.610 --> 00:40:03.330 Um 687 00:40:04.410 --> 00:40:08.360 I really want to become an environment artist but my pc is pretty weak. 688 00:40:08.370 --> 00:40:12.530 What is your recommendation for me to do? Well, 689 00:40:13.410 --> 00:40:18.630 yeah, that's like it also kind of depends on the style. Like 690 00:40:19.110 --> 00:40:22.890 you can do some amazing artworks even with uh with a low 691 00:40:22.890 --> 00:40:26.670 spec pc but it's going to be a bit slower and difficult. 692 00:40:26.680 --> 00:40:27.330 That's true. 693 00:40:28.910 --> 00:40:29.630 Um 694 00:40:30.910 --> 00:40:33.320 I would say like do as much as you can 695 00:40:33.480 --> 00:40:33.820 like 696 00:40:34.210 --> 00:40:36.840 uh it kind of in a way forces you 697 00:40:36.840 --> 00:40:40.330 to work more efficiently with the hardware that you have 698 00:40:40.810 --> 00:40:41.740 ah work. 699 00:40:42.310 --> 00:40:46.830 I mean people 20 years ago did amazing environment art and 700 00:40:47.310 --> 00:40:50.240 they didn't have amazing specs. So 701 00:40:50.430 --> 00:40:51.740 it's really just about 702 00:40:53.410 --> 00:40:54.130 um 703 00:40:55.110 --> 00:40:55.430 Yeah. 704 00:40:56.310 --> 00:40:59.850 Yeah. Finding a workflow that actually works 705 00:41:00.310 --> 00:41:02.020 with the hardware that you have. 706 00:41:05.310 --> 00:41:06.080 Okay, 707 00:41:06.360 --> 00:41:07.320 let's see you. 708 00:41:08.910 --> 00:41:09.830 What am I doing? 709 00:41:10.410 --> 00:41:13.320 I can just extrude this out 710 00:41:18.510 --> 00:41:19.740 extra this out. 711 00:41:20.510 --> 00:41:21.660 Can actually march this. 712 00:41:22.110 --> 00:41:22.530 No, 713 00:41:22.910 --> 00:41:24.440 but I can scale them down. 714 00:41:25.010 --> 00:41:25.730 Ha ha! 715 00:41:26.310 --> 00:41:29.470 These are two separate objects. I'm just an edit mode on both of them. 716 00:41:29.480 --> 00:41:32.770 And now I can just like scale these towards each other. 717 00:41:32.780 --> 00:41:36.140 I don't want to join these two objects yet 718 00:41:37.010 --> 00:41:39.940 but I at least want to make sure that the 719 00:41:40.610 --> 00:41:47.030 that they align over here so I can just immediately merge them whenever I wanted to. 720 00:41:47.710 --> 00:41:47.940 Mhm. 721 00:41:49.410 --> 00:41:52.470 Wait, are they actually miss magic? No, no, no, it's perfect. 722 00:41:52.480 --> 00:41:55.740 Okay, so I can just scale these down, rotate them, 723 00:41:56.210 --> 00:41:59.470 rotate these guys as well, scale them down like this. 724 00:42:00.700 --> 00:42:01.710 Yeah. 725 00:42:04.600 --> 00:42:05.520 Perfect. 726 00:42:05.900 --> 00:42:09.520 Yeah. This is a lightning really well. So now I can just go into 727 00:42:10.200 --> 00:42:12.420 scott part on this guy, 728 00:42:12.800 --> 00:42:14.510 smooth this out a bit. 729 00:42:16.400 --> 00:42:18.440 I have the three loops on the wrists 730 00:42:18.610 --> 00:42:19.610 this is perfect 731 00:42:21.910 --> 00:42:27.430 and I think I have the shortcut on control. You can just like press D. And 732 00:42:27.800 --> 00:42:29.830 Um there's going to be in the latest release. 733 00:42:29.840 --> 00:42:33.550 I'm using an alpha version of 3.0 but in 734 00:42:33.550 --> 00:42:37.610 the really shortly upcoming three point of release, 735 00:42:37.610 --> 00:42:39.110 there's this feature that you can just 736 00:42:39.500 --> 00:42:41.030 point at an object in Scotland, 737 00:42:41.040 --> 00:42:44.620 press D and it will just immediately switch between them. 738 00:42:45.100 --> 00:42:47.180 This is a feature like we're planning to bring 739 00:42:47.180 --> 00:42:50.320 this to even more modes and more object types 740 00:42:50.700 --> 00:42:53.280 but right now it's just available for scope mode. 741 00:42:54.900 --> 00:42:58.930 Okay, but this is this is looking good. I'm happy with this. 742 00:42:58.930 --> 00:43:03.140 I would say like it's a bit weird that this is like bending away from 743 00:43:03.140 --> 00:43:09.510 the back of the hand and into the thumb but it's not too bad and there's 744 00:43:10.200 --> 00:43:18.670 a very short amount of loops in the thumb area here but it's enough. I would say 745 00:43:18.790 --> 00:43:21.420 If I go to edit mode, I can tweak this a bit more, 746 00:43:22.800 --> 00:43:25.620 bring this even a bit closer 747 00:43:26.280 --> 00:43:26.760 if you are. 748 00:43:27.600 --> 00:43:28.570 This 749 00:43:31.000 --> 00:43:31.930 mm 750 00:43:34.200 --> 00:43:36.720 Okay, this is where it gets difficult. I want to like 751 00:43:37.500 --> 00:43:40.940 move some of these groups closer together to highlight some edges 752 00:43:41.700 --> 00:43:43.430 but here it's getting really thin. 753 00:43:44.100 --> 00:43:47.930 I cannot add another loop that's too intertwined 754 00:43:48.040 --> 00:43:48.810 everywhere 755 00:43:50.500 --> 00:43:53.420 difficult. But anyway there's more questions. 756 00:43:53.590 --> 00:43:54.610 Um 757 00:43:55.100 --> 00:43:56.120 ah 758 00:43:56.700 --> 00:44:02.310 Is the 3.0 version still in beta. Yes, it's no it's actually an alpha. 759 00:44:02.320 --> 00:44:04.390 So this is when it's an alpha, 760 00:44:04.400 --> 00:44:06.570 it's actually the moment where all the new features 761 00:44:06.570 --> 00:44:09.020 get developed and at it once it gets into 762 00:44:09.020 --> 00:44:11.930 beta it's feature locked and it's just bug fixing 763 00:44:11.930 --> 00:44:16.220 and improving the performance and like basically just polishing it 764 00:44:16.790 --> 00:44:18.400 and then once it's released 765 00:44:18.740 --> 00:44:19.810 it should be ready. 766 00:44:20.690 --> 00:44:21.410 Um 767 00:44:24.090 --> 00:44:26.540 How long did you take to learn how to read? 768 00:44:26.540 --> 00:44:29.480 Apologize Well, I'm still learning, 769 00:44:29.490 --> 00:44:33.350 I would say like just like with anything you've never learned enough. 770 00:44:33.360 --> 00:44:33.920 Um 771 00:44:34.690 --> 00:44:40.420 I still frequently get into position into like moments where I don't know what to do 772 00:44:41.290 --> 00:44:42.810 in during great apology 773 00:44:43.690 --> 00:44:47.250 um that like it's a it's an open ended puzzle 774 00:44:47.250 --> 00:44:50.920 so you can you can have a deep understanding of topology 775 00:44:51.490 --> 00:44:56.330 but that doesn't mean that you're going to just be a master at doing anthropology. 776 00:44:56.340 --> 00:44:59.000 A good apology for everything is always going to be 777 00:44:59.000 --> 00:45:02.220 tricky situations and you need to find a solution. 778 00:45:04.090 --> 00:45:04.810 Um 779 00:45:06.490 --> 00:45:08.730 But yeah, I basically learned it over the years. 780 00:45:08.740 --> 00:45:12.910 I did so much topology on various characters 781 00:45:13.990 --> 00:45:19.210 that eventually it just became much easier but never effortless. 782 00:45:22.990 --> 00:45:23.710 Um 783 00:45:24.290 --> 00:45:27.710 Another question, can we two zebras like sculpting with blender. 784 00:45:28.090 --> 00:45:28.920 Yes, 785 00:45:28.930 --> 00:45:33.040 I mean you can uh you can't go quite as 786 00:45:33.040 --> 00:45:36.600 high poly and there's like some features from zebras, 787 00:45:36.600 --> 00:45:38.500 they're not available in blender. 788 00:45:39.190 --> 00:45:39.910 Um 789 00:45:40.490 --> 00:45:44.470 But in general like they're like every software has its 790 00:45:44.470 --> 00:45:47.780 strong and weak points I would say like the fact that 791 00:45:47.780 --> 00:45:50.010 I can go into sculpt mode and edit mode like 792 00:45:50.010 --> 00:45:53.720 in between switch between and actually use sculpting brushes for anthropology 793 00:45:54.190 --> 00:45:56.110 uh Is like amazing 794 00:45:57.490 --> 00:45:59.370 in general. Like sculpt mode 795 00:45:59.590 --> 00:46:02.290 in blender is evolving much more into 796 00:46:02.680 --> 00:46:05.910 a mode which is which lets you freely 797 00:46:06.280 --> 00:46:09.160 edit and transformed geometry. 798 00:46:10.680 --> 00:46:12.410 It's not just for clay sculpting. 799 00:46:15.180 --> 00:46:20.570 Um Another question. When do think when do things, blender will become a three D. 800 00:46:20.580 --> 00:46:23.800 Industries industry standard. When does blender become a three D. 801 00:46:23.800 --> 00:46:24.710 Industry standard? 802 00:46:25.080 --> 00:46:28.590 I would say it's all my already is or it's already becoming one. 803 00:46:28.980 --> 00:46:29.550 It's 804 00:46:29.750 --> 00:46:34.200 even like six years ago it was interesting to see how 805 00:46:35.260 --> 00:46:36.200 studios 806 00:46:36.980 --> 00:46:40.350 which rely on short deadlines and 807 00:46:40.780 --> 00:46:41.910 especially in the 808 00:46:42.580 --> 00:46:45.000 like in certain industries 809 00:46:45.380 --> 00:46:46.410 um It's 810 00:46:46.880 --> 00:46:50.600 it became more of a tool that people were freely choosing 811 00:46:52.380 --> 00:46:55.160 and it really depends on what you're working at. 812 00:46:55.170 --> 00:46:59.230 Blender has strong and weak points and I think one of the most solid 813 00:46:59.240 --> 00:47:04.290 advises that I constantly see online is that blender is really great for concept ng 814 00:47:04.880 --> 00:47:06.280 or like concept artists. 815 00:47:06.880 --> 00:47:08.290 And I think there's like 816 00:47:08.680 --> 00:47:10.300 there's a lot of truth in that 817 00:47:10.680 --> 00:47:11.700 because 818 00:47:12.280 --> 00:47:15.780 uh you can work really fast and blender. 819 00:47:16.780 --> 00:47:17.500 Um 820 00:47:17.880 --> 00:47:21.770 And if you're standards of where you want to get isn't as 821 00:47:21.770 --> 00:47:26.210 like to high budget like you don't want to make like a 822 00:47:27.860 --> 00:47:34.370 100 million polygon, Godzilla sculpt then Yeah you can if you don't want to do that. 823 00:47:34.370 --> 00:47:36.180 If you just want to do something quick, 824 00:47:36.180 --> 00:47:38.450 that looks really good in a minimum amount 825 00:47:38.450 --> 00:47:42.090 of time then blender is really good choice. 826 00:47:42.480 --> 00:47:42.710 Mm 827 00:47:43.280 --> 00:47:43.790 mm 828 00:47:44.580 --> 00:47:49.100 It sounds kind of bad like I guess 829 00:47:49.680 --> 00:47:55.230 it's really easy to spin it into a negative but I really mean it in a positive way, 830 00:47:55.240 --> 00:47:57.300 blenders toolset is 831 00:47:57.780 --> 00:48:01.730 really well suited to being a jack of all traits so 832 00:48:01.730 --> 00:48:06.390 you can just work fast and effortlessly in one software. 833 00:48:10.970 --> 00:48:11.200 Mhm. 834 00:48:13.070 --> 00:48:13.280 Mhm. 835 00:48:13.870 --> 00:48:17.000 Uh Again if you have any questions you can just 836 00:48:17.000 --> 00:48:20.200 tag me but I also see like other questions like 837 00:48:20.570 --> 00:48:20.780 mhm. 838 00:48:21.570 --> 00:48:25.500 The typical question, which one is better even though cycles 839 00:48:25.970 --> 00:48:28.090 neither. It's like 840 00:48:28.470 --> 00:48:28.700 yeah 841 00:48:29.570 --> 00:48:36.410 it's of course you can do some things in cycles which you can't do E. V. 842 00:48:36.420 --> 00:48:38.000 And the other and vice versa. 843 00:48:38.570 --> 00:48:44.240 But you can also use both interchangeably which is amazing. You can use E. V. 844 00:48:44.240 --> 00:48:46.280 As like kind of a previous engine 845 00:48:47.070 --> 00:48:49.660 and that's also the reason why this third 846 00:48:49.660 --> 00:48:52.880 mode over here excess vieux port shading uh material 847 00:48:52.880 --> 00:48:57.980 preview mode which is only using Evie because if he is the best choice for that, 848 00:48:57.990 --> 00:49:00.140 cycles is great for final rendering. 849 00:49:00.140 --> 00:49:02.580 But if you want to see something quick 850 00:49:04.070 --> 00:49:04.900 uh 851 00:49:05.470 --> 00:49:07.200 just for pre visualization. 852 00:49:08.770 --> 00:49:12.490 Uh if he's actually working really well for that. 853 00:49:13.770 --> 00:49:14.090 Okay, 854 00:49:14.470 --> 00:49:19.090 maybe that will change with cycles X 855 00:49:19.470 --> 00:49:21.990 I don't know at least cycles will be 856 00:49:22.670 --> 00:49:25.500 even faster to use which is definitely a plus. 857 00:49:27.670 --> 00:49:30.000 Okay, let's see 858 00:49:39.670 --> 00:49:40.590 um 859 00:49:50.670 --> 00:49:51.500 let's see. 860 00:49:55.470 --> 00:49:55.700 Mhm 861 00:49:57.870 --> 00:49:58.400 man. 862 00:50:06.660 --> 00:50:09.990 Yeah, I definitely need to model on top of this once. 863 00:50:10.460 --> 00:50:11.570 Like for the 864 00:50:12.060 --> 00:50:17.490 I don't expect the final fingernails to come out of this path of the re topology 865 00:50:17.960 --> 00:50:21.580 because it's really just shrink wrapping on top of the sculpt 866 00:50:22.860 --> 00:50:25.680 and the sculpt has some weaknesses there. 867 00:50:26.260 --> 00:50:27.430 I need to 868 00:50:27.750 --> 00:50:30.390 at least get the right topology 869 00:50:30.760 --> 00:50:34.230 and then the placement of these vortices can change afterwards 870 00:50:34.240 --> 00:50:38.980 to be to just fit this model much more. 871 00:50:43.660 --> 00:50:44.190 Yes, 872 00:50:44.560 --> 00:50:46.780 just push some of these photos is around, 873 00:50:48.060 --> 00:50:49.490 can push this up 874 00:50:51.660 --> 00:50:53.280 at least want this to a line 875 00:50:54.860 --> 00:50:58.730 and that's fine. I think I'm done with the hand, it connects well to the arm. 876 00:50:58.740 --> 00:51:01.570 The arm, I think it's also looking really nice. 877 00:51:01.580 --> 00:51:05.250 There's only this weird part over here which I'm not sure about, 878 00:51:05.260 --> 00:51:07.070 I wanted to highlight this edge 879 00:51:09.460 --> 00:51:12.580 um and this one over here 880 00:51:13.460 --> 00:51:15.980 and then this of course is also still a bit tricky. 881 00:51:16.460 --> 00:51:16.690 Yeah. 882 00:51:21.460 --> 00:51:22.260 Oh well 883 00:51:22.460 --> 00:51:23.510 I hope it works. 884 00:51:24.660 --> 00:51:25.490 It should. 885 00:51:26.260 --> 00:51:26.490 Okay, 886 00:51:28.460 --> 00:51:29.080 there we go. 887 00:51:34.560 --> 00:51:36.890 You can just smooth this out over here. 888 00:51:37.760 --> 00:51:38.690 Also in the middle. 889 00:51:45.060 --> 00:51:49.170 I see some more questions, best resource for blend for mastering, 890 00:51:49.170 --> 00:51:53.070 blender blender docks for splendor cloud videos or both. 891 00:51:53.860 --> 00:51:56.200 That's a combination of a lot of things. 892 00:51:56.200 --> 00:52:02.470 There's no one go to resource for mastering something. Um 893 00:52:02.850 --> 00:52:04.680 But I mean 894 00:52:05.050 --> 00:52:07.350 I would say like a lot of the content on the 895 00:52:07.350 --> 00:52:11.770 blender cloud is more catered towards intermediate and advanced users. 896 00:52:12.440 --> 00:52:17.800 That's true, there's some beginner friendly content but it's a bit more sparse 897 00:52:19.650 --> 00:52:22.260 um 898 00:52:22.650 --> 00:52:27.040 Part from that, I mean I really love the tutorial content from globe, 899 00:52:27.040 --> 00:52:29.970 Alexandrov and 80 burrows, they do some really 900 00:52:31.050 --> 00:52:34.930 somewhat beginner friendly stuff. But also I learned a lot from that. 901 00:52:34.940 --> 00:52:37.880 Like I I'm watching the content and it's always great, 902 00:52:39.150 --> 00:52:42.060 definitely seek out specific content. Like 903 00:52:42.850 --> 00:52:45.110 when I wanted to know more about rita, apology, 904 00:52:45.110 --> 00:52:48.480 I was like buying a book and watching content on 905 00:52:48.850 --> 00:52:50.570 from brian Tyndall. 906 00:52:51.250 --> 00:52:55.930 Uh and if you seek out very specific content, 907 00:52:55.930 --> 00:52:58.270 what's one subject you're gonna learn a lot more? 908 00:52:59.250 --> 00:52:59.480 Yeah, 909 00:52:59.950 --> 00:53:04.270 there's always going to be beginner tutorials that cover everything, but 910 00:53:05.050 --> 00:53:07.480 it's maybe not the best way to go. 911 00:53:09.150 --> 00:53:09.380 Yeah, 912 00:53:11.850 --> 00:53:12.050 yeah. 913 00:53:14.750 --> 00:53:19.670 Okay, I'm gonna fix this now, look, okay, I'm going to add a loop over here. 914 00:53:20.850 --> 00:53:21.050 Yeah. 915 00:53:21.450 --> 00:53:22.980 And I'm going to slide this one in. 916 00:53:25.650 --> 00:53:27.040 This will be my new 917 00:53:29.050 --> 00:53:29.980 center loop. 918 00:53:30.350 --> 00:53:30.880 Let's see. 919 00:53:32.650 --> 00:53:33.480 Clear Sharp. 920 00:53:33.950 --> 00:53:35.180 Going to slide this one in 921 00:53:36.250 --> 00:53:37.270 upside, 922 00:53:38.550 --> 00:53:38.970 Thank you. 923 00:53:40.050 --> 00:53:41.370 He select all of this 924 00:53:41.950 --> 00:53:44.470 and this is gonna be my new Sharp. Okay, 925 00:53:47.150 --> 00:53:47.770 here we go. 926 00:53:49.750 --> 00:53:52.770 Problem is now I have an additional loop over here, 927 00:53:54.650 --> 00:53:56.060 which I could solve. 928 00:53:58.750 --> 00:53:58.980 Mm 929 00:54:00.240 --> 00:54:02.700 Yeah, I can just March this, 930 00:54:04.240 --> 00:54:05.050 I hope. 931 00:54:07.140 --> 00:54:07.340 Yeah, 932 00:54:08.040 --> 00:54:09.860 maybe not. 933 00:54:11.140 --> 00:54:12.970 Maybe this is a stupid decision. 934 00:54:14.340 --> 00:54:14.540 Yeah, 935 00:54:16.440 --> 00:54:17.060 it's my 936 00:54:17.640 --> 00:54:21.690 Bite me later on. Yeah, because there's gonna be a six sided vertex. 937 00:54:23.240 --> 00:54:27.350 I'm going to add another look here to add a bit more resolution 938 00:54:29.440 --> 00:54:31.560 exists. 939 00:54:32.140 --> 00:54:32.350 No, 940 00:54:37.540 --> 00:54:40.860 this is pretty much fine over here on the back. 941 00:54:43.240 --> 00:54:44.750 Okay, okay. 942 00:54:44.760 --> 00:54:47.520 Now, before I go into more detail on anything else, 943 00:54:47.520 --> 00:54:51.460 I want to somehow find a way to connect the heads 944 00:54:51.840 --> 00:54:52.550 over here. 945 00:54:52.690 --> 00:54:55.660 And one of the things that's definitely the case is 946 00:54:55.900 --> 00:54:57.360 this area over here. 947 00:54:57.850 --> 00:54:59.840 This trick that I'm doing um 948 00:55:00.440 --> 00:55:07.360 is way too high. I think this is still in an area that will deform a lot. So 949 00:55:07.740 --> 00:55:08.930 can I 950 00:55:09.270 --> 00:55:11.120 Oh okay. 951 00:55:11.320 --> 00:55:14.250 Eggs symmetry. Can I push this down? 952 00:55:14.940 --> 00:55:15.170 Mhm. 953 00:55:17.240 --> 00:55:23.750 Oh maybe not because it's oh it's snapping to the 954 00:55:24.740 --> 00:55:27.550 Oh this is interesting. I need to fix this somehow. 955 00:55:27.560 --> 00:55:31.220 Um also another question in the Chat, what version is it? 956 00:55:31.230 --> 00:55:34.060 It's the version 3.0, alpha. 957 00:55:34.640 --> 00:55:39.720 But this is right now, pretty much almost the same as 2.93. 958 00:55:39.730 --> 00:55:41.960 It's not much of a difference. 959 00:55:43.740 --> 00:55:43.970 Mhm. 960 00:55:44.740 --> 00:55:46.750 Okay, um 961 00:55:48.440 --> 00:55:50.060 there's a shrink wrapped group. 962 00:55:51.940 --> 00:55:52.170 Mhm. 963 00:55:53.240 --> 00:55:55.850 Which I am going to flip. 964 00:55:56.340 --> 00:55:56.540 Yeah, 965 00:55:57.540 --> 00:55:58.300 no, 966 00:55:58.540 --> 00:56:00.500 I'm going to exclude 967 00:56:00.990 --> 00:56:02.340 the lower part 968 00:56:03.030 --> 00:56:03.750 uh 969 00:56:06.130 --> 00:56:09.730 of the neck from it. So I'm going to actually assign it 970 00:56:09.960 --> 00:56:13.240 now, all the red areas are not going to be shrink wrapped. 971 00:56:15.260 --> 00:56:19.350 And I'm gonna make another group. And it's called neck. 972 00:56:20.040 --> 00:56:22.780 I'm going to actually assign this 973 00:56:23.430 --> 00:56:24.540 to that vertex group. 974 00:56:26.130 --> 00:56:29.660 Okay, now I want to add another shrink wrap. 975 00:56:32.030 --> 00:56:32.230 Yeah, 976 00:56:32.930 --> 00:56:35.150 and only shrink wrap the neck 977 00:56:36.630 --> 00:56:37.560 to the body. 978 00:56:38.030 --> 00:56:38.230 Yeah, 979 00:56:38.630 --> 00:56:38.830 yeah, 980 00:56:39.630 --> 00:56:39.830 yeah. 981 00:56:40.630 --> 00:56:43.820 Okay, this should work. So I have to shrink wrap modifiers. 982 00:56:43.820 --> 00:56:46.530 The most of the head is shrink wrapped to the head 983 00:56:46.540 --> 00:56:50.530 sculpt that I did and then towards the lower parts, 984 00:56:50.540 --> 00:56:54.440 it's just shrink wrapping to the body sculpt because 985 00:56:54.440 --> 00:56:57.160 I have them as two separate measures actually. 986 00:56:58.930 --> 00:56:59.160 Mm 987 00:57:01.730 --> 00:57:06.350 Okay, now I can actually drag this further down and it works 988 00:57:08.730 --> 00:57:12.690 well. It's freaking out a little bit. Oh, don't have X symmetry. Yeah. 989 00:57:12.690 --> 00:57:13.740 I don't know why. 990 00:57:14.430 --> 00:57:18.450 Why is it freaking out on me? It's really weird. 991 00:57:18.930 --> 00:57:19.250 Mhm. 992 00:57:20.230 --> 00:57:21.030 Uh huh. 993 00:57:21.730 --> 00:57:22.050 Yeah. 994 00:57:25.830 --> 00:57:27.650 Yeah. 995 00:57:34.130 --> 00:57:35.840 Mm hmm. 996 00:57:36.330 --> 00:57:37.060 What if I? 997 00:57:37.200 --> 00:57:38.750 Oh, that's why. 998 00:57:39.230 --> 00:57:39.970 Of course. 999 00:57:40.830 --> 00:57:41.480 Okay, 1000 00:57:41.490 --> 00:57:48.220 so I want to duplicate and apply the shrink wrap model fire so that it actually yes, 1001 00:57:48.230 --> 00:57:50.250 now the scalp behavior is fixed. 1002 00:57:51.430 --> 00:57:56.350 This is why we need life uh snapping. 1003 00:57:58.030 --> 00:58:07.840 Okay, so what I want is I want this part down here to be as much as possible. 1004 00:58:08.520 --> 00:58:10.530 Oh, come on. 1005 00:58:11.420 --> 00:58:15.650 As much as possible. Down here. I did the same force for rain 1006 00:58:16.220 --> 00:58:20.450 where the loops are kind of terminating between the collarbones. 1007 00:58:21.120 --> 00:58:24.000 Um And that's actually a nice spot because it is. 1008 00:58:24.000 --> 00:58:28.250 But in between a lot of moving parts, but that part itself is not really moving. 1009 00:58:28.720 --> 00:58:29.610 So 1010 00:58:29.980 --> 00:58:30.750 it's 1011 00:58:31.120 --> 00:58:36.840 a nice place to like have a lot of this density. 1012 00:58:37.220 --> 00:58:37.450 Yes. 1013 00:58:37.920 --> 00:58:38.340 Mm. 1014 00:58:38.720 --> 00:58:38.950 Mhm. 1015 00:58:39.920 --> 00:58:40.150 Mhm. 1016 00:58:49.120 --> 00:58:54.940 Okay, now I want to slide some of the stuff back in. I can add another loop here. 1017 00:58:57.920 --> 00:59:02.450 Like this. 1018 00:59:03.820 --> 00:59:04.150 Mhm. 1019 00:59:04.620 --> 00:59:07.190 Now all of this is still supposed to like 1020 00:59:07.380 --> 00:59:11.250 go inwards follow those like muscles. 1021 00:59:11.620 --> 00:59:11.650 I 1022 00:59:12.520 --> 00:59:15.340 don't hear, I can relax this a bit more. 1023 00:59:16.520 --> 00:59:17.540 Okay, 1024 00:59:17.920 --> 00:59:28.240 this is better. And then I can work more on the rest of round it. 1025 00:59:29.220 --> 00:59:33.450 Okay, let's bring back the body re topology 1026 00:59:34.020 --> 00:59:37.250 and now I need to get actually rid of some of this stuff. 1027 00:59:40.820 --> 00:59:41.020 Yeah, 1028 00:59:41.720 --> 00:59:44.250 like for example this loop, I'm just going to delete it. 1029 00:59:50.920 --> 00:59:51.540 Mm 1030 00:59:54.820 --> 00:59:57.690 Yeah, some of this stuff could like connect really easily. 1031 01:00:00.810 --> 01:00:01.940 Not all of it. 1032 01:00:02.510 --> 01:00:05.290 Let's see, kind of like what if I get rid of this, 1033 01:00:06.210 --> 01:00:07.320 Move this one down? 1034 01:00:10.210 --> 01:00:13.530 Yeah, this should connect really easily actually 1035 01:00:14.210 --> 01:00:15.230 ship sign. 1036 01:00:17.110 --> 01:00:17.310 Yeah. 1037 01:00:22.810 --> 01:00:23.320 Mm 1038 01:00:28.310 --> 01:00:28.520 mhm 1039 01:00:32.710 --> 01:00:33.240 Perfect. 1040 01:00:46.210 --> 01:00:46.440 Mm 1041 01:00:46.810 --> 01:00:53.020 Okay. And this should connect really well to the body. It 1042 01:00:55.810 --> 01:00:56.830 I don't know why 1043 01:00:57.410 --> 01:00:58.090 I 1044 01:00:59.710 --> 01:01:02.030 see the other objects through this 1045 01:01:03.010 --> 01:01:04.870 or because they're all in front. Of course. 1046 01:01:05.310 --> 01:01:05.510 Yeah. 1047 01:01:06.110 --> 01:01:06.640 Okay, 1048 01:01:07.310 --> 01:01:11.440 I see a question. What do you think about meta humans? 1049 01:01:12.110 --> 01:01:14.710 Well, I mean it's an amazing time saver. 1050 01:01:14.720 --> 01:01:17.060 Like every time I look at it I'm like okay, 1051 01:01:17.070 --> 01:01:21.530 well I guess I don't need to make realistic human models anymore. 1052 01:01:22.010 --> 01:01:22.810 Yeah, 1053 01:01:23.910 --> 01:01:30.630 Well I think that was actually meta human. It was the epic thing that a human 1054 01:01:31.910 --> 01:01:37.130 Yes. Unreal. Or is it a meta human created Unreal. 1055 01:01:38.310 --> 01:01:38.510 Yeah, 1056 01:01:39.300 --> 01:01:40.440 it's amazing. 1057 01:01:41.710 --> 01:01:44.830 But I mean insert this is like, 1058 01:01:45.750 --> 01:01:48.030 I don't, I'm wonder if it's like 1059 01:01:48.410 --> 01:01:51.140 removes the need from making 1060 01:01:52.310 --> 01:01:54.420 like main characters, 1061 01:01:54.580 --> 01:01:57.180 there's there's always still going to be a need to make 1062 01:01:57.180 --> 01:02:02.620 those manually if you want to really have control over that 1063 01:02:05.500 --> 01:02:08.820 you don't want your main characters look to look to default, 1064 01:02:17.000 --> 01:02:17.620 let's see 1065 01:02:19.500 --> 01:02:22.730 okay, can I look this back into itself. 1066 01:02:26.300 --> 01:02:27.520 That should be fine. 1067 01:02:42.100 --> 01:02:42.300 Yeah. 1068 01:02:47.300 --> 01:02:47.930 Mm 1069 01:02:48.500 --> 01:02:49.310 Okay, let's see 1070 01:02:49.900 --> 01:02:51.010 can merge these 1071 01:02:52.300 --> 01:02:53.440 like this. 1072 01:02:57.600 --> 01:02:57.800 Yeah, 1073 01:02:58.700 --> 01:02:59.320 no, 1074 01:03:00.500 --> 01:03:02.590 and add another look right here, 1075 01:03:03.200 --> 01:03:10.520 just because I want this one to be the shop. 1076 01:03:12.800 --> 01:03:13.000 Yeah, 1077 01:03:15.000 --> 01:03:15.620 there we go. 1078 01:03:22.900 --> 01:03:23.100 Yeah, 1079 01:03:27.300 --> 01:03:27.500 yeah, 1080 01:03:31.100 --> 01:03:31.300 yeah. 1081 01:03:32.100 --> 01:03:32.930 Hands 1082 01:03:33.300 --> 01:03:33.510 mhm 1083 01:03:41.300 --> 01:03:41.510 mhm 1084 01:03:43.400 --> 01:03:48.220 I might need to look at rains topology again for some reference 1085 01:03:50.800 --> 01:03:55.320 because even though this topology I think is not too bad. 1086 01:03:56.500 --> 01:03:56.820 Mhm 1087 01:03:57.200 --> 01:03:58.520 It's not 1088 01:03:59.600 --> 01:04:01.510 the lining over here. 1089 01:04:02.090 --> 01:04:04.010 Okay, wait, I can actually like 1090 01:04:04.390 --> 01:04:06.420 keep looping this one in 1091 01:04:07.590 --> 01:04:10.500 with the neck, does it actually? Oh my God, 1092 01:04:11.590 --> 01:04:14.720 it is actually the perfect loop count now now 1093 01:04:14.720 --> 01:04:18.060 over here there's still more for a moment. 1094 01:04:18.060 --> 01:04:20.710 I was like it's going to align perfectly 1095 01:04:21.090 --> 01:04:23.840 now over here there's way more loops 1096 01:04:25.830 --> 01:04:28.720 and I can't just add more loops into the arm. 1097 01:04:30.190 --> 01:04:30.810 Not 1098 01:04:32.790 --> 01:04:34.850 out of nothing. Wait, 1099 01:04:35.120 --> 01:04:37.610 I could add another loop over here. 1100 01:04:38.090 --> 01:04:41.980 I can't over here because it's just going to lead further into the hand, 1101 01:04:42.010 --> 01:04:44.720 but this one is looping around 1102 01:04:45.290 --> 01:04:47.000 so that's definitely possible. 1103 01:04:47.690 --> 01:04:53.000 I can resolve this issue over here where I would have this six sided 1104 01:04:53.490 --> 01:04:54.420 edge. 1105 01:04:54.890 --> 01:04:56.510 The six sided poll. 1106 01:04:59.090 --> 01:05:01.420 I'm going to go into edit mode on both both of them 1107 01:05:03.090 --> 01:05:03.920 like this. 1108 01:05:12.090 --> 01:05:13.410 Oh man, 1109 01:05:20.690 --> 01:05:22.010 let's see, 1110 01:05:29.090 --> 01:05:30.410 can I do this 1111 01:05:33.590 --> 01:05:33.800 mm 1112 01:05:35.790 --> 01:05:36.000 mhm 1113 01:05:38.790 --> 01:05:39.000 mhm 1114 01:05:39.790 --> 01:05:40.000 mhm 1115 01:05:40.390 --> 01:05:43.810 Yes, I can like add another loop over here 1116 01:05:44.190 --> 01:05:45.420 now this should match up. 1117 01:05:50.090 --> 01:05:50.420 Mhm 1118 01:05:54.790 --> 01:05:54.990 Yeah, 1119 01:05:56.190 --> 01:06:00.800 but how many do I need? That's the thing? Um 1120 01:06:01.580 --> 01:06:01.790 mhm 1121 01:06:02.380 --> 01:06:02.590 mm 1122 01:06:03.880 --> 01:06:04.080 Yeah. 1123 01:06:07.580 --> 01:06:07.790 Mm 1124 01:06:08.680 --> 01:06:08.850 Yeah. 1125 01:06:09.880 --> 01:06:10.090 Mhm. 1126 01:06:16.580 --> 01:06:16.790 Mm 1127 01:06:17.580 --> 01:06:21.090 Thank God. 1128 01:06:21.580 --> 01:06:21.820 Yeah. 1129 01:06:22.380 --> 01:06:22.590 Mhm 1130 01:06:25.490 --> 01:06:28.800 This and then I need two more over here 1131 01:06:29.180 --> 01:06:30.410 that's a lot 1132 01:06:31.680 --> 01:06:33.090 so I can add them 1133 01:06:34.010 --> 01:06:35.490 that's fine. 1134 01:06:36.880 --> 01:06:37.710 But then 1135 01:06:38.580 --> 01:06:41.050 these are going to go into the arm 1136 01:06:41.180 --> 01:06:45.800 and I need to figure out where they should continue into the arm. 1137 01:06:46.680 --> 01:06:46.890 Yeah. 1138 01:06:47.280 --> 01:06:47.490 Mhm. 1139 01:06:47.980 --> 01:06:48.210 Yeah 1140 01:06:48.780 --> 01:06:50.400 smooth over this a little bit. 1141 01:06:52.380 --> 01:06:53.700 Mhm. 1142 01:06:56.980 --> 01:06:58.900 You think that should be fine? But 1143 01:06:59.280 --> 01:07:01.500 What do those two loops go? 1144 01:07:02.780 --> 01:07:06.200 Can't just add them here, They're directly going back into the hand 1145 01:07:12.280 --> 01:07:15.400 I guess I could add them there and they're just gonna 1146 01:07:18.580 --> 01:07:18.780 yeah 1147 01:07:19.580 --> 01:07:22.000 yeah let's try this. So I'm gonna add them 1148 01:07:22.380 --> 01:07:23.100 over here. 1149 01:07:23.780 --> 01:07:25.140 Two more loops 1150 01:07:27.480 --> 01:07:27.710 mm 1151 01:07:28.380 --> 01:07:29.600 like this 1152 01:07:32.880 --> 01:07:36.410 but then they need to also 1153 01:07:36.880 --> 01:07:40.270 wait. These are the ones okay I'm gonna mark them. 1154 01:07:40.270 --> 01:07:41.950 Not as a shock but I seem just for a 1155 01:07:41.950 --> 01:07:45.790 moment because I want these to look back into themselves. 1156 01:07:46.280 --> 01:07:47.000 Um 1157 01:07:49.380 --> 01:07:49.590 Right 1158 01:07:50.380 --> 01:07:52.450 I could do that actually on the hands. 1159 01:07:53.000 --> 01:07:53.740 It could 1160 01:07:54.180 --> 01:07:54.410 mhm. 1161 01:07:56.080 --> 01:07:56.710 Let's see. 1162 01:08:00.970 --> 01:08:01.200 Yeah 1163 01:08:02.970 --> 01:08:04.860 by just picking these 1164 01:08:05.000 --> 01:08:06.500 over here. 1165 01:08:07.870 --> 01:08:08.070 Yeah 1166 01:08:09.370 --> 01:08:10.900 mm. 1167 01:08:12.370 --> 01:08:14.500 Yeah I'm gonna set this 1168 01:08:15.170 --> 01:08:19.180 press B to not insect along the boundary and then 1169 01:08:20.470 --> 01:08:21.490 this should work. 1170 01:08:22.069 --> 01:08:22.229 Yeah 1171 01:08:24.370 --> 01:08:26.680 by the way this is also a sharp 1172 01:08:35.770 --> 01:08:36.600 okay 1173 01:08:36.970 --> 01:08:38.290 and then this should align 1174 01:08:38.670 --> 01:08:39.689 who 1175 01:08:44.569 --> 01:08:46.550 I think that's acceptable. 1176 01:08:47.170 --> 01:08:51.600 It's not super clean but those loops need to go somewhere so 1177 01:08:52.370 --> 01:08:54.290 better have them go there. 1178 01:08:55.770 --> 01:09:00.779 It's a bit close to the rest but it shouldn't be a problem I think. 1179 01:09:01.970 --> 01:09:03.890 Okay clear the scene. 1180 01:09:04.670 --> 01:09:08.290 So this is all now. Well lining 1181 01:09:13.670 --> 01:09:14.060 yeah 1182 01:09:14.770 --> 01:09:15.000 yeah 1183 01:09:17.770 --> 01:09:18.790 and two 1184 01:09:19.270 --> 01:09:19.500 yeah 1185 01:09:20.970 --> 01:09:22.290 with this in words 1186 01:09:28.060 --> 01:09:30.490 let's see oh no, I actually snapped it, 1187 01:09:35.270 --> 01:09:35.460 yeah 1188 01:09:41.270 --> 01:09:42.500 state this in. 1189 01:09:44.270 --> 01:09:45.680 He's through this out, 1190 01:09:46.870 --> 01:09:48.000 fill this in 1191 01:09:48.870 --> 01:09:49.100 Mhm 1192 01:09:55.670 --> 01:09:57.400 Yeah these need to connect. 1193 01:09:58.070 --> 01:09:58.790 Damn it's 1194 01:10:00.660 --> 01:10:00.870 mm 1195 01:10:01.560 --> 01:10:01.790 Yeah. 1196 01:10:08.460 --> 01:10:09.980 Uh huh 1197 01:10:10.760 --> 01:10:11.080 Yeah 1198 01:10:14.360 --> 01:10:14.570 mm 1199 01:10:14.960 --> 01:10:15.190 Yeah. 1200 01:10:15.560 --> 01:10:22.880 Still doesn't match perfectly well but I could add another. No, I can't 1201 01:10:23.460 --> 01:10:23.690 yeah. 1202 01:10:24.060 --> 01:10:25.070 Uh huh 1203 01:10:30.260 --> 01:10:30.460 Yeah, 1204 01:10:33.560 --> 01:10:35.310 has one too many loops 1205 01:10:35.490 --> 01:10:36.470 over here. 1206 01:10:39.060 --> 01:10:39.290 Yeah. 1207 01:10:42.960 --> 01:10:43.190 Mhm. 1208 01:10:45.160 --> 01:10:45.790 See 1209 01:10:46.460 --> 01:10:48.470 oh actually need to slide this down. 1210 01:10:48.860 --> 01:10:50.080 They are needed over here 1211 01:10:52.360 --> 01:10:54.970 over here. This is where they connect 1212 01:10:57.960 --> 01:10:59.580 is where this one connects. 1213 01:11:00.860 --> 01:11:02.080 This one connects 1214 01:11:03.160 --> 01:11:07.980 but this one connects and I have one too few loops over here. 1215 01:11:12.560 --> 01:11:12.790 Mhm 1216 01:11:13.960 --> 01:11:14.190 Yeah. 1217 01:11:14.660 --> 01:11:14.860 Yeah. 1218 01:11:16.860 --> 01:11:17.570 Uh huh. 1219 01:11:18.160 --> 01:11:21.370 Well that's interesting because that means I can actually 1220 01:11:25.560 --> 01:11:25.790 mm 1221 01:11:28.960 --> 01:11:29.190 mhm 1222 01:11:29.560 --> 01:11:32.350 You can actually just move all of this. 1223 01:11:34.200 --> 01:11:35.190 I'm here. 1224 01:11:36.180 --> 01:11:36.980 I don't know, 1225 01:11:37.860 --> 01:11:40.880 I will just have to see, 1226 01:11:46.660 --> 01:11:50.080 I can just add an extra lip over here. 1227 01:11:51.460 --> 01:11:51.690 Yeah 1228 01:11:54.460 --> 01:11:54.780 yeah 1229 01:11:58.360 --> 01:11:59.260 yeah 1230 01:12:04.250 --> 01:12:07.240 mm Sorry if this is a bit boring, 1231 01:12:07.240 --> 01:12:09.580 it's really just about troubleshooting it right now. 1232 01:12:10.150 --> 01:12:11.380 Um 1233 01:12:13.750 --> 01:12:13.980 Yeah 1234 01:12:15.850 --> 01:12:16.060 yeah 1235 01:12:17.530 --> 01:12:17.820 yeah 1236 01:12:18.850 --> 01:12:19.170 go 1237 01:12:21.450 --> 01:12:26.070 counting loops, seeing where they actually line and not merging, 1238 01:12:26.080 --> 01:12:30.170 Like not merging anything, not joining objects, just seeing where they go 1239 01:12:31.750 --> 01:12:34.980 because right now it's still really easy to 1240 01:12:35.450 --> 01:12:37.230 to add or remove lopes 1241 01:12:37.420 --> 01:12:38.570 based on what you need. 1242 01:12:43.850 --> 01:12:47.480 It's going to turn objects over here 1243 01:12:50.690 --> 01:12:51.350 and again 1244 01:12:52.150 --> 01:12:59.670 it's one too many loops 1245 01:13:02.850 --> 01:13:03.080 Yeah 1246 01:13:06.150 --> 01:13:06.570 mhm 1247 01:13:08.550 --> 01:13:08.750 Yeah 1248 01:13:10.050 --> 01:13:10.260 mhm 1249 01:13:12.950 --> 01:13:13.270 mhm 1250 01:13:20.950 --> 01:13:23.080 I can't just merge this 1251 01:13:25.150 --> 01:13:25.980 mm. 1252 01:13:29.350 --> 01:13:30.760 Yeah, I could just do this 1253 01:13:32.150 --> 01:13:32.480 mhm 1254 01:13:33.250 --> 01:13:33.880 that's correct 1255 01:13:37.750 --> 01:13:37.980 yeah 1256 01:13:39.150 --> 01:13:39.480 mm 1257 01:13:39.950 --> 01:13:40.270 mhm 1258 01:13:41.050 --> 01:13:41.380 mhm. 1259 01:13:44.340 --> 01:13:45.470 This is where they meet. 1260 01:13:46.850 --> 01:13:47.080 Mhm 1261 01:13:47.950 --> 01:13:48.270 mhm 1262 01:13:49.350 --> 01:13:49.580 Yeah 1263 01:13:53.150 --> 01:13:53.380 yeah 1264 01:13:54.550 --> 01:13:54.970 mm 1265 01:13:58.450 --> 01:13:58.650 Yeah 1266 01:13:59.250 --> 01:13:59.480 mm 1267 01:14:00.740 --> 01:14:03.170 and I'm going to get rid of this again. 1268 01:14:06.040 --> 01:14:06.370 Mhm 1269 01:14:10.840 --> 01:14:11.040 Yeah, 1270 01:14:17.340 --> 01:14:20.140 like this, yeah, now it aligns 1271 01:14:23.540 --> 01:14:26.230 this is the like with a body topology, 1272 01:14:26.230 --> 01:14:29.880 this is the trickiest part I think like it's it's really easy 1273 01:14:29.880 --> 01:14:36.170 to make like or like it's relatively easy to make a good apology 1274 01:14:36.540 --> 01:14:45.360 for a certain area. Oh wow, what is going on over here? 1275 01:14:46.040 --> 01:14:47.360 Okay, fixed. 1276 01:14:48.040 --> 01:14:51.310 Um but making everything connect in the end, 1277 01:14:51.320 --> 01:14:54.270 all of these loops leading back into each other, 1278 01:14:54.840 --> 01:14:56.760 that can be hell. 1279 01:14:57.340 --> 01:14:57.870 Uh huh. 1280 01:14:58.440 --> 01:14:58.670 Mhm 1281 01:14:59.740 --> 01:15:02.260 ah I see some questions uh 1282 01:15:02.840 --> 01:15:04.860 Is 3.0 available to download? 1283 01:15:04.860 --> 01:15:08.330 Yes, you can just download it on the blender.org website. 1284 01:15:08.340 --> 01:15:12.460 It's in the experimental builds page though 1285 01:15:12.840 --> 01:15:14.160 because it is awful. 1286 01:15:14.740 --> 01:15:16.560 It's in the alpha stage right now. 1287 01:15:17.140 --> 01:15:21.630 Um Some more questions, do you have a tip to do knee, 1288 01:15:21.630 --> 01:15:24.960 shoulders and other connected limbs easier? 1289 01:15:26.040 --> 01:15:33.660 Uh Well, definitely keep them separate like I said, but 1290 01:15:35.240 --> 01:15:38.960 I don't know. Yeah, it's really about the how they connect. 1291 01:15:39.830 --> 01:15:43.070 That's the trickiest part apart from that you can really, 1292 01:15:45.240 --> 01:15:48.370 you know, there's like good topology guides online. 1293 01:15:48.380 --> 01:15:53.510 I like the ones that city cookie actually did uh quite a few years ago. 1294 01:15:53.520 --> 01:15:56.760 They're still really valid and they give you a good idea of 1295 01:15:57.140 --> 01:15:58.270 uh 1296 01:15:59.540 --> 01:16:02.750 whether to polit where the loops can more ideally slow. 1297 01:16:04.830 --> 01:16:06.450 Okay, this is good 1298 01:16:08.130 --> 01:16:09.060 uh 1299 01:16:09.930 --> 01:16:13.020 Another one this stuff is boring Watching you 1300 01:16:13.020 --> 01:16:15.180 identify an issue and resolving that issue. 1301 01:16:15.180 --> 01:16:16.950 It's the best part. Thank you. 1302 01:16:17.330 --> 01:16:19.150 I'm glad people are enjoying it. 1303 01:16:22.030 --> 01:16:22.960 Okay, let's see. 1304 01:16:23.630 --> 01:16:24.460 Wait, 1305 01:16:24.640 --> 01:16:25.850 this was a lining before. 1306 01:16:29.130 --> 01:16:30.140 Uh huh. 1307 01:16:30.830 --> 01:16:34.460 I'm not keeping count very well. 1308 01:16:34.830 --> 01:16:35.020 Well, 1309 01:16:35.020 --> 01:16:39.790 here's the thing I did this looping around in the neck earlier and I think 1310 01:16:39.790 --> 01:16:43.650 now it's really saving me because now I can just add a loop over here 1311 01:16:44.310 --> 01:16:45.500 and now they align again, 1312 01:16:47.030 --> 01:16:47.960 That's perfect. 1313 01:16:48.330 --> 01:16:50.250 I should also enable the 1314 01:16:51.730 --> 01:16:53.850 modify again. And now over here 1315 01:16:54.330 --> 01:16:57.020 there's I think one loop too many. 1316 01:16:57.270 --> 01:16:59.340 Yeah, but I can just remove it, 1317 01:16:59.480 --> 01:17:00.150 that's fine. 1318 01:17:00.730 --> 01:17:00.960 Mhm. 1319 01:17:01.730 --> 01:17:03.350 Then smoothed over this bit 1320 01:17:04.030 --> 01:17:06.960 wrong brush, slight relax. Much better 1321 01:17:09.330 --> 01:17:10.960 sliding. Or just 1322 01:17:11.190 --> 01:17:14.550 smoothing over this, smoothing over this part. 1323 01:17:14.930 --> 01:17:15.760 That's it. 1324 01:17:19.850 --> 01:17:21.360 And now all of this, 1325 01:17:21.830 --> 01:17:23.060 it's perfectly 1326 01:17:23.430 --> 01:17:24.450 aligned. 1327 01:17:25.030 --> 01:17:25.240 Mhm. 1328 01:17:25.730 --> 01:17:26.510 Nice. 1329 01:17:27.430 --> 01:17:30.150 So, if I would want to merge these parts, it's really easy. 1330 01:17:30.830 --> 01:17:31.060 Hmm. 1331 01:17:31.530 --> 01:17:34.990 Perfect. And now we can just continue with the lower body. 1332 01:17:35.730 --> 01:17:36.630 I think it's time. 1333 01:17:36.710 --> 01:17:41.200 Well, one of the things I would like to add is definitely the belly button for that. 1334 01:17:41.200 --> 01:17:41.850 I can like 1335 01:17:43.130 --> 01:17:44.450 add another loop over here. 1336 01:17:45.330 --> 01:17:46.850 So I have a 1337 01:17:47.230 --> 01:17:48.080 Um 1338 01:17:48.250 --> 01:17:49.840 let's see a four x 4. 1339 01:17:51.230 --> 01:17:52.850 Great, like a 1340 01:17:53.230 --> 01:17:55.650 four faces grid over here. 1341 01:17:56.030 --> 01:17:57.650 I could just inside it, 1342 01:17:58.530 --> 01:18:00.270 press B To not consider it on the 1343 01:18:00.280 --> 01:18:02.640 border because actually there's actually a border here 1344 01:18:03.620 --> 01:18:04.380 like this. 1345 01:18:05.320 --> 01:18:06.040 And I'm like, 1346 01:18:06.820 --> 01:18:08.940 I'm going to just scale 1347 01:18:09.420 --> 01:18:11.340 this down really far. 1348 01:18:12.280 --> 01:18:15.430 I want this to be in the center and then additional loops over here 1349 01:18:16.820 --> 01:18:18.040 to define the shape. 1350 01:18:18.420 --> 01:18:19.440 Another one over here, 1351 01:18:20.720 --> 01:18:22.040 Find this one out of it. 1352 01:18:22.620 --> 01:18:25.350 And again, it's the same principle about like 1353 01:18:25.820 --> 01:18:26.650 you have like 1354 01:18:27.320 --> 01:18:30.790 the loop that is like meant to be the sharp edge, 1355 01:18:30.800 --> 01:18:33.430 the one that defines a crease or something like that. 1356 01:18:33.430 --> 01:18:39.650 You don't want polls on this. Here are the polls, you keep them around the sharp edge. 1357 01:18:43.320 --> 01:18:48.540 Now I can just go into scope mode with a slight legs brush just smooth over this a bit 1358 01:18:49.540 --> 01:18:51.850 and it just distributes it a bit more nicely 1359 01:18:53.120 --> 01:18:53.860 like this 1360 01:18:54.920 --> 01:18:56.230 and perfect. 1361 01:18:56.450 --> 01:18:58.330 Still love this brush. 1362 01:18:59.620 --> 01:19:00.430 Yeah, there we go. 1363 01:19:03.120 --> 01:19:03.350 Mhm 1364 01:19:06.120 --> 01:19:08.640 Okay, perfect. Um 1365 01:19:09.020 --> 01:19:09.250 mhm. 1366 01:19:09.820 --> 01:19:14.440 I think I am actually going to add an additional edge loop over here. 1367 01:19:15.620 --> 01:19:22.150 Just a bit of extra topology to capture this shape right here. 1368 01:19:23.920 --> 01:19:25.440 This footage. 1369 01:19:28.320 --> 01:19:28.530 Mhm, 1370 01:19:29.320 --> 01:19:30.540 mm hmm. 1371 01:19:32.320 --> 01:19:32.940 Yeah, 1372 01:19:34.720 --> 01:19:37.210 I'm still wondering how much I actually want to capture here. 1373 01:19:37.220 --> 01:19:43.150 There's like a very particular shape over here on the side 1374 01:19:43.520 --> 01:19:44.240 and I could like 1375 01:19:44.820 --> 01:19:46.440 shift this around a bit 1376 01:19:47.420 --> 01:19:49.430 to make this more prominent 1377 01:19:50.920 --> 01:19:51.540 this. 1378 01:19:53.120 --> 01:19:53.440 Mm 1379 01:19:55.520 --> 01:19:56.350 But this one 1380 01:19:57.220 --> 01:19:58.540 maybe not. 1381 01:20:01.410 --> 01:20:06.210 I don't know. I'm just gonna cut some corners and say no, I don't, I don't need this. 1382 01:20:06.220 --> 01:20:10.730 I can apply this a little bit by just adding enough geometry. 1383 01:20:12.210 --> 01:20:12.830 Like 1384 01:20:14.010 --> 01:20:14.630 Yeah. 1385 01:20:17.110 --> 01:20:17.940 So if I 1386 01:20:18.610 --> 01:20:23.320 at the subdivision surface modifier and just remove the wire frames from it. 1387 01:20:24.110 --> 01:20:26.660 You can already notice the biggest shapes. 1388 01:20:26.660 --> 01:20:32.820 But um I'm gonna let her show you how later on in the time lapses the stream. 1389 01:20:32.820 --> 01:20:37.680 Sorry, I'm going to show how this can be done more reliably. 1390 01:20:37.690 --> 01:20:40.350 Like actually capturing the shapes and the volumes 1391 01:20:40.350 --> 01:20:42.230 that were lost in the ring topology. 1392 01:20:44.610 --> 01:20:44.820 Mhm. 1393 01:20:45.710 --> 01:20:46.750 There we go. Okay, 1394 01:20:47.010 --> 01:20:47.720 now, 1395 01:20:49.410 --> 01:20:50.630 what am I going to do? So 1396 01:20:51.430 --> 01:20:54.500 let's switch to the cursor tool and actually change the snapping to 1397 01:20:54.500 --> 01:20:57.330 volume for a moment and then I can just snap to the 1398 01:20:57.810 --> 01:20:58.230 wait, 1399 01:20:58.610 --> 01:21:00.430 snap to the center of the leg. 1400 01:21:00.810 --> 01:21:02.810 Now the cursor is in the center of the leg. 1401 01:21:04.010 --> 01:21:04.940 Um 1402 01:21:05.310 --> 01:21:06.720 and I can just 1403 01:21:07.310 --> 01:21:08.720 at a 1404 01:21:09.110 --> 01:21:10.330 a cylinder 1405 01:21:11.110 --> 01:21:18.040 with let's just start with eight connected edges. It's way too. It's not enough. 1406 01:21:18.610 --> 01:21:18.810 Yeah, 1407 01:21:19.210 --> 01:21:20.440 but 1408 01:21:21.910 --> 01:21:23.130 it's a good start. 1409 01:21:23.710 --> 01:21:27.080 So I can scale this down and now I have the legs. 1410 01:21:27.090 --> 01:21:32.130 I can separate this into its own object and I should get rid of these 1411 01:21:32.810 --> 01:21:34.540 edges. Okay, perfect. 1412 01:21:36.910 --> 01:21:38.620 Um 1413 01:21:39.010 --> 01:21:40.330 Sorry. 1414 01:21:41.110 --> 01:21:41.610 Uh huh. 1415 01:21:42.620 --> 01:21:44.040 You should drink something. 1416 01:21:44.410 --> 01:21:44.730 Mhm, 1417 01:21:46.410 --> 01:21:47.330 mm hmm. 1418 01:21:49.230 --> 01:21:49.820 Bye. Bye. 1419 01:21:51.610 --> 01:21:51.810 Yeah, 1420 01:21:52.310 --> 01:21:52.820 find out. 1421 01:21:54.110 --> 01:21:54.820 Uh huh. 1422 01:21:55.410 --> 01:21:55.610 Yeah. 1423 01:21:56.010 --> 01:21:58.520 See someone asked, how are you? I'm doing fine. 1424 01:21:59.700 --> 01:22:00.830 Have it tired 1425 01:22:01.700 --> 01:22:03.620 but it's still fun. 1426 01:22:04.900 --> 01:22:09.720 Okay, so I'm going to add two more edges here and two more edges here. 1427 01:22:09.730 --> 01:22:16.830 Now, this is 12 edges, which is a bit better for this geometry I think. 1428 01:22:17.600 --> 01:22:18.080 Oh, 1429 01:22:18.200 --> 01:22:21.110 I'm gonna duplicate and apply the shrink wrap modifier. 1430 01:22:22.700 --> 01:22:23.330 Okay, 1431 01:22:28.400 --> 01:22:28.810 huh. 1432 01:22:29.400 --> 01:22:31.950 Oh, I still have a vertex group over here. I don't need this 1433 01:22:32.700 --> 01:22:33.930 at least not for the legs. 1434 01:22:38.700 --> 01:22:41.360 Now I can actually share this. 1435 01:22:41.580 --> 01:22:43.110 I like this a lot, 1436 01:22:43.600 --> 01:22:46.930 a lot more than rotating 1437 01:22:47.270 --> 01:22:49.020 should also disabled snapping. 1438 01:22:49.030 --> 01:22:54.110 So I can you could rotate this and then scale it up but it's a bit unreliable. 1439 01:22:54.110 --> 01:22:58.400 It also skews the geometry a bit but with 1440 01:22:58.410 --> 01:23:01.420 shearing especially the sharing tool which is amazing. 1441 01:23:02.030 --> 01:23:04.410 Um You can much more easily. 1442 01:23:05.100 --> 01:23:05.330 Mhm. 1443 01:23:05.900 --> 01:23:09.110 Uh Yeah I mean it's called shearing. 1444 01:23:09.500 --> 01:23:09.730 Mhm. 1445 01:23:10.400 --> 01:23:11.620 Um 1446 01:23:12.500 --> 01:23:15.230 I don't know if it's clear what it does based on 1447 01:23:15.230 --> 01:23:20.620 that name but it is like scaling it kind of um 1448 01:23:21.660 --> 01:23:23.610 I don't even know how to describe it actually. 1449 01:23:27.900 --> 01:23:32.910 Okay here I want to actually check out the topology for rain because 1450 01:23:33.400 --> 01:23:34.260 yes, 1451 01:23:35.020 --> 01:23:37.720 I don't need to really worry too much about 1452 01:23:38.100 --> 01:23:39.510 the legs. I can just. 1453 01:23:39.900 --> 01:23:43.790 That's the thing like uh for for the cheeks over here these 1454 01:23:43.790 --> 01:23:48.620 creases capturing them and keeping the topology clean is really tricky. 1455 01:23:51.400 --> 01:23:56.850 I see someone saying the CHAT 99% of the time I share works way better. I agree. 1456 01:23:56.850 --> 01:24:01.270 Like if you want to be precise, check out what shearing does in blender. 1457 01:24:01.270 --> 01:24:08.410 It's it's a really nice way of like rotating slash scaling your loops. 1458 01:24:11.090 --> 01:24:12.580 Okay so 1459 01:24:12.700 --> 01:24:15.020 can I add more geometry. 1460 01:24:17.390 --> 01:24:19.310 I'm just gonna move this down. 1461 01:24:21.490 --> 01:24:25.210 It's actually not shrink wrapping anymore. Okay perfect. Now it does 1462 01:24:27.190 --> 01:24:32.450 uh let's change this to circle with luke tools 1463 01:24:32.630 --> 01:24:36.700 and scale it down along the Z. Axis so it's actually 1464 01:24:37.090 --> 01:24:38.050 well aligned, 1465 01:24:38.260 --> 01:24:39.460 rotated a little bit 1466 01:24:39.610 --> 01:24:40.710 and now I could take 1467 01:24:41.190 --> 01:24:42.620 move the stone even more, 1468 01:24:44.890 --> 01:24:48.320 rotate the extruded further towards the race. 1469 01:24:48.460 --> 01:24:49.120 The 1470 01:24:49.790 --> 01:24:50.370 what is it 1471 01:24:51.160 --> 01:24:53.270 at the wrist? The wrist for the foot. 1472 01:24:54.490 --> 01:24:54.700 Mhm. 1473 01:24:55.190 --> 01:24:56.210 The ankles, 1474 01:25:01.990 --> 01:25:04.650 Yes. And the food. I'm going to do that afterwards 1475 01:25:04.820 --> 01:25:06.910 actually, I'm going to move this more up. 1476 01:25:09.790 --> 01:25:10.210 Okay. 1477 01:25:10.790 --> 01:25:13.310 That's duplicate and apply the shrink wrap model fire 1478 01:25:18.230 --> 01:25:19.810 and disable the 1479 01:25:20.190 --> 01:25:23.520 the circus modify. I don't need it right now. 1480 01:25:27.690 --> 01:25:29.120 This is interesting. 1481 01:25:29.890 --> 01:25:30.210 Mhm. 1482 01:25:32.990 --> 01:25:33.200 Okay. 1483 01:25:49.390 --> 01:25:52.710 Okay. So this is the most basic set up right now. Um 1484 01:25:55.490 --> 01:25:55.690 Yeah, 1485 01:25:56.490 --> 01:25:58.020 just checking the chat. 1486 01:26:01.880 --> 01:26:04.810 Yes. Thanks for managing the chat mike. 1487 01:26:11.480 --> 01:26:11.710 Yeah. 1488 01:26:14.280 --> 01:26:14.490 All right. 1489 01:26:17.280 --> 01:26:17.900 Okay. 1490 01:26:18.380 --> 01:26:19.790 So how do I do this? 1491 01:26:21.080 --> 01:26:22.140 Like add 1492 01:26:22.410 --> 01:26:23.390 some more loops. 1493 01:26:25.780 --> 01:26:27.810 Oh, jesus is in the wrong brush, 1494 01:26:28.480 --> 01:26:29.800 slight relax. I can like 1495 01:26:30.780 --> 01:26:32.300 with this around a bit more 1496 01:26:34.080 --> 01:26:34.890 except 1497 01:26:43.780 --> 01:26:43.990 mhm. 1498 01:26:54.980 --> 01:26:57.590 Go keeping a bit of distance from the crease 1499 01:26:57.980 --> 01:26:58.600 over here. 1500 01:27:00.160 --> 01:27:02.390 I mean, I'm gonna remove that one anyway. 1501 01:27:02.400 --> 01:27:05.100 Later on, I don't need it for the ring topology. 1502 01:27:07.480 --> 01:27:09.140 So now this is interesting. 1503 01:27:09.150 --> 01:27:13.810 Okay, I definitely want to take these and in and in set them 1504 01:27:14.680 --> 01:27:15.810 like two times 1505 01:27:16.780 --> 01:27:17.580 because then 1506 01:27:17.870 --> 01:27:20.590 this edge over here is the sharp 1507 01:27:21.680 --> 01:27:22.600 in the middle of him. 1508 01:27:22.980 --> 01:27:25.400 Like sculpt over this a bit, smooth it out 1509 01:27:26.180 --> 01:27:26.910 like this. 1510 01:27:29.780 --> 01:27:30.590 That's it 1511 01:27:32.680 --> 01:27:36.100 over here. Can remove the shop because I only wanted over here. 1512 01:27:39.480 --> 01:27:43.800 Mm hmm. 1513 01:27:44.980 --> 01:27:45.190 Yeah. 1514 01:27:47.980 --> 01:27:48.210 Mhm. 1515 01:27:48.780 --> 01:27:53.900 Can move this one up. No. 1516 01:27:54.280 --> 01:27:59.310 Now there's a similar thing going on over here. 1517 01:28:00.370 --> 01:28:03.600 Yeah, I can just insert this. Let's try that 1518 01:28:04.270 --> 01:28:05.210 two times 1519 01:28:06.870 --> 01:28:11.490 smooth over a tidbit with a brush and this is gonna be the knee. 1520 01:28:12.070 --> 01:28:14.020 Let's see if that works. 1521 01:28:14.770 --> 01:28:16.690 Can I push this up? 1522 01:28:17.070 --> 01:28:17.690 Mm hmm. 1523 01:28:20.470 --> 01:28:20.670 Yeah. 1524 01:28:22.770 --> 01:28:23.400 My home. 1525 01:28:24.470 --> 01:28:24.670 Yeah. 1526 01:28:25.370 --> 01:28:29.690 Yeah. I'm going to lose a bit of definition on the sides, but that may be fine. 1527 01:28:30.470 --> 01:28:30.600 Yeah. 1528 01:28:31.070 --> 01:28:33.500 So the model is going to change a bit 1529 01:28:34.070 --> 01:28:34.280 right? 1530 01:28:35.370 --> 01:28:35.600 Yeah. 1531 01:28:37.070 --> 01:28:40.280 Of the design of it. Just a little bit around the knees. 1532 01:28:41.370 --> 01:28:41.600 Yeah. 1533 01:28:41.970 --> 01:28:42.290 Mhm. 1534 01:28:42.970 --> 01:28:46.040 But that shouldn't be too bad because in 1535 01:28:47.670 --> 01:28:52.910 probably unless I ever add another outfit to snow, you're never going going to need, 1536 01:28:52.920 --> 01:28:54.990 you're never going to see the knees 1537 01:28:55.470 --> 01:28:55.680 two. 1538 01:28:56.370 --> 01:28:57.690 So this should be okay. 1539 01:28:58.570 --> 01:28:58.780 Mhm 1540 01:29:00.470 --> 01:29:04.000 Right now it's not planned, but I want to keep the options at least open. 1541 01:29:04.470 --> 01:29:05.190 I don't want to 1542 01:29:06.770 --> 01:29:09.680 we do apologize this again at some point. 1543 01:29:14.670 --> 01:29:14.900 Mm. 1544 01:29:16.270 --> 01:29:17.190 Mm Okay, 1545 01:29:17.770 --> 01:29:19.290 so this is 1546 01:29:19.870 --> 01:29:21.000 a sharp edge 1547 01:29:21.770 --> 01:29:25.100 and then this year in the middle is a sharp edge. 1548 01:29:27.070 --> 01:29:31.000 Let's see if that works for that. I need to push this a bit more up. 1549 01:29:31.370 --> 01:29:34.400 These loops over here. Need to be close 1550 01:29:35.170 --> 01:29:36.000 that 1551 01:29:37.470 --> 01:29:41.690 nine. You can push it also an edit mode. It's fine. 1552 01:29:47.970 --> 01:29:48.690 Mm hmm. 1553 01:29:51.770 --> 01:29:52.000 Mhm. 1554 01:29:52.670 --> 01:29:54.540 I think I need to add another loop over here. 1555 01:29:57.170 --> 01:29:57.400 Mhm 1556 01:30:01.660 --> 01:30:02.290 Like this. 1557 01:30:04.860 --> 01:30:07.270 Now I have the two loops over here which are surrounding 1558 01:30:07.270 --> 01:30:10.470 this sharp edge and two loops which are surrounding this hard edge 1559 01:30:12.160 --> 01:30:13.570 um kind of 1560 01:30:19.760 --> 01:30:19.970 mhm 1561 01:30:20.360 --> 01:30:23.180 collect smooth over this over here a bit 1562 01:30:23.860 --> 01:30:26.070 although I would love to maybe add 1563 01:30:27.360 --> 01:30:27.570 mm 1564 01:30:28.660 --> 01:30:28.870 okay, 1565 01:30:30.560 --> 01:30:32.690 let's see, I can move this one up 1566 01:30:34.160 --> 01:30:39.370 this one up as well. So this is much more on that hard edge. 1567 01:30:39.840 --> 01:30:41.080 This 1568 01:30:41.460 --> 01:30:42.290 like that. Okay. 1569 01:30:43.660 --> 01:30:44.580 Uh 1570 01:30:45.660 --> 01:30:47.070 Oh yeah, 1571 01:30:47.080 --> 01:30:53.280 tag me in the chat if you want me to see it more easily because then it's just um shows up 1572 01:30:53.960 --> 01:30:57.180 for me as like this bright orange text 1573 01:30:57.600 --> 01:30:58.880 and I can immediately see it. 1574 01:30:59.560 --> 01:31:01.550 Well the body use displacement. 1575 01:31:01.680 --> 01:31:03.580 I know you've modeled the face in. 1576 01:31:04.360 --> 01:31:09.810 Um well I'm not going to use any displacement textures or displacement modifiers. 1577 01:31:09.820 --> 01:31:12.970 I want to all the shapes that are supposed to be there. 1578 01:31:12.980 --> 01:31:15.370 I want to capture them in the ring topology. 1579 01:31:16.760 --> 01:31:19.470 So that's like I mean it's a conscious decision that I'm 1580 01:31:19.470 --> 01:31:22.960 making for the character because it's it's not too realistic, 1581 01:31:22.960 --> 01:31:24.690 it's pretty stylized. 1582 01:31:24.700 --> 01:31:31.480 So I should be able to capture everything I need in the just in the topology. 1583 01:31:32.260 --> 01:31:34.780 The displacement is also a fine option 1584 01:31:35.460 --> 01:31:37.640 for more complex characters I would say. 1585 01:31:38.360 --> 01:31:38.560 Yeah. 1586 01:31:39.260 --> 01:31:39.460 Yeah. 1587 01:31:40.160 --> 01:31:40.360 Yeah. 1588 01:31:41.060 --> 01:31:42.980 Okay, let's see. 1589 01:31:48.260 --> 01:31:50.090 Okay, this is working nicely. 1590 01:31:50.380 --> 01:31:53.210 I want to add another loop over here 1591 01:31:53.800 --> 01:31:55.640 is getting a bit thin 1592 01:31:58.360 --> 01:32:02.470 but overall the amount of loops over his seem to be working really well. 1593 01:32:03.050 --> 01:32:03.250 Yeah. 1594 01:32:04.780 --> 01:32:07.370 And what I can do is over here is just a line. 1595 01:32:07.370 --> 01:32:10.770 This loop a bit differently because I notice that it's like if it's slated 1596 01:32:11.350 --> 01:32:11.880 over here 1597 01:32:12.550 --> 01:32:16.130 and add like two more loops right here to kind of capture this 1598 01:32:16.950 --> 01:32:17.670 sharp 1599 01:32:18.950 --> 01:32:19.160 think. 1600 01:32:20.150 --> 01:32:23.660 And then interestingly enough, this is also a sharp edge. 1601 01:32:24.450 --> 01:32:24.630 Yeah, 1602 01:32:25.050 --> 01:32:29.520 so I probably want to keep that so I'm going to keep this one close. 1603 01:32:30.060 --> 01:32:31.380 At least one loop. 1604 01:32:36.350 --> 01:32:36.580 Mm 1605 01:32:37.050 --> 01:32:39.660 And then I can add two more loops over here. 1606 01:32:40.750 --> 01:32:43.480 Mm Maybe three more loops over here. 1607 01:32:44.700 --> 01:32:45.980 Let's see. 1608 01:32:46.650 --> 01:32:49.260 Oh yeah, this is actually a nice trick that I learned, like if you've 1609 01:32:49.850 --> 01:32:51.640 if you want to extend this, 1610 01:32:51.810 --> 01:32:55.420 not like move it down, but actually slide it along the edges over here. 1611 01:32:55.440 --> 01:32:56.910 Like you can press G G 1612 01:32:57.320 --> 01:33:00.470 G twice to slide it up, but you can't slide it 1613 01:33:00.950 --> 01:33:04.290 along the edge, like outside of where that geometry is. 1614 01:33:04.290 --> 01:33:05.230 But if you use, 1615 01:33:05.240 --> 01:33:11.380 if you press c you can actually remove clipping or clamping I think it's called 1616 01:33:12.250 --> 01:33:13.770 and then you can just slide it further 1617 01:33:14.650 --> 01:33:16.660 so that's actually really helpful. 1618 01:33:19.950 --> 01:33:20.370 Okay, 1619 01:33:21.010 --> 01:33:22.980 smooth this out a bit. 1620 01:33:23.750 --> 01:33:24.770 Yes. Well, 1621 01:33:25.250 --> 01:33:25.480 mm 1622 01:33:26.150 --> 01:33:26.380 Yeah, 1623 01:33:28.350 --> 01:33:29.160 over here. 1624 01:33:33.950 --> 01:33:37.160 Okay. Even though I'm now losing this hard edge, I think 1625 01:33:38.250 --> 01:33:41.070 should move this slide this back, 1626 01:33:41.750 --> 01:33:42.260 but 1627 01:33:43.450 --> 01:33:44.260 like that. 1628 01:33:46.350 --> 01:33:47.160 Perfect. 1629 01:33:50.850 --> 01:33:51.480 Mm hmm. 1630 01:33:52.350 --> 01:33:52.580 Mhm. 1631 01:33:52.950 --> 01:33:53.160 Mhm. 1632 01:33:55.250 --> 01:33:57.470 one of this works really well right here, 1633 01:33:57.950 --> 01:34:00.560 it's looking a bit awkward, but I think it's fine 1634 01:34:02.340 --> 01:34:03.450 these patches 1635 01:34:05.240 --> 01:34:06.050 think it's fine. 1636 01:34:06.740 --> 01:34:06.950 Mhm. 1637 01:34:09.440 --> 01:34:10.060 Here we go 1638 01:34:10.520 --> 01:34:12.260 more questions. 1639 01:34:13.440 --> 01:34:14.160 Um 1640 01:34:14.640 --> 01:34:16.810 How long does this usually take you? 1641 01:34:16.820 --> 01:34:20.010 Well, I would say I could do this way faster, 1642 01:34:20.020 --> 01:34:23.760 especially if I wouldn't be so picky right now about the details. 1643 01:34:24.540 --> 01:34:25.260 Um 1644 01:34:25.740 --> 01:34:30.270 But I would say like a week at least for the re topology is a good time. 1645 01:34:33.140 --> 01:34:36.400 Like right now read apology on the main, 1646 01:34:36.410 --> 01:34:39.520 on the main characters for sprite writer taking a long time. 1647 01:34:39.520 --> 01:34:41.360 And that's also just because this 1648 01:34:41.740 --> 01:34:45.150 we need these characters to perform in a very 1649 01:34:45.150 --> 01:34:49.170 specific way and that's calling for very specific topology. 1650 01:34:53.940 --> 01:34:54.450 Let's see. 1651 01:34:55.840 --> 01:34:56.560 Um 1652 01:34:58.840 --> 01:35:02.990 So does it mean it will be rendered with a smooth modifier also? 1653 01:35:03.000 --> 01:35:05.760 What are the sharp edges for? I see someone ask. 1654 01:35:05.770 --> 01:35:09.460 Uh Yeah, it's going to be rendered with a subdivision surface modifier, 1655 01:35:10.240 --> 01:35:11.820 definitely a requirement. 1656 01:35:11.830 --> 01:35:13.110 So it should really, 1657 01:35:13.120 --> 01:35:17.950 this model should work well when subdivided all the details are supposed to shine. 1658 01:35:18.740 --> 01:35:19.460 Um 1659 01:35:20.640 --> 01:35:26.680 and the sharp edges are just a way for me to annotate important edges for me right now, 1660 01:35:26.690 --> 01:35:30.170 I just want to keep some of them in mind. 1661 01:35:30.640 --> 01:35:34.660 They are not supposed to do anything. It's really just a visual reminder. 1662 01:35:36.510 --> 01:35:38.860 I use sharp edges because they are 1663 01:35:39.240 --> 01:35:39.770 kind of 1664 01:35:40.140 --> 01:35:43.570 like a nice reminder of like these edges are supposed to be the sharp ones, 1665 01:35:43.570 --> 01:35:45.560 so I need two loops around them 1666 01:35:45.940 --> 01:35:47.860 to capture a sharp edge, 1667 01:35:49.140 --> 01:35:52.370 so once it gets subdivided it is actually going to be sharp. 1668 01:35:54.140 --> 01:35:54.770 Um 1669 01:35:56.040 --> 01:35:56.570 Let's see 1670 01:35:57.240 --> 01:35:57.870 now 1671 01:35:58.640 --> 01:35:59.660 there's going to be tricky 1672 01:36:00.330 --> 01:36:01.050 like 1673 01:36:02.230 --> 01:36:04.750 extrude this further upwards 1674 01:36:06.030 --> 01:36:06.840 like this. 1675 01:36:09.430 --> 01:36:09.640 Mhm. 1676 01:36:13.330 --> 01:36:14.650 And then I can 1677 01:36:16.330 --> 01:36:16.960 ah 1678 01:36:18.230 --> 01:36:19.700 extrude these inwards. 1679 01:36:23.630 --> 01:36:25.190 I'm gonna keep it really 1680 01:36:25.310 --> 01:36:26.750 simple for now. 1681 01:36:27.630 --> 01:36:27.830 Yeah, 1682 01:36:28.930 --> 01:36:29.620 it's actually 1683 01:36:29.810 --> 01:36:31.210 do it another way. So 1684 01:36:31.420 --> 01:36:33.390 now I just extruded like this 1685 01:36:33.830 --> 01:36:34.960 screwed it up again 1686 01:36:36.230 --> 01:36:37.340 and now just 1687 01:36:37.830 --> 01:36:38.460 keep going. 1688 01:36:42.330 --> 01:36:42.560 Yeah. 1689 01:36:43.030 --> 01:36:47.990 So essentially there's like these cylinder cylindrical loops over here, 1690 01:36:48.000 --> 01:36:49.350 like this entire thing 1691 01:36:49.730 --> 01:36:55.450 and then it transitions over here into these square patches to close this off. 1692 01:36:55.460 --> 01:36:57.140 And for that I need this poll over here. 1693 01:36:59.230 --> 01:37:01.350 I see some more questions. Um 1694 01:37:01.930 --> 01:37:05.330 is the pattern is used for topology on the back and the 1695 01:37:05.330 --> 01:37:08.990 front of the knees the best way to get nice bending legs 1696 01:37:10.630 --> 01:37:11.290 kinda. 1697 01:37:11.300 --> 01:37:14.320 I mean um I would say these this apology 1698 01:37:14.320 --> 01:37:17.740 is really nice for keeping the sharp edges in here 1699 01:37:18.430 --> 01:37:23.280 and typically the default that I'm kind of going for is this, 1700 01:37:23.730 --> 01:37:24.650 you have these 1701 01:37:25.130 --> 01:37:26.890 circular loops going around 1702 01:37:27.630 --> 01:37:28.140 ah 1703 01:37:29.830 --> 01:37:30.570 And 1704 01:37:30.690 --> 01:37:33.060 essentially what I did here is really just 1705 01:37:34.230 --> 01:37:34.730 oh, 1706 01:37:36.830 --> 01:37:37.150 oh, 1707 01:37:38.030 --> 01:37:38.960 let me actually 1708 01:37:39.430 --> 01:37:41.910 get some of these settings over here. 1709 01:37:42.010 --> 01:37:43.960 So if you would like, 1710 01:37:45.730 --> 01:37:47.560 I can't actually edit this interesting 1711 01:37:48.330 --> 01:37:52.610 um but yes, essentially I just insert the small part over here. 1712 01:37:52.610 --> 01:37:55.520 But the most essential part for the knee is just 1713 01:37:55.520 --> 01:37:58.660 that you have like three loops around the knee. 1714 01:37:58.660 --> 01:38:03.630 This is like way more. That's why I'm saying the rain topology is also not the ideal. 1715 01:38:03.640 --> 01:38:05.750 It's way too much topology 1716 01:38:06.420 --> 01:38:09.180 but for any joint, 1717 01:38:09.190 --> 01:38:11.260 it's just the most important thing is that you have 1718 01:38:11.260 --> 01:38:15.930 three loops right here on the part that is deforming 1719 01:38:16.420 --> 01:38:21.430 that way over here. I also try to keep it that way but just having, 1720 01:38:22.590 --> 01:38:24.250 I mean in a way. 1721 01:38:25.210 --> 01:38:26.740 These ones 1722 01:38:27.420 --> 01:38:28.440 I like, wait 1723 01:38:29.820 --> 01:38:30.830 yeah, 1724 01:38:31.220 --> 01:38:32.240 I would say like 1725 01:38:32.620 --> 01:38:35.320 These ones are acting as the three loops. 1726 01:38:36.220 --> 01:38:36.540 Yeah 1727 01:38:37.620 --> 01:38:38.340 over here 1728 01:38:39.020 --> 01:38:40.750 potentially. 1729 01:38:41.220 --> 01:38:42.240 Um 1730 01:38:43.520 --> 01:38:45.560 That's why I'm wondering 1731 01:38:45.910 --> 01:38:47.440 if it would be best to 1732 01:38:48.320 --> 01:38:49.640 kind of 1733 01:38:50.020 --> 01:38:50.650 I don't know if 1734 01:38:51.120 --> 01:38:53.940 push these a bit more inwards. 1735 01:38:54.620 --> 01:38:54.940 Right. 1736 01:38:56.220 --> 01:39:00.640 I think it would be nice. Can I push this a bit more up like this? 1737 01:39:05.020 --> 01:39:05.530 It's not, 1738 01:39:06.220 --> 01:39:08.990 I don't know if it's like the best apology. 1739 01:39:09.110 --> 01:39:11.350 There's a lot of different solutions online. 1740 01:39:11.920 --> 01:39:13.260 Everyone is doing kind of 1741 01:39:13.730 --> 01:39:14.850 their own thing 1742 01:39:15.220 --> 01:39:16.150 a bit 1743 01:39:19.420 --> 01:39:24.150 but I think this is uh pretty well. Uh this is pretty good. 1744 01:39:24.620 --> 01:39:27.650 This can be pretty easily picked I think. 1745 01:39:28.520 --> 01:39:28.850 Mm. 1746 01:39:31.220 --> 01:39:31.430 Mhm. 1747 01:39:31.820 --> 01:39:32.240 Right, 1748 01:39:35.720 --> 01:39:36.850 let's see. 1749 01:39:39.220 --> 01:39:45.150 Well, I mean if there's any rigorous among the chat, maybe they can like 1750 01:39:45.720 --> 01:39:48.240 maybe they also have some opinions. Unlike 1751 01:39:48.620 --> 01:39:51.040 what would be even easier to rake. 1752 01:39:53.660 --> 01:39:56.240 That would be amazing. 1753 01:39:56.620 --> 01:39:56.850 Yeah. 1754 01:39:57.220 --> 01:39:57.420 Yeah. 1755 01:40:00.810 --> 01:40:01.130 Mhm. 1756 01:40:01.510 --> 01:40:01.720 Mhm. 1757 01:40:04.510 --> 01:40:04.920 Let's see 1758 01:40:05.060 --> 01:40:06.480 some more questions. 1759 01:40:06.480 --> 01:40:10.540 What method are using to create the clothing modeling or marvelous design. Now 1760 01:40:11.010 --> 01:40:13.160 I'm just gonna model them by hand. 1761 01:40:13.170 --> 01:40:16.590 I don't need like any realistic faults or anything. 1762 01:40:16.590 --> 01:40:20.790 The faults I did for rain are also pretty stylized and very minimal. 1763 01:40:20.800 --> 01:40:22.730 There's barely any fault. 1764 01:40:23.110 --> 01:40:25.030 And my plan right now is really to just 1765 01:40:25.410 --> 01:40:29.820 duplicate parts of the body topology and build the 1766 01:40:30.510 --> 01:40:32.400 the clothing from that, 1767 01:40:32.410 --> 01:40:34.420 that we also the amount of loops and the 1768 01:40:34.420 --> 01:40:39.440 general topology is pretty much aligning with the body 1769 01:40:39.810 --> 01:40:43.170 that will just make it a bit easier to prevent clipping between them. 1770 01:40:44.210 --> 01:40:44.440 Mhm. 1771 01:40:45.210 --> 01:40:48.840 Um Or just easier to transfer the weights anyway, 1772 01:40:48.840 --> 01:40:52.230 You could just transfer the weights from the body to the clothing. 1773 01:40:53.710 --> 01:40:58.330 It's like a general trick that like rigorous use a lot I think. 1774 01:40:58.910 --> 01:40:59.120 Mhm. 1775 01:41:02.510 --> 01:41:04.130 Um 1776 01:41:05.010 --> 01:41:08.640 Wouldn't it be better to increase the important edges, 1777 01:41:09.510 --> 01:41:11.730 keep it clean and mark them? 1778 01:41:12.410 --> 01:41:17.440 Oh, increasing them Yeah, as in like marking the edges as a crease like this. 1779 01:41:18.010 --> 01:41:21.430 Um Sometimes I like this approach but it's a bit ugly 1780 01:41:21.810 --> 01:41:26.730 because it is actually just it's not adding any more definition to the creases, 1781 01:41:26.740 --> 01:41:32.040 it's just preventing the edges to be smoothed by the subdivision surface modifier. 1782 01:41:32.610 --> 01:41:37.820 So I like by default to just add more loops 1783 01:41:37.830 --> 01:41:40.940 because it's just going to make the edges more crisp. 1784 01:41:46.010 --> 01:41:48.040 Um 1785 01:41:49.010 --> 01:41:51.040 Another question uh 1786 01:41:52.210 --> 01:41:52.590 Wait, 1787 01:41:52.600 --> 01:41:54.840 I like the need to read apology where you open 1788 01:41:54.840 --> 01:41:58.510 it like a mouth and close it with two diamonds? 1789 01:41:58.520 --> 01:41:59.520 Oh yeah, yeah, 1790 01:42:00.000 --> 01:42:01.610 that that's that's true. 1791 01:42:01.610 --> 01:42:06.510 That's also really nice and I mean I I generally also do that a lot for like 1792 01:42:06.900 --> 01:42:10.830 I think here I did it very little but it's a 1793 01:42:11.200 --> 01:42:11.410 mhm. 1794 01:42:11.800 --> 01:42:16.920 It's a nice solution. I did a lot for the clothing on rain 1795 01:42:17.300 --> 01:42:18.830 where loops are just kind of like 1796 01:42:19.200 --> 01:42:19.920 uh 1797 01:42:21.200 --> 01:42:24.850 get like one look gets divided into three with a diamond and 1798 01:42:24.850 --> 01:42:29.120 then shortly after it gets closed off with a diamond again. 1799 01:42:29.800 --> 01:42:30.730 Uh 1800 01:42:31.100 --> 01:42:33.320 It's hard to explain actually. 1801 01:42:33.700 --> 01:42:37.970 Another question. When do you think this rick is going to be available? 1802 01:42:37.980 --> 01:42:43.120 I'm not sure because this is not the main task I'm working on right now. Is this just 1803 01:42:43.800 --> 01:42:50.420 a side task next to the actual film production of spread fright? So 1804 01:42:50.800 --> 01:42:54.050 I really am just getting two hours a week for this 1805 01:42:55.500 --> 01:43:00.020 um Once this is free to apologize I still need to do the ups 1806 01:43:00.600 --> 01:43:03.520 and after that there's also still 1807 01:43:05.200 --> 01:43:09.910 there's still a lot of other stuff to do, like the texture ring and shading 1808 01:43:10.400 --> 01:43:11.170 and then 1809 01:43:11.420 --> 01:43:14.420 yeah it's it's a lot of work actually. 1810 01:43:15.000 --> 01:43:15.230 Mhm 1811 01:43:17.600 --> 01:43:20.510 So I'm not sure when it will be available. 1812 01:43:21.500 --> 01:43:23.620 I hope it won't take too long. 1813 01:43:25.900 --> 01:43:26.640 Let's see. 1814 01:43:29.600 --> 01:43:30.730 Yeah 1815 01:43:33.600 --> 01:43:39.920 but yeah I could still take a lot of time but I at least want to make the entire, 1816 01:43:40.300 --> 01:43:44.260 even though the character won't be available very soon I want 1817 01:43:44.260 --> 01:43:48.210 the entire creation of the character to be to be available. 1818 01:43:48.220 --> 01:43:51.610 So that's why I'm basically creating these dreams. 1819 01:43:52.400 --> 01:43:52.600 Yeah 1820 01:43:53.900 --> 01:43:54.100 yeah 1821 01:43:55.400 --> 01:43:55.600 yeah 1822 01:43:56.900 --> 01:43:57.110 mm 1823 01:44:00.590 --> 01:44:04.910 it's just the unedited raw creation 1824 01:44:06.490 --> 01:44:09.560 where I'm not going to even try to rush anything, 1825 01:44:09.560 --> 01:44:11.870 just really go through the entire process. 1826 01:44:11.880 --> 01:44:12.510 Okay, 1827 01:44:12.520 --> 01:44:16.810 duplicate and apply the shrink wrap modifier so everything snaps nicely back, 1828 01:44:17.390 --> 01:44:17.920 indicate 1829 01:44:18.390 --> 01:44:21.300 smooth over this with the slight will express a little bit 1830 01:44:24.390 --> 01:44:25.200 like this, 1831 01:44:25.590 --> 01:44:27.920 distribute the topology a bit more 1832 01:44:30.090 --> 01:44:30.710 perfect. 1833 01:44:31.890 --> 01:44:32.600 Uh huh 1834 01:44:33.790 --> 01:44:34.710 Now 1835 01:44:35.290 --> 01:44:35.520 mm 1836 01:44:36.320 --> 01:44:37.910 that's that's actually a line 1837 01:44:39.290 --> 01:44:44.020 I have the topology for the legs I wanted to align to the topology of the upper body. 1838 01:44:46.290 --> 01:44:46.920 Wait 1839 01:44:47.490 --> 01:44:48.620 shade smooth 1840 01:44:49.390 --> 01:44:52.200 actually enables active. Yeah. 1841 01:44:53.890 --> 01:44:54.120 yeah, 1842 01:44:54.990 --> 01:44:56.450 go into edit mode on both of them. 1843 01:44:56.460 --> 01:45:02.710 Also more questions um will that be ever a new reading course on the cloud? I hope so. 1844 01:45:02.720 --> 01:45:04.620 It's not really up to me. Um 1845 01:45:05.090 --> 01:45:08.300 Maybe the matter of regard 1846 01:45:09.090 --> 01:45:12.710 feels inspired to do a freaking course. I'm not sure. 1847 01:45:14.590 --> 01:45:18.210 But it is really down to the availability of the artists to make the 1848 01:45:18.690 --> 01:45:20.060 the content. It's a bit 1849 01:45:21.290 --> 01:45:24.760 I wish there would be more time to make that sort of stuff, 1850 01:45:24.770 --> 01:45:28.210 but mainly we're working on the movies right now. 1851 01:45:29.090 --> 01:45:33.920 So this 12 vortices is 14. Perfect. I can just add 1852 01:45:34.590 --> 01:45:38.810 one over here. This is going to add like another loop on the back side and the front 1853 01:45:39.290 --> 01:45:40.520 and then this should be 1854 01:45:40.890 --> 01:45:42.590 perfectly aligning. 1855 01:45:44.190 --> 01:45:44.420 Mhm. 1856 01:45:49.290 --> 01:45:49.520 Okay, 1857 01:45:50.090 --> 01:45:51.800 hold on. 1858 01:46:04.380 --> 01:46:04.590 Mhm. 1859 01:46:05.680 --> 01:46:10.300 I'm just going to scale these down so I know these are supposed to be merged later on. 1860 01:46:16.580 --> 01:46:16.810 Mhm. 1861 01:46:18.280 --> 01:46:20.100 This is a bit awkward 1862 01:46:20.480 --> 01:46:21.100 maybe. 1863 01:46:22.780 --> 01:46:22.980 Yeah, 1864 01:46:23.680 --> 01:46:25.390 let's see, scaly stone. 1865 01:46:25.980 --> 01:46:26.210 Mhm. 1866 01:46:26.980 --> 01:46:28.300 It's filthy stone 1867 01:46:29.680 --> 01:46:31.500 skill of the stone. 1868 01:46:31.980 --> 01:46:32.300 Yeah. 1869 01:46:34.780 --> 01:46:34.990 Okay. 1870 01:46:37.380 --> 01:46:42.500 Oh yeah, there's actually one too many loops really is 14.14. 1871 01:46:44.380 --> 01:46:44.890 What? 1872 01:46:46.180 --> 01:46:51.070 Oh yeah, over here? Uh It is the perfect amount of loops. 1873 01:46:51.080 --> 01:46:55.210 It's just not lined perfectly. 1874 01:46:55.680 --> 01:46:58.710 So now I know 1875 01:46:59.880 --> 01:47:01.950 that over here all of these can meet 1876 01:47:03.460 --> 01:47:04.590 and later merge. 1877 01:47:05.400 --> 01:47:07.400 I just need to make sure that 1878 01:47:08.380 --> 01:47:10.000 that the apology is nice. 1879 01:47:12.080 --> 01:47:12.500 Great. 1880 01:47:13.080 --> 01:47:14.000 Let me come 1881 01:47:14.980 --> 01:47:15.810 safe. 1882 01:47:17.580 --> 01:47:20.250 Disable the subdivision surface, modify again. 1883 01:47:20.260 --> 01:47:23.210 I want to move this a bit more towards the sides. 1884 01:47:24.310 --> 01:47:25.400 At what's the center 1885 01:47:27.380 --> 01:47:29.390 smooth over it. 1886 01:47:31.880 --> 01:47:32.090 Mm. 1887 01:47:32.980 --> 01:47:36.310 Oh and I'm also going to enable 1888 01:47:37.180 --> 01:47:39.700 uh mesh boundary Autumn asking. 1889 01:47:40.480 --> 01:47:40.810 Mhm. 1890 01:47:41.380 --> 01:47:41.980 Sorry. 1891 01:47:41.990 --> 01:47:44.360 Um this will make sure that I'm not actually 1892 01:47:44.360 --> 01:47:47.800 sculpting on the boundary so this is gonna get pinned 1893 01:47:51.080 --> 01:47:54.590 because I already aligned those. I don't want that to change. 1894 01:47:55.080 --> 01:47:55.310 Yeah, 1895 01:47:56.380 --> 01:47:57.210 like that. 1896 01:47:57.780 --> 01:48:05.490 I think I actually need to turn it on over here again. There we go. 1897 01:48:05.870 --> 01:48:06.100 Okay. 1898 01:48:08.170 --> 01:48:08.790 Okay, 1899 01:48:09.270 --> 01:48:09.500 Okay. 1900 01:48:10.270 --> 01:48:10.500 Yeah. 1901 01:48:11.170 --> 01:48:11.400 Yeah. 1902 01:48:12.170 --> 01:48:12.400 Mhm. 1903 01:48:16.370 --> 01:48:16.600 Okay. 1904 01:48:17.870 --> 01:48:18.110 Yeah. 1905 01:48:19.270 --> 01:48:21.580 Yeah, I'm just going to smooth a lot over this. 1906 01:48:21.590 --> 01:48:23.890 I want this to be more evenly distributed 1907 01:48:24.570 --> 01:48:30.090 and then with d I can just switch over to this object. 1908 01:48:30.570 --> 01:48:31.190 Oh boy. 1909 01:48:31.570 --> 01:48:31.900 Mhm. 1910 01:48:33.350 --> 01:48:36.190 And smooth over this as well. 1911 01:48:36.970 --> 01:48:37.170 Yeah. 1912 01:48:42.270 --> 01:48:42.910 This 1913 01:48:43.670 --> 01:48:43.900 Yeah. 1914 01:48:50.370 --> 01:48:55.790 Well what am I doing actually this supposed to capture a certain shape? I shouldn't 1915 01:48:56.270 --> 01:48:58.600 move this around a lot. Yeah. 1916 01:49:00.770 --> 01:49:01.000 Okay. 1917 01:49:03.140 --> 01:49:03.600 Construction. 1918 01:49:06.570 --> 01:49:07.680 Mhm. 1919 01:49:08.370 --> 01:49:08.600 Yeah. 1920 01:49:12.170 --> 01:49:12.400 Mhm. 1921 01:49:15.070 --> 01:49:15.270 Yeah. 1922 01:49:19.870 --> 01:49:20.100 Yes. 1923 01:49:22.670 --> 01:49:22.900 Mhm. 1924 01:49:24.070 --> 01:49:27.600 There we go. I'm ignoring the chair a bit. Um 1925 01:49:28.670 --> 01:49:30.790 Some more questions. Um 1926 01:49:31.270 --> 01:49:33.900 is this a solo project 1927 01:49:34.670 --> 01:49:35.900 maybe 1928 01:49:36.670 --> 01:49:37.400 so far? 1929 01:49:37.400 --> 01:49:41.580 It was I was creating the concept the sculpts and now doing the 1930 01:49:41.580 --> 01:49:45.790 re topology and probably also going to continue with the other parts, 1931 01:49:47.370 --> 01:49:52.470 but I'm not going to do the rigging. Um I would even be okay with someone else. 1932 01:49:52.470 --> 01:49:55.680 Maybe Simone doing the shading of the character, 1933 01:49:56.570 --> 01:49:59.480 but only if he's interested in doing it. 1934 01:49:59.490 --> 01:50:02.870 Like Simon thomas who's also working at the studio. 1935 01:50:03.660 --> 01:50:03.860 Yeah. 1936 01:50:05.560 --> 01:50:08.070 So I would be fine with this being 1937 01:50:08.070 --> 01:50:10.490 more of a collaborative project with other artists. 1938 01:50:11.260 --> 01:50:12.480 Uh 1939 01:50:13.160 --> 01:50:13.370 Okay. 1940 01:50:15.060 --> 01:50:15.290 Okay. 1941 01:50:16.060 --> 01:50:16.290 Yeah. 1942 01:50:16.760 --> 01:50:17.380 Let's see him 1943 01:50:18.660 --> 01:50:19.290 awesome. 1944 01:50:19.860 --> 01:50:22.880 So I got the reader apology done also for the 1945 01:50:24.120 --> 01:50:26.080 for this part although 1946 01:50:26.960 --> 01:50:27.290 Mhm. 1947 01:50:28.360 --> 01:50:28.570 Mhm. 1948 01:50:29.060 --> 01:50:31.480 Maybe I should add another loop over here. 1949 01:50:33.460 --> 01:50:34.480 This is really 1950 01:50:36.360 --> 01:50:39.080 uh it needs to be a bit more geometry. 1951 01:50:39.760 --> 01:50:40.080 Yeah, 1952 01:50:40.460 --> 01:50:41.200 I think this 1953 01:50:41.760 --> 01:50:41.970 Okay, 1954 01:50:47.960 --> 01:50:49.070 same over here. 1955 01:50:49.080 --> 01:50:52.730 I can just smooth over this with a slight flex brush and it just immediately works. 1956 01:50:56.960 --> 01:50:57.190 Mhm. 1957 01:50:57.560 --> 01:50:58.690 Um 1958 01:50:59.560 --> 01:51:03.630 Another question, do you make photo realistic characters? Not typically 1959 01:51:04.060 --> 01:51:07.980 I was sometimes it's like in my free time sculpting like some realistic 1960 01:51:08.460 --> 01:51:09.180 uh 1961 01:51:10.190 --> 01:51:12.210 some realistic character hits, 1962 01:51:13.160 --> 01:51:14.080 but 1963 01:51:15.260 --> 01:51:15.880 actually 1964 01:51:16.660 --> 01:51:20.680 like some of them I never showed to everyone to anyone online. 1965 01:51:21.360 --> 01:51:26.480 It's like just private projects that were never completely finished. 1966 01:51:29.060 --> 01:51:30.980 I should work a bit more on them. 1967 01:51:31.860 --> 01:51:35.940 But yes, mostly I like sometimes I sculpt realistic characters. 1968 01:51:35.950 --> 01:51:37.680 It's not that often but 1969 01:51:38.060 --> 01:51:39.980 it's fun to do it. 1970 01:51:42.860 --> 01:51:45.790 Or like also semi realistic. 1971 01:51:47.540 --> 01:51:49.860 I always love to put a bit of stylization in 1972 01:51:51.860 --> 01:51:58.190 truly realistic is sometimes just, I don't know, maybe it's a bit more boring for me 1973 01:52:02.450 --> 01:52:03.170 go 1974 01:52:03.650 --> 01:52:05.870 I'm actually going to add another loop over here 1975 01:52:08.250 --> 01:52:10.580 even though it's not really necessary. 1976 01:52:22.750 --> 01:52:23.580 Okay, 1977 01:52:24.450 --> 01:52:25.080 Perfect. 1978 01:52:25.090 --> 01:52:27.060 The last thing that is needed is that 1979 01:52:27.060 --> 01:52:31.290 apology for the foot still have 10 minutes theoretically 1980 01:52:31.790 --> 01:52:37.670 and then the topology for the body I would say is done. So that's exciting. 1981 01:52:39.150 --> 01:52:40.010 Um 1982 01:52:40.170 --> 01:52:41.070 I could like 1983 01:52:44.050 --> 01:52:44.880 at 1984 01:52:45.350 --> 01:52:50.580 let's see, I'm gonna add a queue up. I'm gonna start real simple for the foot. 1985 01:52:52.200 --> 01:52:53.570 Actually you know what? 1986 01:52:54.050 --> 01:52:55.520 Um 1987 01:52:55.670 --> 01:52:59.380 I don't usually do this but in this case may be 1988 01:52:59.750 --> 01:53:06.350 I could reuse the foot apology from rain. This was also just started from a cube. 1989 01:53:06.360 --> 01:53:10.920 There was there's only like certain like small differences like this little 1990 01:53:10.920 --> 01:53:15.170 diamond which I added to terminate these three loops into into one. 1991 01:53:15.850 --> 01:53:20.470 And then I also terminated some loops over here with diamonds going into the 1992 01:53:20.950 --> 01:53:21.900 tolls. 1993 01:53:22.550 --> 01:53:24.470 But 1994 01:53:25.450 --> 01:53:28.910 I don't know if this could save me a bit of time so I can like 1995 01:53:29.250 --> 01:53:30.370 select all of this, 1996 01:53:31.150 --> 01:53:33.580 separate this into a new object. 1997 01:53:33.950 --> 01:53:35.170 I'm just gonna quickly 1998 01:53:35.750 --> 01:53:37.480 go out of 1999 01:53:39.250 --> 01:53:39.670 mm 2000 01:53:40.050 --> 01:53:43.980 Yeah out of full screen, remove some shaped keys. 2001 01:53:44.450 --> 01:53:49.880 Yeah remove all of these shape keys. All of these verdicts groups, the color 2002 01:53:50.350 --> 01:53:56.170 uh parenting. I'm just gonna copy the object with control see go into my other file 2003 01:53:56.650 --> 01:53:59.020 and over here I'm just gonna go control V. 2004 01:53:59.030 --> 01:54:03.590 And I have the foot which is actually way to pick. Oops. 2005 01:54:03.600 --> 01:54:09.550 Um I remember now that originally when I modeled range, she was at the wrong scale 2006 01:54:11.540 --> 01:54:14.860 but now I have a foot to start working from. 2007 01:54:14.870 --> 01:54:21.170 Maybe this is a bit disappointing, I'm sorry but this will save me a lot of time 2008 01:54:21.740 --> 01:54:25.000 so I can just go into scott mode set the color to 2009 01:54:25.000 --> 01:54:30.260 random so I can tell the objects apart way more from each other 2010 01:54:31.240 --> 01:54:33.770 and I can like move this around a bit more 2011 01:54:34.840 --> 01:54:35.960 two. So 2012 01:54:36.590 --> 01:54:38.770 the shape is kind of matching 2013 01:54:39.740 --> 01:54:41.270 snow's foot. 2014 01:54:43.340 --> 01:54:43.760 Oh, 2015 01:54:47.140 --> 01:54:48.270 um 2016 01:54:52.540 --> 01:54:53.170 there we go. 2017 01:54:54.040 --> 01:54:54.270 Mhm. 2018 01:54:55.340 --> 01:54:55.760 Oh, 2019 01:54:56.540 --> 01:54:59.910 and I think what I'm gonna do now is 2020 01:55:00.640 --> 01:55:01.170 let's see. 2021 01:55:03.140 --> 01:55:04.870 Okay, so I have the topology. 2022 01:55:05.240 --> 01:55:06.360 I think this is fine. 2023 01:55:06.360 --> 01:55:10.410 I'm going to adjust it in a moment a bit more, wow, 2024 01:55:10.410 --> 01:55:13.080 I even added a triangle to the foot because I 2025 01:55:13.090 --> 01:55:17.290 didn't care for for rains topology on the foot. 2026 01:55:17.300 --> 01:55:20.170 Okay. Um 2027 01:55:21.040 --> 01:55:21.270 yeah, 2028 01:55:22.040 --> 01:55:28.670 okay. I'm going to just control l copy the modifiers from the other objects 2029 01:55:29.940 --> 01:55:32.550 and there we go. 2030 01:55:37.440 --> 01:55:40.770 Okay, you're gonna toggle a lot of stuff. 2031 01:55:41.140 --> 01:55:41.560 Oh, 2032 01:55:43.040 --> 01:55:46.760 apply duplicate and apply the shrinker modifier. 2033 01:55:47.740 --> 01:55:48.160 Go. 2034 01:55:49.640 --> 01:55:49.870 Yeah. 2035 01:55:51.830 --> 01:55:54.170 And just moving some of this stuff around. 2036 01:55:58.640 --> 01:55:59.450 Oh, jesus. 2037 01:56:03.630 --> 01:56:03.830 Yeah. 2038 01:56:17.230 --> 01:56:17.950 Mm 2039 01:56:22.630 --> 01:56:23.350 perfect. 2040 01:56:23.830 --> 01:56:24.340 Mm hmm. 2041 01:56:27.130 --> 01:56:31.650 I'm going to quickly just isolate these two objects with the local view. 2042 01:56:34.930 --> 01:56:35.350 Thank you 2043 01:56:41.330 --> 01:56:42.250 go. 2044 01:56:46.030 --> 01:56:46.240 Mhm, 2045 01:56:49.630 --> 01:56:50.250 yep. 2046 01:56:50.830 --> 01:56:51.550 Perfect. 2047 01:56:52.630 --> 01:56:56.050 Can like smooth over this part a bit more. 2048 01:56:57.030 --> 01:56:57.230 Yeah, 2049 01:56:58.130 --> 01:56:58.310 yeah. 2050 01:56:58.730 --> 01:56:59.050 Yeah. 2051 01:56:59.930 --> 01:57:00.250 Mhm 2052 01:57:01.330 --> 01:57:01.960 Nice. 2053 01:57:03.030 --> 01:57:06.350 Um but just like with rain, 2054 01:57:06.730 --> 01:57:08.790 I don't care too much about the feet. 2055 01:57:09.720 --> 01:57:12.060 I really don't care because 2056 01:57:12.730 --> 01:57:16.550 the topology, I mean that can be fine. This can be, 2057 01:57:16.710 --> 01:57:18.960 this is already looking well 2058 01:57:19.330 --> 01:57:21.150 Except for that one triangle here. 2059 01:57:21.630 --> 01:57:22.250 Um 2060 01:57:22.930 --> 01:57:23.250 mm hmm. 2061 01:57:24.030 --> 01:57:29.720 So I'm going to get rid of that. But I really want this to just be a size reference 2062 01:57:30.230 --> 01:57:32.450 for the, for the shoes. Really, 2063 01:57:32.830 --> 01:57:34.450 they're actually just going to be hidden. 2064 01:57:35.330 --> 01:57:40.020 Um, I see another question where intact, what are your settings for X ray, 2065 01:57:40.030 --> 01:57:42.780 the way your wife frame shows over the source is awesome. 2066 01:57:42.790 --> 01:57:43.550 Well 2067 01:57:44.130 --> 01:57:47.640 I I don't have an X ray enabled right now but I just could 2068 01:57:48.230 --> 01:57:53.200 I also just use the extra shading options for the shading 2069 01:57:53.200 --> 01:57:56.560 pie menu which is an option in the key and the 2070 01:57:57.750 --> 01:58:00.610 and the key map. So I can just immediately toggle 2071 01:58:00.900 --> 01:58:02.640 X ray with this. 2072 01:58:03.020 --> 01:58:08.750 I set the X ray slider to one pretty much always because then 2073 01:58:09.220 --> 01:58:09.850 uh 2074 01:58:10.620 --> 01:58:14.580 it just shows the wires in X ray but the geometry 2075 01:58:14.580 --> 01:58:17.150 and all the faces are not going to be transparent. 2076 01:58:17.720 --> 01:58:22.530 And then the other thing is I enabled hidden wire which just makes 2077 01:58:22.530 --> 01:58:27.940 it that the faces are hidden but they're still including everything behind them. 2078 01:58:28.720 --> 01:58:29.490 So 2079 01:58:29.640 --> 01:58:32.850 it's like a really amazing overlay for anthropology 2080 01:58:33.220 --> 01:58:35.350 and there's still the plan to eventually 2081 01:58:35.820 --> 01:58:41.120 or improve it even further and then rename it to the re topology overlay. 2082 01:58:41.130 --> 01:58:43.650 Which makes a lot of sense I think. 2083 01:58:47.120 --> 01:58:47.350 Yeah. 2084 01:58:52.020 --> 01:58:52.250 True. 2085 01:58:53.420 --> 01:58:54.250 Okay. 2086 01:58:54.820 --> 01:59:00.340 Nice. Oh wow. Well this even the lines over here, it's perfect 2087 01:59:03.420 --> 01:59:05.650 with with the ankles. 2088 01:59:11.120 --> 01:59:11.930 Although 2089 01:59:12.520 --> 01:59:17.440 like one thing I do notice because I like copied this over from rain. 2090 01:59:17.920 --> 01:59:22.750 The pollen count is way too high. This is not going to go together with the 2091 01:59:23.320 --> 01:59:24.750 with a foot 2092 01:59:25.220 --> 01:59:26.350 without problem. 2093 01:59:26.720 --> 01:59:28.640 Uh With it with a lake. I mean 2094 01:59:29.220 --> 01:59:29.850 okay 2095 01:59:30.220 --> 01:59:32.790 this is going to be problematic and I'm evening 2096 01:59:32.940 --> 01:59:34.840 adding extra loops right now. 2097 01:59:35.220 --> 01:59:36.930 Like a madman. 2098 01:59:37.920 --> 01:59:39.030 My God, 2099 01:59:39.720 --> 01:59:41.940 I need to just remove some loops over here 2100 01:59:43.220 --> 01:59:44.030 like this. 2101 01:59:46.820 --> 01:59:47.350 Mhm. 2102 01:59:47.820 --> 01:59:49.520 Can I just remove this one maybe? 2103 01:59:50.020 --> 01:59:50.250 Mhm 2104 01:59:51.920 --> 01:59:52.150 Mhm 2105 01:59:54.120 --> 01:59:56.750 Oh, I should enable automatic editing again. 2106 02:00:01.110 --> 02:00:01.320 Mhm 2107 02:00:03.410 --> 02:00:03.730 Mhm 2108 02:00:09.510 --> 02:00:10.320 Let's see you. 2109 02:00:12.410 --> 02:00:14.220 This is awkward. 2110 02:00:15.110 --> 02:00:16.310 Yeah, 2111 02:00:21.310 --> 02:00:24.430 I think I'm just actually adding 2112 02:00:24.560 --> 02:00:25.630 this back. 2113 02:00:26.210 --> 02:00:26.630 Okay, 2114 02:00:27.210 --> 02:00:27.550 Who 2115 02:00:27.840 --> 02:00:31.320 slightly lacks brush smooth over it and it's going to keep the shape. 2116 02:00:33.110 --> 02:00:34.680 But I removed some loops 2117 02:00:37.010 --> 02:00:37.820 a couple. 2118 02:00:40.210 --> 02:00:42.040 You can also remove this one. 2119 02:00:46.410 --> 02:00:51.230 Okay, how many is this now? This is 27 verses is that's a lot. 2120 02:00:51.710 --> 02:00:52.430 Um 2121 02:00:53.510 --> 02:00:56.440 That is a lot. So what do I do? 2122 02:00:56.910 --> 02:00:59.940 Because this one has only 14. 2123 02:01:00.580 --> 02:01:01.830 I can't believe this one. 2124 02:01:03.610 --> 02:01:04.230 Let's see. 2125 02:01:04.610 --> 02:01:07.630 Oh, some more questions. What? Um 2126 02:01:08.410 --> 02:01:11.460 Hidden wire. That's the one. Yes, 2127 02:01:12.110 --> 02:01:17.230 that's a really nice tip. Just using this for the topology, the hidden wire overlay. 2128 02:01:17.610 --> 02:01:18.410 But again, 2129 02:01:18.410 --> 02:01:22.690 like some people notice that I'm using a solidify modifier at the very end here, 2130 02:01:22.720 --> 02:01:25.620 and that's because that will then hide 2131 02:01:26.110 --> 02:01:29.130 the faces that are showing through the sculpt 2132 02:01:29.710 --> 02:01:31.440 like through all the other objects 2133 02:01:31.910 --> 02:01:33.440 and if you have a solidify modify, 2134 02:01:33.440 --> 02:01:37.940 it's actually just obscuring them so that's a neat little trick. 2135 02:01:39.210 --> 02:01:40.620 Okay, so 2136 02:01:41.510 --> 02:01:42.830 going to screw this up, 2137 02:01:43.210 --> 02:01:46.630 extract this down so they cannot meet. 2138 02:01:47.110 --> 02:01:47.530 Okay, 2139 02:01:48.310 --> 02:01:49.720 this is already perfect 2140 02:01:50.330 --> 02:01:51.860 that these are meeting over here 2141 02:01:53.410 --> 02:01:56.830 and I'm guessing that the same could apply over here, 2142 02:01:56.840 --> 02:01:58.630 but I'm not going to try that yet. 2143 02:01:59.210 --> 02:02:02.510 Um What I would like to try here is 2144 02:02:03.700 --> 02:02:05.660 to do this 2145 02:02:07.900 --> 02:02:12.120 to have this kind of as a circular patch 2146 02:02:12.600 --> 02:02:14.330 that is leading back into itself. 2147 02:02:14.800 --> 02:02:17.320 And that way I get rid of some of these loops. 2148 02:02:20.500 --> 02:02:20.730 Mhm 2149 02:02:21.490 --> 02:02:24.010 And I already noticed now that 2150 02:02:24.600 --> 02:02:26.110 is working way better. 2151 02:02:27.100 --> 02:02:29.920 It still may be removed. One of these. 2152 02:02:31.700 --> 02:02:31.900 Yeah. 2153 02:02:37.900 --> 02:02:38.410 See 2154 02:02:41.800 --> 02:02:42.000 Yeah. 2155 02:02:42.700 --> 02:02:42.900 Yeah. 2156 02:02:44.000 --> 02:02:46.970 Okay. There's still too many like, 2157 02:02:47.260 --> 02:02:49.440 like scale these towards each other. 2158 02:02:50.200 --> 02:02:51.510 This one aligns 2159 02:02:51.640 --> 02:02:54.450 it's nice. This one aligns this one aligns 2160 02:02:55.200 --> 02:02:55.730 he's too 2161 02:02:56.640 --> 02:02:59.330 these to align these to align. 2162 02:02:59.700 --> 02:03:00.620 This is perfect. 2163 02:03:01.100 --> 02:03:01.910 Now 2164 02:03:02.400 --> 02:03:04.490 these two align it's great 2165 02:03:05.200 --> 02:03:06.150 these two. 2166 02:03:06.800 --> 02:03:08.330 It just keeps going but 2167 02:03:08.900 --> 02:03:09.410 mm hmm. 2168 02:03:10.700 --> 02:03:10.900 Yeah. 2169 02:03:12.200 --> 02:03:15.620 Oh, over here. I need to do the same trick. Of course, 2170 02:03:16.700 --> 02:03:17.020 yeah. 2171 02:03:18.500 --> 02:03:18.730 Mhm 2172 02:03:19.400 --> 02:03:19.610 mm. 2173 02:03:20.100 --> 02:03:22.130 All the way up here. 2174 02:03:23.100 --> 02:03:27.230 Perfect. Now this line, this line there's one too many over here 2175 02:03:28.200 --> 02:03:29.610 and want to many over here 2176 02:03:30.400 --> 02:03:32.230 to actually 2177 02:03:32.900 --> 02:03:33.220 yeah. 2178 02:03:34.200 --> 02:03:36.510 Uh that's a bit tricky. 2179 02:03:36.900 --> 02:03:37.230 Mhm, 2180 02:03:40.200 --> 02:03:41.610 mm hmm. 2181 02:03:48.300 --> 02:03:48.620 Yeah. 2182 02:03:50.100 --> 02:03:53.330 Well, I mean the easy way out would be to just 2183 02:03:53.900 --> 02:03:56.760 fill this in like this over here. It's not 2184 02:03:57.200 --> 02:03:57.920 pretty, 2185 02:03:58.100 --> 02:03:59.330 but it works. 2186 02:04:00.990 --> 02:04:01.190 Yeah, 2187 02:04:02.790 --> 02:04:06.920 but there's still one too many loops over here. 2188 02:04:08.290 --> 02:04:08.520 Yeah. 2189 02:04:09.090 --> 02:04:09.920 Uh huh. 2190 02:04:10.790 --> 02:04:16.890 And because it's the foot, we never see it, like I don't really care. 2191 02:04:16.900 --> 02:04:20.920 I'm going to do again. The same thing. I'm going to add a triangle, 2192 02:04:21.390 --> 02:04:22.110 screw it. 2193 02:04:25.590 --> 02:04:25.800 Look. 2194 02:04:26.790 --> 02:04:29.420 Yeah, I'm going to just add a triangle there. 2195 02:04:29.890 --> 02:04:31.510 So now it actually aligns 2196 02:04:33.490 --> 02:04:36.010 I can keep this going over here. 2197 02:04:36.790 --> 02:04:37.620 Perfect. 2198 02:04:38.590 --> 02:04:40.480 Can smooth over this. 2199 02:04:45.090 --> 02:04:45.290 Yeah. 2200 02:04:48.690 --> 02:04:49.410 Here we go 2201 02:04:51.690 --> 02:04:52.920 like that. 2202 02:04:53.690 --> 02:04:54.520 Um 2203 02:04:55.190 --> 02:04:56.180 Another question. 2204 02:04:56.190 --> 02:04:59.290 Does back face culling not take care of those 2205 02:04:59.300 --> 02:05:01.990 faces that you're hiding with the solidify modifier. 2206 02:05:02.000 --> 02:05:03.200 No, it doesn't. 2207 02:05:03.890 --> 02:05:05.730 Um That's a bit sad. 2208 02:05:05.740 --> 02:05:07.540 It does hide the faces, 2209 02:05:07.540 --> 02:05:11.710 but the faces are already hidden because of the hidden wires overlay. 2210 02:05:12.090 --> 02:05:17.310 But the back face culling doesn't hide wires. 2211 02:05:17.990 --> 02:05:21.310 Um That should be fixed at some point, but 2212 02:05:21.790 --> 02:05:26.310 it's just a matter of updating the overlay to be a bit more smart about this. 2213 02:05:30.690 --> 02:05:31.620 Okay. 2214 02:05:32.390 --> 02:05:33.120 Nice. 2215 02:05:33.130 --> 02:05:36.880 Uh I'm pretty much out of time and I think 2216 02:05:36.880 --> 02:05:40.310 the last thing that I could do right now is because 2217 02:05:40.790 --> 02:05:42.110 yeah, I'm going to do it. Okay. 2218 02:05:42.590 --> 02:05:48.160 Uh The last thing is to actually, since I'm pretty happy with the topology, 2219 02:05:48.170 --> 02:05:50.810 I could apply the shrink wrap modifier, 2220 02:05:51.590 --> 02:05:55.120 which means I will have it like basically done. 2221 02:05:55.130 --> 02:05:57.920 Um I could like merge all these objects. 2222 02:05:58.690 --> 02:05:59.520 Um 2223 02:06:00.680 --> 02:06:06.810 but I want to show you how to keep the original volumes and the details intact. 2224 02:06:06.820 --> 02:06:10.310 So let me actually just take all of these objects from the body, 2225 02:06:11.180 --> 02:06:12.010 all of these. 2226 02:06:13.780 --> 02:06:20.100 Um and merged them with control. J Oh yeah, my custom shortcut was J 2227 02:06:20.480 --> 02:06:25.100 You need to fix that. Okay, now, this is all one object. Perfect. 2228 02:06:25.580 --> 02:06:27.750 I can select these two edge loops 2229 02:06:28.030 --> 02:06:29.210 and just bridge them. 2230 02:06:29.980 --> 02:06:30.700 Um 2231 02:06:31.080 --> 02:06:31.980 Bridgette stops 2232 02:06:32.660 --> 02:06:35.800 and one of them. I can then just slide into the other 2233 02:06:36.580 --> 02:06:37.990 like that. 2234 02:06:41.080 --> 02:06:45.790 Um Same thing over here. Can just like these two edge loops 2235 02:06:46.170 --> 02:06:49.590 is one little rogue vertex, I guess. Yeah, 2236 02:06:50.080 --> 02:06:54.210 select these two edge loops bridge the edge loops, slide one into the other 2237 02:06:55.580 --> 02:06:56.710 like that. 2238 02:06:57.780 --> 02:06:57.980 Yeah, 2239 02:06:58.670 --> 02:07:00.090 same thing over here. 2240 02:07:00.480 --> 02:07:03.990 It's like these two bridge slide one end to the other. 2241 02:07:04.580 --> 02:07:05.000 Mm hmm. 2242 02:07:05.580 --> 02:07:07.700 And on the ankle. 2243 02:07:08.280 --> 02:07:08.490 Mhm 2244 02:07:09.080 --> 02:07:10.300 Bridge 2245 02:07:10.410 --> 02:07:11.440 slight. 2246 02:07:12.060 --> 02:07:15.220 And it's just immediately emerging because I'm using automatic editing 2247 02:07:15.880 --> 02:07:17.100 so now. 2248 02:07:17.980 --> 02:07:18.210 Mhm. 2249 02:07:18.780 --> 02:07:24.210 Um I can just also clean this up a bit more smooth over it. Just a little bit, 2250 02:07:26.680 --> 02:07:28.210 just a little bit. 2251 02:07:30.980 --> 02:07:35.300 But overall this looking nice. Yeah, this I need to 2252 02:07:36.080 --> 02:07:38.990 arrange a little bit nicer like this, 2253 02:07:40.280 --> 02:07:43.550 but I'm being a bit careful with uh with the sliding 2254 02:07:43.550 --> 02:07:47.900 and relaxing with a brush because I don't want to destroy any 2255 02:07:48.780 --> 02:07:49.890 any details. 2256 02:07:52.780 --> 02:07:55.390 Okay. And I haven't merged the 2257 02:07:55.880 --> 02:07:57.790 the head with it yet. And that's 2258 02:07:57.900 --> 02:08:01.190 that has a specific reason. I'm going to do that afterwards. 2259 02:08:01.870 --> 02:08:03.880 But this is the body topology 2260 02:08:04.120 --> 02:08:05.290 awesome. 2261 02:08:05.870 --> 02:08:06.190 Okay. 2262 02:08:06.970 --> 02:08:08.310 Is looking pretty good. 2263 02:08:09.310 --> 02:08:10.090 Some. 2264 02:08:10.870 --> 02:08:14.100 Yeah, this is this is working fine. Okay. 2265 02:08:14.870 --> 02:08:16.090 And again around the pelvis. 2266 02:08:16.090 --> 02:08:18.290 I just left it a bit more simple because I 2267 02:08:18.290 --> 02:08:21.270 didn't want to bother too much about the details there. 2268 02:08:21.280 --> 02:08:24.290 They weren't that important. Okay, 2269 02:08:24.670 --> 02:08:25.390 perfect. 2270 02:08:25.770 --> 02:08:32.100 So now the thing is, let's say I'm uh adding the subdivision surface modifier. 2271 02:08:32.470 --> 02:08:37.240 You can notice how it actually loses a lot of definition. 2272 02:08:37.250 --> 02:08:41.790 And this is like always an issue with three topology. Like you can like 2273 02:08:42.370 --> 02:08:43.690 there was a more 2274 02:08:44.070 --> 02:08:48.230 uh subdivisions. You have, the more you can actually capture those details. 2275 02:08:48.230 --> 02:08:52.400 Like if I move the subdivision surface modifier on top of the shrink wrap. 2276 02:08:52.870 --> 02:08:55.990 It actually like you can see how much it actually shrink wraps to 2277 02:08:55.990 --> 02:08:58.050 it but with less geometry and then 2278 02:08:58.050 --> 02:09:01.200 subdivision afterwards it loses that definition. 2279 02:09:01.210 --> 02:09:06.100 But there's a trick on how to keep this definition. I like to use this a lot. 2280 02:09:06.970 --> 02:09:11.790 So let's let's actually apply a lot of these modifiers. Uh I'm going to keep 2281 02:09:12.470 --> 02:09:15.190 a duplicate version of the shrink wrap 2282 02:09:15.570 --> 02:09:20.900 and I'm gonna disable the subdivision surface modifier for now. And to solidify 2283 02:09:21.370 --> 02:09:24.900 and now I'm going to add a multi rest modifier. 2284 02:09:25.670 --> 02:09:26.390 So 2285 02:09:26.870 --> 02:09:29.000 I'm going to subdivide this like 2286 02:09:29.670 --> 02:09:29.900 Mhm. 2287 02:09:30.670 --> 02:09:34.400 Uh two times. Yeah let's say two times. 2288 02:09:34.410 --> 02:09:40.690 And you can notice like now this is subdivided and the shrink wrap modifier is on top. 2289 02:09:41.070 --> 02:09:46.590 Uh and it's then shrink wrapping all of the details back to the geometry. 2290 02:09:46.970 --> 02:09:50.180 But then what you can do is you can actually apply 2291 02:09:50.570 --> 02:09:54.680 the shrink wrap modifier and now it is actually applied not on the 2292 02:09:54.690 --> 02:10:01.410 on the base topology but on top of the multi rest subdivisions. 2293 02:10:01.420 --> 02:10:04.370 Like I could just go into sculpt mode and sculpt on this further. 2294 02:10:05.960 --> 02:10:06.660 But 2295 02:10:06.810 --> 02:10:08.980 since there is a nice little button 2296 02:10:09.360 --> 02:10:11.070 that is called apply base 2297 02:10:11.560 --> 02:10:12.280 we can 2298 02:10:12.760 --> 02:10:16.490 what this does is it will try to fit the base 2299 02:10:16.960 --> 02:10:17.880 topology 2300 02:10:18.460 --> 02:10:21.790 to the higher subdivisions as much as possible. 2301 02:10:22.260 --> 02:10:26.880 So if I'd like to turn the view, port subdivisions down to zero 2302 02:10:27.860 --> 02:10:30.310 and I click on apply base. 2303 02:10:31.760 --> 02:10:33.710 You notice how everything shifted 2304 02:10:33.860 --> 02:10:36.080 It expanded a bit. It gained volume. 2305 02:10:36.460 --> 02:10:43.150 And what this now did is it tried to match the lowest resolution as much 2306 02:10:43.150 --> 02:10:48.190 as possible if you would subdivide it so it would result into the heart, 2307 02:10:48.200 --> 02:10:49.800 into the higher subdivisions. 2308 02:10:49.810 --> 02:10:53.900 So if I noticed like just remove the 2309 02:10:53.900 --> 02:10:56.290 subdivision surface modifier and instead use the, 2310 02:10:56.660 --> 02:11:00.680 remove the multi rests and instead use the subdivision surface modifier. 2311 02:11:01.660 --> 02:11:03.970 You notice all of those details are back. 2312 02:11:05.160 --> 02:11:11.650 It's just like all of those creases and like tried to get as much of it 2313 02:11:11.650 --> 02:11:18.040 back and if I like hide the topology and we just like toggle between the two, 2314 02:11:18.050 --> 02:11:20.580 they are much more indistinguishable. 2315 02:11:21.060 --> 02:11:23.690 This saves a lot of time. 2316 02:11:25.860 --> 02:11:26.370 Mm hmm. 2317 02:11:27.260 --> 02:11:30.470 So this is usually like the final step that I'm doing. 2318 02:11:31.660 --> 02:11:35.580 Um but still over here, I'm noticing that like 2319 02:11:36.360 --> 02:11:39.290 there's like some more things that I could be doing. Like 2320 02:11:39.760 --> 02:11:40.690 I could, like 2321 02:11:42.660 --> 02:11:43.470 I could like 2322 02:11:43.960 --> 02:11:48.370 um well, first of all, first of all I'm going to get my mirror, modify a pack 2323 02:11:49.000 --> 02:11:50.290 to leap on site 2324 02:11:52.060 --> 02:11:53.790 and add a mirror modifier. 2325 02:11:54.360 --> 02:11:55.190 Where is it? 2326 02:11:59.160 --> 02:11:59.360 Yeah. 2327 02:12:00.950 --> 02:12:04.340 Oh my God. Okay, apply the location and 2328 02:12:04.620 --> 02:12:06.880 rotation. Actually also the scale. 2329 02:12:07.450 --> 02:12:08.250 Yeah. 2330 02:12:09.550 --> 02:12:10.870 Here we go. 2331 02:12:12.350 --> 02:12:15.980 one of the things I noticed is that 2332 02:12:19.550 --> 02:12:20.480 this kind of 2333 02:12:21.250 --> 02:12:25.080 sharp edge over here was lost a bit. 2334 02:12:25.550 --> 02:12:27.870 So I'm like pushing this a bit more in. 2335 02:12:29.710 --> 02:12:31.470 This is too much, but 2336 02:12:32.350 --> 02:12:33.670 I'm just going to slide it back. 2337 02:12:35.450 --> 02:12:35.860 Yeah, 2338 02:12:36.650 --> 02:12:37.410 this helps. 2339 02:12:38.150 --> 02:12:38.560 Yeah, 2340 02:12:41.650 --> 02:12:45.110 same thing over here but I don't mind that it's lost a bit more. 2341 02:12:45.120 --> 02:12:47.470 Like I can like push this up by the way. 2342 02:12:47.470 --> 02:12:50.560 I also enabled the subdivision modifier on the cage. 2343 02:12:50.560 --> 02:12:53.400 So it actually shows me directly on the 2344 02:12:53.400 --> 02:12:57.500 wires how the subdivision modifier is affecting it, 2345 02:12:57.510 --> 02:12:58.270 the geometry. 2346 02:12:58.750 --> 02:13:00.480 So now if I move this up 2347 02:13:01.250 --> 02:13:01.970 a bit, 2348 02:13:03.050 --> 02:13:07.480 I do notice like I can also just talk over lace too. 2349 02:13:08.350 --> 02:13:08.880 Uh huh 2350 02:13:09.250 --> 02:13:10.270 or not. 2351 02:13:10.950 --> 02:13:11.660 Yeah, 2352 02:13:12.950 --> 02:13:19.580 to see the result. Uh I hope this was understandable. I went over it a bit fast. 2353 02:13:20.950 --> 02:13:21.760 Uh 2354 02:13:22.450 --> 02:13:22.870 anyway, 2355 02:13:23.550 --> 02:13:24.380 uh 2356 02:13:24.950 --> 02:13:26.080 um I see a question. 2357 02:13:26.080 --> 02:13:29.410 Any reason not to leave the multi rest modify after recapturing the 2358 02:13:29.410 --> 02:13:32.660 details rather than switching back to the regular sub the surface. 2359 02:13:33.450 --> 02:13:33.660 Mm 2360 02:13:34.750 --> 02:13:35.290 Well, 2361 02:13:35.300 --> 02:13:39.300 I mean you could use the multi rest for animated 2362 02:13:39.300 --> 02:13:42.640 characters and we did in film productions in spring. 2363 02:13:42.650 --> 02:13:46.990 The some characters did still have a multi rest during the final renders, 2364 02:13:47.000 --> 02:13:50.360 but usually we do that to capture like finer details that 2365 02:13:50.360 --> 02:13:54.580 we usually wouldn't be able to capture with a written apology. 2366 02:13:54.950 --> 02:13:58.310 But in this case I already made a written apology 2367 02:13:58.350 --> 02:14:00.670 that is supposed to capture all of those details. 2368 02:14:01.540 --> 02:14:02.930 So I don't need the multi rest. 2369 02:14:02.930 --> 02:14:08.860 The multi rest of anything just adds more file size and complexity. 2370 02:14:09.840 --> 02:14:11.550 Um So 2371 02:14:12.340 --> 02:14:13.770 that's basically the reason. 2372 02:14:17.540 --> 02:14:18.050 Well, 2373 02:14:19.640 --> 02:14:19.870 yeah, 2374 02:14:22.240 --> 02:14:22.440 yeah, 2375 02:14:25.940 --> 02:14:27.930 I could also like I could tweak this a bit 2376 02:14:27.930 --> 02:14:31.090 more like to get some of these smaller shapes back, 2377 02:14:31.090 --> 02:14:33.000 like the shoulder blades and all that stuff. 2378 02:14:33.000 --> 02:14:34.550 The loops are already there. 2379 02:14:35.240 --> 02:14:40.640 But what I'm doing right now definitely is no longer. I I don't want to snap anymore. 2380 02:14:40.650 --> 02:14:42.370 I don't want to snap this to the 2381 02:14:42.940 --> 02:14:44.770 original sculpt underneath 2382 02:14:45.340 --> 02:14:45.550 really. 2383 02:14:47.840 --> 02:14:50.870 But yes, this captured all the shapes pretty well 2384 02:14:51.940 --> 02:14:53.100 but it will need 2385 02:14:53.250 --> 02:14:55.270 to have a bit more tweaking. 2386 02:14:56.540 --> 02:15:01.550 Like there's going there are going to be problematic areas I think like over here 2387 02:15:01.940 --> 02:15:07.960 the hands, they're a bit busted. This needs clean up. So the apply base option is also 2388 02:15:08.440 --> 02:15:09.930 causing a bit of problems 2389 02:15:10.170 --> 02:15:13.960 but it is a super nice way of 2390 02:15:14.540 --> 02:15:15.860 keeping these details. 2391 02:15:16.340 --> 02:15:21.460 So the same thing over here really. I'm just going to apply the 2392 02:15:22.820 --> 02:15:24.870 the mirror modifier. 2393 02:15:25.340 --> 02:15:29.450 Get like disabled some of these modifiers below, at a multi rest. 2394 02:15:30.640 --> 02:15:32.460 Subdivide these two times. 2395 02:15:34.040 --> 02:15:37.160 Perfect. Actually may be subdivided three times. 2396 02:15:38.240 --> 02:15:40.960 And then I'm going to apply the shrink wrap 2397 02:15:44.940 --> 02:15:46.170 on the 2398 02:15:46.840 --> 02:15:48.370 on these levels. Perfect. 2399 02:15:51.140 --> 02:15:51.810 Actually, 2400 02:15:51.920 --> 02:15:53.710 let me before I do that. 2401 02:15:53.870 --> 02:15:55.960 It's a nice habit I think too. 2402 02:15:57.240 --> 02:15:57.770 And do 2403 02:15:58.440 --> 02:16:03.890 it's a nice habit to duplicate and apply the shrink wrap modifiers one more time. 2404 02:16:03.900 --> 02:16:08.640 So that the the lowest subdivision is definitely the one you're seeing right now. 2405 02:16:09.530 --> 02:16:10.450 Then the motorist 2406 02:16:11.130 --> 02:16:13.250 And apply the shrink wrap again, 2407 02:16:14.630 --> 02:16:15.560 both of these. 2408 02:16:16.230 --> 02:16:16.460 Yeah, 2409 02:16:17.730 --> 02:16:18.990 I'm going to turn the 2410 02:16:19.180 --> 02:16:21.150 subdivisions for the few put down 2411 02:16:23.330 --> 02:16:26.240 and then hit, apply base 2412 02:16:26.730 --> 02:16:27.240 bam 2413 02:16:28.830 --> 02:16:31.330 and you really notice how much volume it gains 2414 02:16:31.340 --> 02:16:34.129 and that's all volume that was lost initially. 2415 02:16:34.139 --> 02:16:38.160 Maybe sometimes it adds also a bit more. More than needed. 2416 02:16:38.629 --> 02:16:39.959 But 2417 02:16:40.059 --> 02:16:40.959 now you see 2418 02:16:42.129 --> 02:16:47.240 this is actually far closer to the if I just isolate these, 2419 02:16:47.250 --> 02:16:50.610 this is actually far closer to the original but you 2420 02:16:50.610 --> 02:16:53.549 do notice how it gained a little bit of volume. 2421 02:16:54.030 --> 02:16:56.750 This is something I need to fix afterwards. 2422 02:16:57.930 --> 02:16:58.549 Um 2423 02:16:59.530 --> 02:17:01.959 But now that this is done, 2424 02:17:02.430 --> 02:17:04.790 I can merge this back to the body 2425 02:17:05.730 --> 02:17:07.379 actually first that's 2426 02:17:08.629 --> 02:17:12.049 delete the other side. I don't need it. 2427 02:17:18.129 --> 02:17:21.160 You need to also I also need to fix some areas here. 2428 02:17:25.330 --> 02:17:27.160 Yeah and then 2429 02:17:28.830 --> 02:17:30.450 merge this to the 2430 02:17:31.129 --> 02:17:33.760 other re topology object like this. 2431 02:17:34.830 --> 02:17:35.850 And now 2432 02:17:36.430 --> 02:17:38.170 I can again select these 2433 02:17:38.510 --> 02:17:40.150 edges over here. 2434 02:17:40.530 --> 02:17:41.680 He's boundary edges, 2435 02:17:42.530 --> 02:17:43.459 all of it 2436 02:17:44.230 --> 02:17:45.360 bridge 2437 02:17:45.830 --> 02:17:46.850 and not travel 2438 02:17:47.230 --> 02:17:48.379 bridge the edge loops 2439 02:17:48.500 --> 02:17:49.370 and slide 2440 02:17:49.540 --> 02:17:51.040 one into the other. 2441 02:17:51.730 --> 02:17:52.240 Let's see 2442 02:17:55.530 --> 02:17:56.950 Slide one into the other. 2443 02:17:57.830 --> 02:17:59.620 Oh with automatic editing 2444 02:17:59.799 --> 02:18:02.030 slide it merge bam. Done. 2445 02:18:08.920 --> 02:18:13.030 You need to be careful a bit about like sliding some of these rare disease. 2446 02:18:13.420 --> 02:18:15.950 I don't want to snap anything and I don't and I 2447 02:18:15.950 --> 02:18:21.840 don't want to destroy any of the shapes that I've built. 2448 02:18:22.820 --> 02:18:23.030 Mhm. 2449 02:18:24.120 --> 02:18:25.990 But I can still go into sculpt mode. 2450 02:18:27.120 --> 02:18:27.330 Mhm. 2451 02:18:27.820 --> 02:18:32.690 And use the slight relax brush because it will then like 2452 02:18:32.700 --> 02:18:37.950 slide and relax areas without changing the shape of the object. 2453 02:18:38.320 --> 02:18:42.540 So this is a pretty safe way of adjusting things. Still 2454 02:18:44.820 --> 02:18:45.840 perfect. 2455 02:18:48.620 --> 02:18:48.940 Yeah 2456 02:18:51.219 --> 02:18:56.350 and subdivide it's a bit awkward around the, 2457 02:18:56.360 --> 02:19:01.240 around the waist with the lowest subdivision like this is really jacket 2458 02:19:01.719 --> 02:19:02.250 but 2459 02:19:03.120 --> 02:19:06.230 to be fair it is capturing the original shape really well. 2460 02:19:07.820 --> 02:19:12.600 And then yeah, a lot of fixing little things like this. 2461 02:19:14.219 --> 02:19:15.540 This is not great 2462 02:19:16.450 --> 02:19:19.980 but that is going to come in the next chapter. 2463 02:19:21.620 --> 02:19:25.540 So let's see. Uh 2464 02:19:26.020 --> 02:19:29.780 So in the next livestream I'm going to fix a lot of these mistakes, 2465 02:19:31.020 --> 02:19:32.299 a lot of these issues 2466 02:19:32.820 --> 02:19:33.850 but 2467 02:19:34.160 --> 02:19:36.840 this is the pretty much final topology. 2468 02:19:37.719 --> 02:19:37.950 Yeah 2469 02:19:38.320 --> 02:19:38.530 mm 2470 02:19:40.120 --> 02:19:42.340 I'm going to go through some more questions. 2471 02:19:42.820 --> 02:19:43.629 Um 2472 02:19:46.620 --> 02:19:46.950 Mhm. 2473 02:19:47.520 --> 02:19:50.450 Uh Really really nice result. 2474 02:19:50.450 --> 02:19:54.680 Congrats, did you save a backup copy of the re top without apply base? 2475 02:19:54.690 --> 02:20:01.600 No, I didn't might be a mistake but um the thing is it's it's a lot, 2476 02:20:01.610 --> 02:20:04.230 it's really easy to go back to that by just 2477 02:20:04.710 --> 02:20:06.850 adding the shrink wrap modifier back. 2478 02:20:06.860 --> 02:20:08.730 Then you basically have the original version. 2479 02:20:09.910 --> 02:20:14.770 So I'm not too afraid of like losing that uh 2480 02:20:14.780 --> 02:20:18.330 that original mesh because I still have it pretty much. 2481 02:20:18.810 --> 02:20:19.620 Um 2482 02:20:21.010 --> 02:20:24.120 Another question. Could you have achieved the same result? 2483 02:20:24.130 --> 02:20:27.380 Um Using the subdivision modify instead of the multi rest, 2484 02:20:27.390 --> 02:20:29.230 what distinguishes the multi rest? 2485 02:20:29.810 --> 02:20:30.430 Um 2486 02:20:30.810 --> 02:20:36.170 I couldn't have done it with a subdivision surface modifier because um if you apply 2487 02:20:36.170 --> 02:20:41.350 the shrink wrap it's going to be applied on the original based resolution instead. 2488 02:20:41.360 --> 02:20:42.330 Which 2489 02:20:43.510 --> 02:20:46.760 yeah the subdivision surface modifier is really just 2490 02:20:47.410 --> 02:20:51.810 it's more simple. It's really just subdividing it. Subdividing the base mesh. 2491 02:20:52.310 --> 02:20:55.450 But the multi rest as the difference that you 2492 02:20:55.450 --> 02:20:58.300 can actually shrink wrap it onto the higher subdivisions. 2493 02:20:58.310 --> 02:21:00.520 You can't do that with 2494 02:21:00.910 --> 02:21:03.130 substantive modify over here. 2495 02:21:03.910 --> 02:21:05.340 So that's basically the reason. 2496 02:21:05.350 --> 02:21:09.820 And then there's the apply based button, which is the entire core of this trick. 2497 02:21:10.410 --> 02:21:11.630 Um, 2498 02:21:13.810 --> 02:21:14.830 uh, 2499 02:21:15.410 --> 02:21:16.710 I see some more comments. 2500 02:21:16.710 --> 02:21:20.510 Multi race has some problems of distorting with rick Amateur. Yes, 2501 02:21:21.010 --> 02:21:23.200 but most of the time it's actually fine. 2502 02:21:23.210 --> 02:21:28.260 Like I'm I'm still surprised how well it worked on, especially in spring, 2503 02:21:28.270 --> 02:21:32.740 we were actually using motorists on the alpha creatures. 2504 02:21:33.110 --> 02:21:34.430 Um, 2505 02:21:36.410 --> 02:21:38.700 but yes, uh, this is basically it. 2506 02:21:38.710 --> 02:21:42.330 I'm gonna I'm pretty much going to stop the stream from here, 2507 02:21:42.340 --> 02:21:45.010 but thank you very much for watching. 2508 02:21:45.010 --> 02:21:46.550 I hope this was insightful. 2509 02:21:46.560 --> 02:21:50.850 And next week I'm going to polish this a bit more before then going 2510 02:21:50.860 --> 02:21:55.540 into the clothing and then the written apology should pretty much be done. 2511 02:21:56.210 --> 02:21:57.230 So, 2512 02:21:57.710 --> 02:21:59.700 see you next week, then